Author Topic: 3.6.10 Media VPs Discussion Thread  (Read 304035 times)

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Offline neoterran

  • 210
Re: RELEASE: 3.6.10 Media VPs
Yeah it does suck, but it's much better than it used to be back in the day. I mean, when you're in the heat of battle now, it still looks damn good even without normals and bad lighting on the ships. It is much better loading stuff than it was back in 05, 06, When **** used to stutter like half life 2.

I prefer to run the mac in fullscreen without normals and with no_glsl. I have a feeling that nvidia cards are worse in window mode than ATI cards are.

I love 3.6.10. It's really come together. I'm so glad the asteroids are no longer gasoline ballons, that's huge for me, I hated that.
Official Taylor Fan Club Member.
Chief Grognard.
"How much code could a coder code if a coder could code code?"

 
Re: RELEASE: 3.6.10 Media VPs
Since I upgraded to these media vp's I get a nice white bright background when I'm in mission. So nice isn't it?! No, not really. Here are my specs logs.

Code: [Select]
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

Running currently with version nightly-r5004, but it happens as well with n-r4870, n-r4985, n-r4989 and n-r4999 as well as 3.6.9.

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.
==========================================================================
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

What can be done to this?
Thanks.

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: RELEASE: 3.6.10 Media VPs
Code: [Select]
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.

Code: [Select]
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\.

Code: [Select]
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.

Code: [Select]
Searching root pack '/Applications/Games/FS2_Open/smarty_fs2.vp' ... 0 filesCurious. Your smarty is empty even though it should have 10 files (intel animations).

Now, I'm not sure how these things are done with Macs, but I'd recommend making sure your graphics drivers are up to date.
« Last Edit: December 17, 2008, 08:18:54 am by Lobo »
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 
Re: RELEASE: 3.6.10 Media VPs
I've moved the files, removed tangoA and tangoB. smarty_fs2.vp was corrupt, so I replaced it. But after all, no difference.
With Derelict it has a dark background, but there are all kinds of white rectangles. It seems that some data can't be loaded or displayed? Also models in the HUD are withe and has no texture. It's the complete VP, I will try with the separated vp's. No differences. The first demo level (in the nebula) works well except that the HUD models are still white.
« Last Edit: December 17, 2008, 09:58:16 am by dwlnetnl »

 
Re: RELEASE: 3.6.10 Media VPs
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 and multiple VP) don't work? :nervous:

Because they sure do work for me...
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. 
"Courage is the complement of fear.  A fearless man cannot be courageous.  He is also a fool." -- Robert Heinlein

 

Offline Androgeos Exeunt

  • Captain Oblivious
  • 212
  • Prevents attraction.
    • Wordpress.com Blog
Re: RELEASE: 3.6.10 Media VPs
Code: [Select]
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.

Code: [Select]
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.

Your FS2_Open folder should only contain these .vp files:

root_fs2
smarty_fs2
sparky_fs2
sparky_hi_fs2
stu_fs2
tango1_fs2
tango2_fs2
tango3_fs2
warble_fs2
My blog

Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: RELEASE: 3.6.10 Media VPs
Those files are multiplayer missions and voices for them, and since they won't be involved in playing through the FS2 campaign they theoretically don't cause any harm by being in the root dir, and besides that, the mediavp's have for a long time been non-multiplayer stats compatible.

As soon as the mvp3.6.10 become approved in the FS2NetD (don't know the status of this at the moment), they could be moved into mediavp directory, but otherwise it isn't harmful. As far as I know, anyway.

The demo file should be somewhere else though, I dont' know what dragons be there.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: RELEASE: 3.6.10 Media VPs
I've updated my last reply. The media vp's are working well in the nebula except white hud models, all other scenarios result in white. Complete or in pieces, no difference. That VP's are missions and sounds, they have nothing to do with the media vp's.

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: RELEASE: 3.6.10 Media VPs
This sounds extremely remotely like the issue GTSVA was having a while back, except that in his case everything was white. Was fixed by updating graphics drivers.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: RELEASE: 3.6.10 Media VPs
Yes, it sounds like your GPU for some reason cannot use some resources and replaces them with void textures that appear as white.

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 and/or TGA version.

Your card says it can handle 2048^2 sized textures, so I don't think that is the issue. If the uncompressed DDS or TGA versions don't work, we'll need to look at other solutions...

EDIT: DL links changed...
« Last Edit: December 17, 2008, 11:44:58 am by Herra Tohtori »
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: RELEASE: 3.6.10 Media VPs
Recently the Mac OS X Leopard 10.5.6 update came out. I've that update so my graphic card drivers are up to date, when you suspect that Apple put the latest drivers in the update... :rolleyes:

 
Re: RELEASE: 3.6.10 Media VPs
  Enable Normal Maps
   (Personal preference) Enable 3D Shockwaves (switches shockwaves from always facing the camera to spawning with random orientations)
Neither of those options appear in the launcher. 

Also, how do I get the launcher to stop trying to use 3.6.9?  It won't change it; under Features it still has C:\Program Files\Freespace 2\fs2_open_3_6_9.exe in the first field, which is uneditable.  I tried just removing the 3.6.9 files from the folder entirely, and that disabled the game.  The 3.6.10 files in the downloads are in the folder where they should be, but they aren't being used. 
"Courage is the complement of fear.  A fearless man cannot be courageous.  He is also a fool." -- Robert Heinlein

  

Offline chief1983

  • Still lacks a custom title
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: RELEASE: 3.6.10 Media VPs
There should be a Browse button right next to the field with the path to the exe...
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: RELEASE: 3.6.10 Media VPs
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. 
"Courage is the complement of fear.  A fearless man cannot be courageous.  He is also a fool." -- Robert Heinlein

 
Re: RELEASE: 3.6.10 Media VPs
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 and/or TGA version.

The links aren't working.

 

Offline lefkos

  • 28
  • your Hardstyle music producer
Re: RELEASE: 3.6.10 Media VPs
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.


i mented this!
that option doesnt show up!

quote author=Herra Tohtori link=topic=58230.msg1179013#msg1179013 date=1229467976]
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?


You're not necessarily doing anything worngly, but here's how you can make us see what exactly you're doing:

Change your build into a debug build. Debug builds have a -d when normal (release) builds have an -r in the filename. Run the game using that, and then navigate into your ..\FreeSpace2\data\ directory, and post your fs2_open.log, that will tell us what you are doing and what your system is doing.

If your graphics processing unit can't handle the shaders, that should be apparent in the debug log too.
[/quote]

i will, starting now
Music is an expression of our inner creativity.

 
Re: RELEASE: 3.6.10 Media VPs
The normal maps option doesn't appear in 3.6.9; are you sure you've switched over to 3.6.10 in the launcher?
"Courage is the complement of fear.  A fearless man cannot be courageous.  He is also a fool." -- Robert Heinlein

 

Offline Something

  • 27
  • Will Voice act for any mod
Re: RELEASE: 3.6.10 Media VPs
Maybe just wiping it all out and re start will work. There is something to be said about the old Windows method ^_^
Done voice work for :
TBP Relic mini-campaign - Released
Warzone Campaign
Olympus Burning

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: RELEASE: 3.6.10 Media VPs
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 and/or TGA version.

The links aren't working.


My bad. Fixed. :ick:
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline chief1983

  • Still lacks a custom title
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: RELEASE: 3.6.10 Media VPs
Again, if normal maps isn't an option in the launcher then check the build you're using.  You need to be using a recent 3.6.10 build not the 3.6.9 stable ones.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays