Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: SF-Junky on December 22, 2009, 11:11:34 am

Title: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on December 22, 2009, 11:11:34 am
Download link (http://sebastian.ramrod-network.de/Freespace/JunkProductions/StormFront12.html)


Installation:



Important hints:





My thanks to a few people who helped me:
Mobius
0rph3u5
High Max
Spoon
Scotty
dragonsniper
stuart133


Gameplay hints:





Features:





PLEASE NOTE: This thread only serves to discuss Storm Front I - Prohepcy, Storm Front II - Cthulhu or Storm Front II - Beyond the Mirror. For issues concerning the Storm Chasers mini campaigns please visit this thread (http://www.hard-light.net/forums/index.php?topic=68872.0).
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: SF-Junky on December 22, 2009, 11:28:33 am
Well, here it is: Release 2 of the first two episodes of Storm Front. I fixed tons of bugs, and revamped the missions one more time. Thanks to High Max, both campaigns should also be finally free of most of the grammar mistakes.

Storm Front I and II now make use of FSO 3.6.10 final. By transfering all of the non-campaign specific data to a seperate mod folder I hope to reduce redundance. I hope this concept works.
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: Macfie on December 22, 2009, 12:12:47 pm
Will the updated What If be coming out soon?
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: Commander Zane on December 22, 2009, 12:22:21 pm
The Asteria has that plastic wrap shine like Blue Planet's Lucifer.
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: SF-Junky on December 22, 2009, 12:51:06 pm
Will the updated What If be coming out soon?
Yes. I'd like to see if the Stock works fine, then I will re-release What If.

The Asteria has that plastic wrap shine like Blue Planet's Lucifer.
I don't like that, too. But my modelling skills are very limited so I can't do anything about it.
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: Commander Zane on December 22, 2009, 01:10:53 pm
You have a higher poly Typhon, is that Trashmans?
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: SF-Junky on December 22, 2009, 01:42:59 pm
You have a higher poly Typhon, is that Trashmans?
Yes.
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: High Max on December 23, 2009, 02:23:03 am
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: SF-Junky on December 23, 2009, 03:20:13 am
I hope by saying that, I didn't say too much, so I kept that very vague.
It's okay, but don't say anything more. :nod: ;7
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: Nemesis6 on December 23, 2009, 11:28:47 am
The name of this campaign illicits a bit of apprehension in me. Anyway, I'm a bit curious - What will a new pilot achieve/mediate with this campaign?
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: Stilljoe7 on December 23, 2009, 02:00:13 pm
Downloading, but - is there a reason SFS_models is linked twice in the original post?
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: SF-Junky on December 24, 2009, 03:20:53 am
The name of this campaign illicits a bit of apprehension in me.
Why?

Quote
Anyway, I'm a bit curious - What will a new pilot achieve/mediate with this campaign?
That's just a recommendation from me for people who do not have much experience with such mods. I once read that using one and the same pilot file with several mods can cause problems, though I never encoutered any by myself. If you know what you're doing, you can use one of your existing pilots, of course.

Downloading, but - is there a reason SFS_models is linked twice in the original post?
Yes: The page's author didn't pay attention. :p
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: Renegade on December 24, 2009, 05:32:42 pm
Hello SF-Junky,
Now i have time to test your overhauled Stormfront I Campaign.
I played 4 missions so far and found a little issue on Mission 2: "ON PATROL"
Here i missing the roger beep in the chatter of the wingman.
Otherwise a very great work.

Merry Xmas Junky

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2)
Post by: Renegade on December 27, 2009, 04:52:20 pm
Hello...
so Stormfront part I is over.
Very nice to play - fair difficulty
Very nice Storytelling..

Now starting Part II and oh shocking... in the First mission i must Cheat.
I am unable to scan the ships fast enough. Any ships jump out before.
I am to slow???

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (Release 2.)
Post by: High Max on December 30, 2009, 07:25:44 pm
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on February 19, 2010, 06:23:04 am
Beyond the Mirror has just been uploaded. Please make sure you have the latest Stock files (http://sebastian.ramrod-network.de/Freespace/JunkProductions/StormFrontStock.html). Also it would be nice if a mod or admin could highlight this thread. Thank you. :)


Oh, and not that I forget it: I had the idea for BtM and started working on it before BP came out. ;7
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: MatthTheGeek on February 19, 2010, 08:47:30 am
Many of the new cb anims are broken : they make the game crash when they are played ingame. I remember that happened before with Stormfront - I'm re-DLing the stock file to make sure it's not a download issue.

EDIT : Confirmed with up-to-date, freshly downloaded stock files.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Macfie on February 19, 2010, 01:56:53 pm
Are you using 3.6.10?  The cbanims will not work with the nightly builds.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on February 19, 2010, 02:28:00 pm
Are you using 3.6.10?  The cbanims will not work with the nightly builds.
Why is that? I use a nightly build and for me they work.

I still strongly recommend to use 3.6.10 final.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: MatthTheGeek on February 19, 2010, 02:46:08 pm
I always use Nightlies, the last one actually. You might want to find what is causing this cbanim issue and Mantis it, or your campaign is likely to have issues with the future 3.6.12.

You say it works for you with a Nightly ? Lemmie run a debug build...

Edit : here is attached the log. Tell me if you can't reproduce this issue yourself, I'll Mantis it.

[attachment deleted by admin]
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Jeff Vader on February 19, 2010, 02:58:41 pm
Code: [Select]
Searching root pack 'C:\Freespace2\mediavps\MV_Advanced.vp' ... 2868 files
...
  OpenGL Vendor     : Intel
  OpenGL Renderer   : Intel 965/963 Graphics Media Accelerator
  OpenGL Version    : 1.5.0 - Build 7.14.10.4964
???!!!1WTF

Are you saying that the game runs well with that combination?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: MatthTheGeek on February 19, 2010, 03:13:38 pm
Of course. I don't have normal maps (my card can't run them, so they seem to simply not be used ingame at all), and I most of the time have to turn the lighting settings down to 3 or 1 in the ingame settings, but it runs smoothly.

Not everyone can run with war machines  :P
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Jeff Vader on February 19, 2010, 03:21:23 pm
K. I have a Mobility Radeon X1600 and I've always been running without MV_Advanced. The game still looks good and the framerates are rather good most of the time.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Macfie on February 19, 2010, 03:30:02 pm
The problem is with one cbanim file.  The game only crashes when the cb hecateflyby01.ani file is played.  There is something corrupted in the file.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Mongoose on February 19, 2010, 03:49:46 pm
K. I have a Mobility Radeon X1600 and I've always been running without MV_Advanced. The game still looks good and the framerates are rather good most of the time.
Yeah, my card (a Radeon X300) utterly chokes on MV_Advanced and corrupts the hell out of half of the on-screen textures and effects.  Granted, I keep all the in-game detail settings maxed, but I had no idea an integrated mobile chip would have any hope of handling the advanced content.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: MatthTheGeek on February 19, 2010, 04:10:50 pm
K. I have a Mobility Radeon X1600 and I've always been running without MV_Advanced. The game still looks good and the framerates are rather good most of the time.
Yeah, my card (a Radeon X300) utterly chokes on MV_Advanced and corrupts the hell out of half of the on-screen textures and effects.  Granted, I keep all the in-game detail settings maxed, but I had no idea an integrated mobile chip would have any hope of handling the advanced content.
That's because my graphic card seem to just refuse running things that it can't, such as normals maps, without even slowing the game or make it crash. I have the flag activated, but even if I set the lightnings to max, normals won't show up.

The problem is with one cbanim file.  The game only crashes when the cb hecateflyby01.ani file is played.  There is something corrupted in the file.
This one, but also cb_Akula, which wasn't used until those new Beyond the Mirror missions.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on February 19, 2010, 04:35:22 pm
It seems that all my own anis with more than one picture are causing problems. Are there any error massages or is the game just crashing?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Macfie on February 19, 2010, 04:40:40 pm
It just freezes up with no error message.   I haven't played the new Beyond the Mirror missions so I don't know about the cb_akula.  If you try to play both files from the VP you get a message saying it is corrupted.  the other files are fine.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on February 19, 2010, 04:46:59 pm
Yes, I've just seen this. Here (http://sebastian.ramrod-network.de/Freespace/JunkProductions/cb_Hecateflyby01.7z) is a new file. Can you please try if it works?

The cb_Akula works just fine for me.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: MatthTheGeek on February 20, 2010, 03:40:32 am
That seems to have fixed cb_Hecateflyby01. The cb_Akula is still bogus on my end though.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on February 20, 2010, 06:08:38 am
I also redid the cb_Akula (http://sebastian.ramrod-network.de/Freespace/JunkProductions/cb_Akula.7z). Please try it. If it works, I will update SFS_assets.vp.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: MatthTheGeek on February 20, 2010, 06:58:38 am
That fixed it. AFAIK there is no other bogus cb_anim to fix. Good job :yes:
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on February 20, 2010, 03:16:02 pm
Sooo.. i finished and again good work SF-Junky.
Only with the Mission:"Slipping trough the net" i have my problems.. Check your Inbox.
I dont like that i must first destroy several ships to disable a Ravana... is an logical issue for me.
But without them.. is a masterpiece and gives me a feeling like BP/Uncharted Terretory/Homesick...

Ahh i forgot: I had no Errors at all. Only one crash to Desktop after Mission 1 .. but this can be random.
Spoiler:
I think in SFIII the Colossus will play a major role ??
Greetings Peter

Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on February 20, 2010, 03:22:06 pm
Sooo.. i finished and again good work SF-Junky.
Only with the Mission:"Slipping trough the net" i have my problems.. Check your Inbox.
I dont like that i must first destroy several ships to disable a Ravana... is an logical issue for me.
That was more gameplay based, to make the mission longer than two minutes.

Quote
Spoiler:
I think in SFIII the Colossus will play a major role ??
Nope. :P
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on February 20, 2010, 05:27:16 pm
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on February 20, 2010, 06:19:12 pm
Ouch.....
Sorry so sorry.. this was not what i want....
I forgot the Spoiler tag..dammn...
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: MatthTheGeek on February 21, 2010, 02:11:47 am
You'd better edit your post and add the spoiler tag before too much people are spoiled :)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on February 21, 2010, 06:46:26 am
Done  ;)
SF-Junky please the same !!!
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on February 21, 2010, 09:42:30 pm
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SpardaSon21 on February 22, 2010, 12:47:55 pm
SF-Junky, how do we apply the fixed CB anims?  Do they go in the StormFrontStock or the StormFront 1+2 folder?  Which data folder do they go in?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: MatthTheGeek on February 22, 2010, 01:11:56 pm
They go in stock, in data/cbanims/
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SpardaSon21 on February 22, 2010, 01:18:56 pm
Thanks.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Marduk42 on February 24, 2010, 11:52:48 pm

Hi, I just downloaded Storm Front and so far it's a lot of fun. However now it just keeps crashing when it tries to load the mission "Hammer Stroke".

I used debugger and found that it crashes every time it tries to load Amalthea.pof. Does anyone know why this is happening? I have all the new stock files and everything.

Thanks in advance.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on February 25, 2010, 12:05:34 am
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SpardaSon21 on February 25, 2010, 12:09:02 am
I placed my StormFrontStock files in their own StormFrontStock folder in my FS2 directory, and I can report similar crashes.  I believe the problem is the Amalthea, simply because FS2 crashed when I clicked on the GTC Amalthea in the Tech Room.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on February 25, 2010, 12:14:25 am
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Macfie on February 25, 2010, 07:58:55 am
High Max you don't have the up to date files in your stormfrontstockfolder.  I wonder if the POF file in the newer version is corrupted.  POF viewer crashes when I try to open the Amalthea file also.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on February 25, 2010, 02:43:48 pm
A Error occured while loading mission  "Hammer Stroke" SF I

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod StormFront_1+2,StormFront_1+2,StormFrontStock,mediavps
Building file index...
Found root pack 'D:\Games\Freespace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa9e295e2
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0x2f193bcd
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' with a checksum of 0x3d89473c
Found root pack 'D:\Games\Freespace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa9e295e2
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0x2f193bcd
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' with a checksum of 0x3d89473c
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_assets.vp' with a checksum of 0x006a3207
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_core.vp' with a checksum of 0xd4de023b
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x27c908a2
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x17143634
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_models.vp' with a checksum of 0x9a127674
Found root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\Freespace2\StormFront_1+2\' ... 42 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'D:\Games\Freespace2\StormFront_1+2\' ... 42 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'D:\Games\Freespace2\StormFrontStock\' ... 0 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_assets.vp' ... 141 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_core.vp' ... 63 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_interface.vp' ... 84 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_models.vp' ... 66 files
Searching root 'D:\Games\Freespace2\mediavps\' ... 9 files
Searching root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'D:\Games\Freespace2\' ... 64 files
Searching root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\warble_fs2.vp' ... 52 files
Found 34 roots and 14535 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!
Initializing OpenGL graphics device at 1280x960 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X800 PRO x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.5646 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_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' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'effects_SFS-wep.tbm' ...
TBM  =>  Starting parse of 'adveffects_SFS-wep.tbm' ...
TBM  =>  Starting parse of '0_SF12-wep.tbm' ...
TBM  =>  Starting parse of 'apatch-wep.tbm' ...
Loading model 'UnknownShip.pof'
IBX: Found a good IBX to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
Loading model 'UnknownShip.pof'
IBX: Found a good IBX to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
Loading model 'UnknownShip.pof'
IBX: Found a good IBX to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'trails_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'models_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'adveffects_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'fs1Loadout-shp.tbm' ...
TBM  =>  Starting parse of '1_SF12-shp.tbm' ...
TBM  =>  Starting parse of 'apatch-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'StormFront-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 583
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.275 (0.275)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '88th.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 = 0.435 (0.435)
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 88th. Nova-Squad
Someone passed an extension to bm_load for file '88th.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 1200
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 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: 'SF_I_A2M4.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 88th. Nova-Squad
Someone passed an extension to bm_load for file '88th.pcx'
Using callsign: Abayomi
Using callsign: Monaghan
Using callsign: Bakhu
Using callsign: Thoru
Using alternate ship type name: ---
Someone passed an extension to bm_load for file 'hol.pcx'
Someone passed an extension to bm_load for file 'Dolphins.pcx'
Someone passed an extension to bm_load for file '88th.pcx'
Starting mission message count : 205
Ending mission message count : 206
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0xbbfa68bc, IBX checksum: 0x11e25089 -- "bomber2t-01.pof"
Loading model 'fighter2v-02.pof'
IBX: Found a good IBX to read for 'fighter2v-02.pof'.
IBX-DEBUG => POF checksum: 0x45a2f668, IBX checksum: 0x8dc599b9 -- "fighter2v-02.pof"
Loading model 'udjat.pof'
IBX: Found a good IBX to read for 'udjat.pof'.
IBX-DEBUG => POF checksum: 0x887c5698, IBX checksum: 0xc96dd269 -- "udjat.pof"
Potential problem found: Unrecognized subsystem type 'reactor01', believed to be in ship udjat.pof
Potential problem found: Unrecognized subsystem type 'reactor02', believed to be in ship udjat.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship udjat.pof
Allocating space for at least 31 new ship subsystems ...  a total of 200 is now available (31 in-use).
Loading model 'cargo04.pof'
IBX: Found a good IBX to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.pof"
Loading model 'cargo2v-01.pof'
IBX: Found a good IBX to read for 'cargo2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbdff8a40, IBX checksum: 0x561adf46 -- "cargo2v-01.pof"
No subsystems found for model "cargo2v-01.pof".
Loading model 'cargo03.pof'
IBX: Found a good IBX to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xd677638e, IBX checksum: 0x6d453f00 -- "cargo03.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x67fc1583, IBX checksum: 0xa5641cbb -- "cargo02.pof"
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship cargo02.pof
Loading model 'GunPlatform02.pof'
IBX: Found a good IBX to read for 'GunPlatform02.pof'.
IBX-DEBUG => POF checksum: 0x29d5eea6, IBX checksum: 0x761a4be9 -- "GunPlatform02.pof"
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0xd5ba13a1, IBX checksum: 0x4dbf8cff -- "corvette2v-01.pof"
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0xee515f57, IBX checksum: 0xf76f3046 -- "cruiser02.pof"
Loading model 'transport02.pof'
IBX: Found a good IBX to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0xe72689a2, IBX checksum: 0xb85524bf -- "transport02.pof"
WARNING: "Rotation without rotation axis defined on submodel 'gearleftb' of model 'transport02.pof'!" at modelread.cpp:1304
Int3(): From g:\fso\fs2_rc1_export\code\globalincs\windebug.cpp at line 1263

This problem occurs with 3.6.10 Final +12 RC1 INF/Normal

Any sugestions ????

Greetings Peter

[attachment deleted by admin]
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: utops on February 25, 2010, 03:46:38 pm
Same problems aswell.
Amalthea and some other ships
I must go to bed, tommorow im gonna check what ships couse CTDesktop.  build 3.6.10 final all files place in the right order i triple check that.
Besides,nice campaign.. little bit cheeasy but meh

Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Marduk42 on February 25, 2010, 04:45:43 pm
Good to know its not just me who has this problem.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: est1895 on February 25, 2010, 05:58:14 pm
Hi. I just tried the New Expansion for Storm Front II and it keeps crashing on me. And I never get to see anyting of it. Just select hit go and crash. Could you please tell me where the right build is? If thats not it, what info can I give you.

regards,

Ralph
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: BloodFleet on February 25, 2010, 06:05:23 pm
Mission after "The Mole Returns" in SF 1 is crashing me and the mission after "In the Line of Fire" in SF2 is as well. Hope this can be fixed soon...


btw the SF2 expansion is fine for me...just finished it.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on February 25, 2010, 08:11:39 pm
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on February 26, 2010, 12:28:30 am
Yes indeed SF II BTM runs fine.
But SFI+II has problems.

Dear SF-Junky please fix the problems - i like your campaigns.

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on February 26, 2010, 12:40:34 am
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Marduk42 on February 26, 2010, 04:21:45 am
Its probably just the stock files, most notably SFS_models.vp, that need to be fixed.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: TrashMan on February 26, 2010, 05:32:43 am
Confirmed. The cruiser crashes in the tech room.

With the new BC ani's, I still get crashes if I let the Akula.ani run to it's end. If I go to the next stage before it ends, it's alright.

SF1 and 2 crash too often for my liking.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Macfie on February 26, 2010, 08:01:21 am
The Asteria POF file is broken also.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on February 28, 2010, 03:44:05 am
Is it possible that VPMake sometimes brakes .pof files when creating a .vp? I had this problems earlier. Unfortunately, I'm currently not at home until this afternoon. Probably, this won't be fixed until to tomorrow.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Macfie on February 28, 2010, 01:52:41 pm
On further checking the Amalthea file is the only one giving me any problems.  I extracted an older version from the StormfrontII VP file and it works.  I've attached a copy.  Put it in StormFrontStock\data\models.

[attachment deleted by admin]
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: utops on February 28, 2010, 03:38:34 pm
Code: [Select]
Warning: Ship 'GTC Amalthea' does not have subsystem 'turret10' linked into the model file, 'Amalthea.pof'.
File: Ship.cpp
Line: 15690


Call stack:
------------------------------------------------------------------
    level_page_in()    freespace_mission_load_stuff()    game_post_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 75401194()
    ntdll.dll 76fbb3f5()
    ntdll.dll 76fbb3c8()
------------------------------------------------------------------

uh uh
I can view her in techroom roster.. (gee another fenris-like cruiser),but mission do not load
GTI Asteria also corrupted... next one is Lucifer - CTD
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on February 28, 2010, 04:27:22 pm
Now i think the only what we can do is wait until SF-Junky uploaded fixed SFS_Models.vp file.
Included with fixed cbanims (Hectateflyby ao..)

So but now i take a shower and go to sleep.

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 01, 2010, 04:01:26 am
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on March 01, 2010, 06:16:32 am
I can view her in techroom roster.. (gee another fenris-like cruiser)

Yes, but this one has better anti-fighter weaponry (pulse cannons). I think it has a rail gun in place of the missile launcher as well. It is also superior to both the Leviathan and Fenris in every department, I believe, and it has green instead of red or blue in the center section.
In fact, the pulse cannons are an anti-capital weapon. Overall, the Amalthea has only limited anti-fighter capacities. ;)

I uploaded a new SFS_models.vp this morning. I do not have any problems with the Amalthea model. there is obviously a problem with the two new turrets I added recently. Please try if the error still occurs. If it does I have to ask in the mod section.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: utops on March 01, 2010, 07:18:38 am
Sorry to bother but i can`t find this file.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 01, 2010, 10:05:30 am
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on March 01, 2010, 12:19:37 pm
Sorry to bother but i can`t find this file.
Ups forgot to mention that. Just check the homepage (http://sebastian.ramrod-network.de/Freespace/JunkProductions/StormFrontStock.html) and download SFS_models.vp again.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 01, 2010, 03:44:29 pm
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Marduk42 on March 02, 2010, 12:38:04 am
Thanks a ton for the fix!
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: utops on March 02, 2010, 02:36:02 pm
Wowee, just saw last cutscene, thx for your work and looking foward to next part.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: TrashMan on March 06, 2010, 02:04:32 pm
Now that I have played trough everything...

Not bad. One of the better campaigns out there, but it loses points due to blatant copying of canon missions - especially text copying. Same goals, same situation, even almost the same lines just different ships. That is just jarring for me.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 06, 2010, 02:41:28 pm
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: TrashMan on March 06, 2010, 05:05:00 pm
Apples and Oranges.

I'm talking about a very direct series of copies. It's a bit too...direct to work as a hommage.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on March 07, 2010, 04:28:46 am
Apples and Oranges.

I'm talking about a very direct series of copies. It's a bit too...direct to work as a hommage.
What exactly are you referring to?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: TrashMan on March 08, 2010, 01:19:59 am
Nothing serious.

You have a few missions that are direct copy of FS2 ones.
Like the rescue of Toeris, drawing of the shivans, etc..

It is PERSONALLY a bit jarring to me, due to their bluntness.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 08, 2010, 01:37:22 am
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: TrashMan on March 08, 2010, 01:41:17 am
Right...HighMax, would you please stop talking about a completely different issue?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 08, 2010, 01:42:34 am
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: TrashMan on March 08, 2010, 04:43:37 am
And what exactly makes you think this is a big deal to me? :wtf:
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 08, 2010, 12:14:35 pm
;-)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: TrashMan on March 08, 2010, 12:55:09 pm
 :wtf:  :wtf:  :wtf:

Why do I get the feeling you're stoned or something?

I gave my honest oppinion, it's you who can't seem to let it go and insists on "defending" the campaign, like it's under some horrible onslaught. I allready said it's my personal oppinion and that it's not a big deal.
Is there really a point to your pushy antics and denail?

And you don't see the copying? Really, open the FS2 mission with the evacuation of the Iceni, remove the nebula and replace the Iceni with the Hattie, and you got the mission from SF2. There are several more examples.
I don't mind copying as long as it isn't blatant.

So just let it go already....
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on March 08, 2010, 01:49:55 pm
Well, for the text copying thing, that is probably because the campaign was originally made in german language and later translated into English by myself. I hope my language skills have improved since 2007 so that I can do better in Storm Front III.

Did you also play Beyond the Mirror, TrashMan, and if yes did you think its dialogues/missions were better?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 08, 2010, 02:56:03 pm
^_^
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on March 08, 2010, 03:00:03 pm
How is SF III doing so far?
A playable version of Act I exists, but there is still a lot of work to do. I hope to get started with Act II in April.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on March 08, 2010, 03:39:45 pm
Wow cool... nice to know that SFIII is still WIP.
I wish you all the best for the work at this upcoming campaign...

If you need help for test purpose call me :)

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on March 08, 2010, 03:52:57 pm
^-^
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: est1895 on March 08, 2010, 08:02:12 pm
Has the new files been updated at Freespacemods?  :v:
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: TrashMan on March 09, 2010, 01:21:00 am
Well, for the text copying thing, that is probably because the campaign was originally made in german language and later translated into English by myself. I hope my language skills have improved since 2007 so that I can do better in Storm Front III.

Did you also play Beyond the Mirror, TrashMan, and if yes did you think its dialogues/missions were better?

Well, the text certanly plays a very big part. Mind you, I'm the kinda guy that found the Ancient-Shivan war last mission in the fight with the alien jarring, because of that whole "They thought we are not a terrestrial species..." speech.
While those things certanly don't make or break a campaign, they do make me wonder "why did the mission maker even go there? Was this necessary?"

Beyond the Mirrior didn't have any such issues that I can recall.
Also, glad to hear you're making good progress on part III :)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on March 10, 2010, 11:38:20 am
Finished SF I+II
with fix of the SFS_Models and the CB_anims SF I+II and SFII BTM running fine without any errors or splash to desktop.
  :yes:

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Ariel on March 14, 2010, 08:15:33 am
there are problems with the ending mission of the first campaign and there is a static with the anims + what is the current download of the campains  in the site or at freespacemods.net ?

i'll be glad if someone from the ppl from the developers of the campain will answer me .

      thanks and sorry for the typos ,

                                                     Ariel.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on March 14, 2010, 11:41:23 am
I recommend to always download things from the link in the first post of this thread.

Where the static in the anims comes from I don't know. I guess it has again something to do with VPMake, but as long as it doesn't lead to a game crash I don't mind, to be honest.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Kosh on March 19, 2010, 05:32:27 am
Just tried out Stormfront 1, and I managed to run into a major show stopper.


Spoiler:
After that mission where the Toeris shows up for the first time to blow up that old Typhon, when loading the next mission it crashed to desktop with this message:

Error: Can't open model file <bomber07.pof>
File: ModelRead.cpp
Line: 1995


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

I'm using 3.6.10 final

Thoughts?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Jeff Vader on March 19, 2010, 05:56:44 am
Error: Can't open model file <bomber07.pof>
File: ModelRead.cpp
Line: 1995


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
fs2_open.log?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Kosh on March 19, 2010, 06:11:18 am
It gave me that in a dialog box.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Jeff Vader on March 19, 2010, 06:16:14 am
I mean, could you create and deliver your fs2_open.log as described here (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359)?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Kosh on March 19, 2010, 06:22:03 am
Oh right, sorry. I've been away from FSO for too long :nervous: Here you go.




[attachment deleted by admin]
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Jeff Vader on March 19, 2010, 06:26:50 am
You need Storm Front Stock. Installation instructions and other info at the site (http://sebastian.ramrod-network.de/Freespace/JunkProductions/StormFrontStock.html).
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Kosh on March 19, 2010, 06:33:20 am
Oh, ok. Thanks.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Deka1184 on April 04, 2010, 02:11:01 am
Sooo.. i finished and again good work SF-Junky.
Only with the Mission:"Slipping trough the net" i have my problems.. Check your Inbox.
I dont like that i must first destroy several ships to disable a Ravana... is an logical issue for me.
That was more gameplay based, to make the mission longer than two minutes.

Quote
Spoiler:
I think in SFIII the Colossus will play a major role ??
Nope. :P

Spoiler:
Right, he did say it would take several years to repair.

I just got finished playing all three campaigns for the first time. Ran flawlessly. Very solid work. I really loved the third one especially.

As far as difficulty goes, I found the latter two campaigns a bit on the hard side. I believe episode I is balanced just fine though.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on April 04, 2010, 02:39:23 am
#.#
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on April 04, 2010, 05:08:26 am
I wonder if SoL will ever be mentioned in this series of campaigns of if we will reunite with them.
You mean the Sol System? Maybe, I don't know that for sure. I have certain plans vor SF IV (which will be the final part btw) that include Sol. But that is far in the future. For now I try to stay focused on Ep. III.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: High Max on April 24, 2010, 01:44:11 am
^~^
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: DrBenzo on May 16, 2010, 08:38:07 am
Hi,

fso:st2 chrashes to desktop when i try to enter the briefing room. It´s the mission after "in sheep´s clothing".

The message is: Freespace 2 Open has encountered a problem:

(http://img257.imageshack.us/img257/2850/fsost2ctd.th.jpg) (http://img257.imageshack.us/i/fsost2ctd.jpg/)

Here´s my fs2_open.log:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -orbradar
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod StormFront_1+2,StormFront_1+2,StormFrontStock,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa38f6d47
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0xb439666e
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' with a checksum of 0xfe2ba890
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa38f6d47
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0xb439666e
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' with a checksum of 0xfe2ba890
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_assets.vp' with a checksum of 0xf1006046
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_core.vp' with a checksum of 0xfa98e3bf
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x5b618951
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x08e86cf6
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_models.vp' with a checksum of 0x4c1218ab
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_modelsW.vp' with a checksum of 0xa436ec9b
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\mediavps\stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\StormFront_1+2\' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'C:\Games\FreeSpace2\StormFront_1+2\' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'C:\Games\FreeSpace2\StormFrontStock\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_assets.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_core.vp' ... 74 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_interface.vp' ... 56 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_models.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_modelsW.vp' ... 20 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\stu_fs1.vp' ... 1497 files
Searching root 'C:\Games\FreeSpace2\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 35 roots and 15976 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!
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4800 Series
  OpenGL Version    : 2.1.9116

  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".

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

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.40
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_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' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'A_Impact' does not have an LOD0 anim!" at weapons.cpp:180
Int3(): From g:\fso\fs2_rc2_export\code\globalincs\windebug.cpp at line 1263

I´m using Stormfrontstock 2.2, mediavps 3.6.10 and fs2_open 3.6.12 RC2 SSE2

Someone got any idea how to fix it?

Best wishes
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: The E on May 16, 2010, 08:42:42 am
Well, this won't fix the problem, but:
Code: [Select]
Found root pack 'C:\Games\FreeSpace2\mediavps\stu_fs1.vp' with a checksum of 0xf74f0afe
This file does not belong there. Please delete it (and as it seems to be corrupted anyway, it's probably a very good idea to delete it).
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Jeff Vader on May 16, 2010, 08:58:12 am
Here´s my fs2_open.log:
:yes:

Code: [Select]
  -mod StormFront_1+2,StormFront_1+2,StormFrontStock,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa38f6d47
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0xb439666e
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' with a checksum of 0xfe2ba890
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa38f6d47
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0xb439666e
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' with a checksum of 0xfe2ba890
I've seen this scenario cause the strangest of problems before. Try this: open the mod.ini file in your \StormFront_1+2\ folder, find the "secondarylist" line and remove the "StormFront_1+2," part from it, then save, then try playing again. Basically, make sure the mod.ini says
Code: [Select]
[launcher]
image255x112 = StormFront12-Logo.bmp;
infotext     = The Storm Front Saga - Episodes I & II;
website      = http://www.junk-productions.de.vu/;
forum        = http://www.hard-light.net/forums/index.php?topic=67097.0;

[multimod]
primarylist = ;
secondarylist = StormFrontStock,mediavps;

[settings]
flags: -ship_choice_3d;

There have been bizarre consequences, when the game engine tries to load the same mod folder twice. And therefore a note to SF-Junky: please edit the mod.inis in your Storm Front downloads so that they do NOT set their own folders as a secondary mod. In this case, \StormFront_1+2\ is already selected as the primary mod, when the player selects it from the Launcher's MOD tab. Having it in the secondarylist line will just make the game set is as a mod again, and as I said, that can cause odd things.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: DrBenzo on May 16, 2010, 09:42:00 am
Thanks for response, but this didn´t fix it
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: The E on May 16, 2010, 10:11:28 am
Can we get another debug log?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: DrBenzo on May 16, 2010, 10:44:44 am
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -post_process
  -orbradar
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod StormFront_1+2,StormFrontStock,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa38f6d47
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0xb439666e
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' with a checksum of 0xfe2ba890
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_assets.vp' with a checksum of 0xf1006046
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_core.vp' with a checksum of 0xfa98e3bf
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x5b618951
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x08e86cf6
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_models.vp' with a checksum of 0x4c1218ab
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_modelsW.vp' with a checksum of 0xa436ec9b
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\StormFront_1+2\' ... 71 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'C:\Games\FreeSpace2\StormFrontStock\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_assets.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_core.vp' ... 74 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_interface.vp' ... 56 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_models.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_modelsW.vp' ... 20 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 36 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 30 roots and 14269 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!
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4800 Series
  OpenGL Version    : 2.1.9116

  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".

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

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.40
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
render_target: creating new 1680x1050 FBO
render_buffer: creating new 1680x1050 render buffer
texture_pool: creating new 1680x1050 texture
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)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_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' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'A_Impact' does not have an LOD0 anim!" at weapons.cpp:180
Int3(): From g:\fso\fs2_rc2_export\code\globalincs\windebug.cpp at line 1263
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: The E on May 16, 2010, 10:58:53 am
Well, you should be able to just click through the warning. That crash is the special crash that gets triggered when you choose to abort the program when a warning occurs.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: DrBenzo on May 18, 2010, 10:46:37 am
here´s the one after it crashes:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -post_process
  -orbradar
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod StormFront_1+2,StormFrontStock,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa38f6d47
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0xb439666e
Found root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' with a checksum of 0xfe2ba890
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_assets.vp' with a checksum of 0xf1006046
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_core.vp' with a checksum of 0xfa98e3bf
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x5b618951
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x08e86cf6
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_models.vp' with a checksum of 0x4c1218ab
Found root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_modelsW.vp' with a checksum of 0xa436ec9b
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\StormFront_1+2\' ... 71 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'C:\Games\FreeSpace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'C:\Games\FreeSpace2\StormFrontStock\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_assets.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_core.vp' ... 74 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_interface.vp' ... 56 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_models.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\StormFrontStock\SFS_modelsW.vp' ... 20 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 36 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 30 roots and 14269 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!
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4800 Series
  OpenGL Version    : 2.1.9116

  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".

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

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.40
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
render_target: creating new 1680x1050 FBO
render_buffer: creating new 1680x1050 render buffer
texture_pool: creating new 1680x1050 texture
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)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_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' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'A_Impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vepar_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'sup' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'shieldhit01a_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'bomb_flare' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vapula_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'ScythImpact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'pharnec_impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'crete_impact' does not have an LOD0 anim!" at weapons.cpp:180
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 'effects_SFS-wep.tbm' ...
TBM  =>  Starting parse of 'beamrange_SFS-wep.tbm' ...
TBM  =>  Starting parse of 'adveffects_SFS-wep.tbm' ...
TBM  =>  Starting parse of '0_SF12-wep.tbm' ...
TBM  =>  Starting parse of 'apatch-wep.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
Loading model 'UnknownShip.pof'
IBX: Found a good IBX/TSB to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
Loading model 'UnknownShip.pof'
IBX: Found a good IBX/TSB to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
Loading model 'UnknownShip.pof'
IBX: Found a good IBX/TSB to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'trails_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'models_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'adveffects_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'fs1Loadout-shp.tbm' ...
TBM  =>  Starting parse of '1_SF12-shp.tbm' ...
TBM  =>  Starting parse of 'apatch-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'StormFront-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 353
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '88th.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_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
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 ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 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: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 1200
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: 'SF_II_A3M2.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Abayomi
Using callsign: Monaghan
Using callsign: Thoru
Starting mission message count : 203
Ending mission message count : 204
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x1934a7e5, IBX checksum: 0xd808d8e3 -- "fighter2t-01.pof"
Loading model 'fighter2v-04.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-04.pof'.
IBX-DEBUG => POF checksum: 0x035e02f1, IBX checksum: 0x75e7bb7f -- "fighter2v-04.pof"
Loading model 'Arachnas.pof'
IBX: Found a good IBX/TSB to read for 'Arachnas.pof'.
IBX-DEBUG => POF checksum: 0x56f2fc40, IBX checksum: 0x61733e7e -- "Arachnas.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Arachnas.pof
Allocating space for at least 24 new ship subsystems ...  a total of 200 is now available (24 in-use).
Loading model 'capital02.pof'
IBX: Found a good IBX/TSB to read for 'capital02.pof'.
IBX-DEBUG => POF checksum: 0x98be00d4, IBX checksum: 0x7f0308cd -- "capital02.pof"
WARNING: "Not all subsystems in model "capital02.pof" have a record in ships.tbl. This can cause game to crash.  List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem turret18 in model was not found in ships.tbl!
Subsystem turret19 in model was not found in ships.tbl!
Potential problem found: Unrecognized subsystem type 'reactor 4', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 5', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 3', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 2', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital02.pof
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'capital2s-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2s-01.pof'.
IBX-DEBUG => POF checksum: 0xb93e46fe, IBX checksum: 0xaf790a09 -- "capital2s-01.pof"
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2s-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2s-01.pof
Loading model 'capital01.pof'
IBX: Found a good IBX/TSB to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x531596de, IBX checksum: 0xb2becdd5 -- "capital01.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship SuperCap2S-01.pof
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
Allocating space for at least 197 new ship subsystems ...  a total of 400 is now available (84 in-use).
About to page in ships!
ANI shieldft-01 with size 112x93 (27.3% wasted)
ANI shieldfv-04 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shield-capital02 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
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"
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 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_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (SbeamAF.eff) with 25 frames at 30 fps.
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.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 '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 '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 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'mx-50.pof'
IBX: Found a good IBX/TSB to read for 'mx-50.pof'.
IBX-DEBUG => POF checksum: 0x8d6824ab, IBX checksum: 0x0c4b0264 -- "mx-50.pof"
DDS ERROR: Couldn't open 'wep-mx50-shine.dds' -- DDS was in an unsupported/unknown format
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model '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 Avenger_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shieldft-01.ani with size 112x93 (27.3% wasted)
ANI shieldfv-04.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI shield-capital02.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2230/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 595,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
ANI iconsystem with size 128x130 (49.2% wasted)
ANI FadeSystem with size 128x130 (49.2% wasted)
ANI FadeSystem.ani with size 128x130 (49.2% wasted)
ANI iconInstall03 with size 95x95 (25.8% wasted)
ANI FadeiconInstall03 with size 95x112 (12.5% wasted)
ANI FadeiconInstall03.ani with size 95x112 (12.5% wasted)
Malloc failed!!!!!!!!!!!!!!!!!!!
ERROR: Malloc Failed!

File: windebug.cpp
Line: 1682
Int3(): From g:\fso\fs2_rc2_export\code\globalincs\windebug.cpp at line 1155
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on May 19, 2010, 02:02:35 pm
There have been bizarre consequences, when the game engine tries to load the same mod folder twice. And therefore a note to SF-Junky: please edit the mod.inis in your Storm Front downloads so that they do NOT set their own folders as a secondary mod.
Done so and re-uploaded.

Can it be that this is a general problem with the german version of the game DrBenzo seems to use?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: DrBenzo on May 22, 2010, 02:28:08 am
I´m using the english version of fs2, but the os is german.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on May 31, 2010, 04:36:16 pm
I also have a Error Message in Mission "Theophany"
Can everybody help ?

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod StormFront_1+2,StormFrontStock,mediavps
Building file index...
Found root pack 'D:\Games\Freespace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa9e295e2
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SC_Dum_I.vp' with a checksum of 0xba0b13c6
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0x2f193bcd
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' with a checksum of 0x3d89473c
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_assets.vp' with a checksum of 0xf1006046
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_core.vp' with a checksum of 0xfa98e3bf
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x5b618951
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x08e86cf6
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_models.vp' with a checksum of 0x4c1218ab
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_modelsW.vp' with a checksum of 0xa436ec9b
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_music.vp' with a checksum of 0x6f217739
Found root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\Freespace2\StormFront_1+2\' ... 42 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SC_Dum_I.vp' ... 11 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'D:\Games\Freespace2\StormFrontStock\' ... 2 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_assets.vp' ... 139 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_core.vp' ... 74 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_interface.vp' ... 56 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_models.vp' ... 46 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_modelsW.vp' ... 20 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_music.vp' ... 94 files
Searching root 'D:\Games\Freespace2\mediavps\' ... 9 files
Searching root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'D:\Games\Freespace2\' ... 64 files
Searching root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\warble_fs2.vp' ... 52 files
Found 33 roots and 14386 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X800 PRO x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.5646 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_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' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'A_Impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vepar_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
Freeing all existing models...


[attachment deleted by admin]
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on June 01, 2010, 02:26:00 am
What is the error msg? The LOD0 thing? That should only appear if you use a debug build and even then you should be able to bypass it by clicking "no".
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 01, 2010, 03:23:26 am
Hello dear SF-Junky,
here the Error Message from "r" Build:

Code: [Select]
Malloc Failed!

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
----------------------------------------------------------------
Verify failure: Vbuf0 != NULL

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>


This issue occurs in all tested Builds from .10 to .13

In .10 Game crashes at startup and other builds crashes after Mission loading screen.

The error Messages are from .13 Build

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on June 01, 2010, 05:00:31 am
As far as I found out this error indicates memory problems, so more a technical problem with which I can't help you, sorry. Either open a new thread in the scp board or wait until someone comes in here who knows what to do.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 01, 2010, 06:13:46 am
Memory Problem - i dont think this - is only in this single Mission. If i go to the Mission simulator and try the next mission- no problems. Also SFI works perfect.

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: The E on June 01, 2010, 06:15:57 am
"Malloc failed" during startup usually means corrupt pilot file (as that is the most likely point of failure).
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 01, 2010, 06:35:26 am
Hello,
I tried a new Pilot and launched the mission from Miss. sim . Same Error!!
This is ridiculous, the last time i played SFII i had no problems at all.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: The E on June 01, 2010, 06:38:43 am
Pilot file corruption does that. Delete the pilot, and start a new one.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 01, 2010, 07:13:45 am
Hello E,
again: i created a new pilot. Then i go to the Campaign room and select Stormfront II.
then i go to the Tech room - Mission simulator.
then i cheated that all Missions aviable from the Campaign.
then i launched the Mission "Theophany"

ERROR!!!
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: The E on June 01, 2010, 07:23:21 am
fs2_open.log, if you please.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 01, 2010, 07:41:03 am
on Page 6 i had posted the Fs2_open.log

But no problem i will post again here..;)

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod StormFront_1+2,StormFrontStock,mediavps
Building file index...
Found root pack 'D:\Games\Freespace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xa9e295e2
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SC_Dum_I.vp' with a checksum of 0xba0b13c6
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0x2f193bcd
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' with a checksum of 0x3d89473c
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_assets.vp' with a checksum of 0xf1006046
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_core.vp' with a checksum of 0xfa98e3bf
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x5b618951
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x08e86cf6
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_models.vp' with a checksum of 0x4c1218ab
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_modelsW.vp' with a checksum of 0xa436ec9b
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_music.vp' with a checksum of 0x6f217739
Found root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\Freespace2\StormFront_1+2\' ... 42 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SC_Dum_I.vp' ... 11 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'D:\Games\Freespace2\StormFrontStock\' ... 2 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_assets.vp' ... 139 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_core.vp' ... 74 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_interface.vp' ... 56 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_models.vp' ... 46 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_modelsW.vp' ... 20 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_music.vp' ... 94 files
Searching root 'D:\Games\Freespace2\mediavps\' ... 9 files
Searching root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'D:\Games\Freespace2\' ... 64 files
Searching root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\warble_fs2.vp' ... 52 files
Found 33 roots and 14386 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X800 PRO x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.5646 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_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' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'A_Impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vepar_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
Freeing all existing models...

I hope this will help ;)

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 02, 2010, 04:45:26 am
So i thinked i had corrupted Files and re downloaded the entire StormfrontStock and Missions. I deleted Stormfront complete from my HD and reinstall it. Taken an new Pilot -> launch Mission

Same Error occurs  :mad:

Can everybody help ???

Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Jeff Vader on June 02, 2010, 04:54:20 am
Can everybody help ???
Most likely not, but somebody should be able to.

Your previous log ends after two warnings, so as far as I understand, it doesn't really replicate the conditions in which you originally got the crash. Please do the following:
- start playing SF with a debug build
- if you get WARNINGs, click "No" (warnings are there to tell the user that something is not exactly right, but they don't mean that you should stop playing)
- try to play the mission that gave the "Malloc failed" error
- once you get to that error, quit and post your new fs2_open.log.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 02, 2010, 06:05:35 am
Hi Vader,
here now the brand new log.
Debug build 3.6.13 Inferno

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod StormFront_1+2,StormFrontStock,mediavps
Building file index...
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0x3fd013a9
Found root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' with a checksum of 0xfe2ba890
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_assets.vp' with a checksum of 0xf1006046
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_core.vp' with a checksum of 0xfa98e3bf
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x5b618951
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x08e86cf6
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_models.vp' with a checksum of 0x4c1218ab
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_modelsW.vp' with a checksum of 0xa436ec9b
Found root pack 'D:\Games\Freespace2\StormFrontStock\SFS_music.vp' with a checksum of 0x6f217739
Found root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\Freespace2\StormFront_1+2\' ... 0 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'D:\Games\Freespace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'D:\Games\Freespace2\StormFrontStock\' ... 0 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_assets.vp' ... 139 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_core.vp' ... 74 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_interface.vp' ... 56 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_models.vp' ... 46 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_modelsW.vp' ... 20 files
Searching root pack 'D:\Games\Freespace2\StormFrontStock\SFS_music.vp' ... 94 files
Searching root 'D:\Games\Freespace2\mediavps\' ... 9 files
Searching root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'D:\Games\Freespace2\' ... 64 files
Searching root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\warble_fs2.vp' ... 52 files
Found 31 roots and 14314 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X800 PRO x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.5646 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_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' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'A_Impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vepar_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'sup' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'shieldhit01a_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'bomb_flare' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vapula_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'ScythImpact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'pharnec_impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'crete_impact' does not have an LOD0 anim!" at weapons.cpp:180
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 'effects_SFS-wep.tbm' ...
TBM  =>  Starting parse of 'beamrange_SFS-wep.tbm' ...
TBM  =>  Starting parse of 'adveffects_SFS-wep.tbm' ...
TBM  =>  Starting parse of '0_SF12-wep.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
Loading model 'UnknownShip.pof'
IBX: Found a good IBX to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
Loading model 'UnknownShip.pof'
IBX: Found a good IBX to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
Loading model 'UnknownShip.pof'
IBX: Found a good IBX to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'trails_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'models_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'adveffects_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'fs1Loadout-shp.tbm' ...
TBM  =>  Starting parse of '1_SF12-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'StormFront-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1750
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.291 (0.291)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '88th.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 = 0.742 (0.742)
Frame  0 too long!!: frametime = 0.462 (0.462)
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 ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 1200
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 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: 'SF_II_A3M2.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Abayomi
Using callsign: Monaghan
Using callsign: Thoru
Starting mission message count : 205
Ending mission message count : 206
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x1934a7e5, IBX checksum: 0xd808d8e3 -- "fighter2t-01.pof"
Loading model 'fighter2v-04.pof'
IBX: Found a good IBX to read for 'fighter2v-04.pof'.
IBX-DEBUG => POF checksum: 0x035e02f1, IBX checksum: 0x75e7bb7f -- "fighter2v-04.pof"
Loading model 'Arachnas.pof'
CFILE: Created new directory 'D:\Games\Freespace2\StormFront_1+2\data\cache\'
IBX: Starting a new IBX for 'Arachnas.pof'.
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Arachnas.pof
Allocating space for at least 24 new ship subsystems ...  a total of 200 is now available (24 in-use).
Loading model 'capital02.pof'
IBX:  Warning!  Found invalid IBX file: 'capital02.ibx'
IBX: Starting a new IBX for 'capital02.pof'.
WARNING: "Not all subsystems in model "capital02.pof" have a record in ships.tbl. This can cause game to crash.  List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem turret18 in model was not found in ships.tbl!
Subsystem turret19 in model was not found in ships.tbl!
Potential problem found: Unrecognized subsystem type 'reactor 4', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 5', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 3', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 2', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital02.pof
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'capital2s-01.pof'
IBX: Found a good IBX to read for 'capital2s-01.pof'.
IBX-DEBUG => POF checksum: 0xb93e46fe, IBX checksum: 0xaf790a09 -- "capital2s-01.pof"
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2s-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2s-01.pof
Loading model 'capital01.pof'
IBX:  Warning!  Found invalid IBX file: 'capital01.ibx'
IBX: Starting a new IBX for 'capital01.pof'.
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship SuperCap2S-01.pof
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX 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 ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
Allocating space for at least 197 new ship subsystems ...  a total of 400 is now available (84 in-use).
About to page in ships!
ANI shieldft-01 with size 112x93 (27.3% wasted)
ANI shieldfv-04 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shield-capital02 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 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_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (SbeamAF.eff) with 25 frames at 30 fps.
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'mx-50.pof'
IBX:  Warning!  Found invalid IBX file: 'mx-50.ibx'
IBX: Starting a new IBX for 'mx-50.pof'.
DDS ERROR: Couldn't open 'wep-mx50-shine.dds' -- DDS was in an unsupported/unknown format
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Avenger_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 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-01.ani with size 112x93 (27.3% wasted)
ANI shieldfv-04.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI shield-capital02.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2319/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 574,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
ANI iconsystem with size 128x130 (49.2% wasted)
ANI FadeSystem with size 128x130 (49.2% wasted)
ANI FadeSystem.ani with size 128x130 (49.2% wasted)
ANI iconInstall03 with size 95x95 (25.8% wasted)
ANI FadeiconInstall03 with size 95x112 (12.5% wasted)
ANI FadeiconInstall03.ani with size 95x112 (12.5% wasted)
Malloc failed!!!!!!!!!!!!!!!!!!!
ERROR: Malloc Failed!


File: windebug.cpp

Line: 1682

Int3(): From c:\documents and settings\chris\my documents\visual studio 2008\projects\fs2_open\code\globalincs\windebug.cpp at line 1155

I hope this can bring any light in the darkness ;)

Greetings Peter

[attachment deleted by admin]
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: The E on June 02, 2010, 06:14:18 am
Okay, here's what this means.

"malloc" is the general "reserve memory" command. It fails only if the OS is unable to return a pointer to an area of memory at the requested size. This may mean that your Comp is overloaded and doesn't have the memory available (which, on modern systems with virtual memory is almost impossible). The other possible explanation is that the memory size requested is too large (like, greater than either system RAM or VMEM), which means that something went wrong in the engine.

Now, to narrow this down further, I want you to create a new debug log, but this time, create a file called debug_filter.cfg in your data folder, with the following content:
Code: [Select]

+General
+BmpMan
-Parse
+Error
-Paging
-Network
+BmpFastLoad
-Sound
-SEXP
-Maps
-Model
-AB TRAIL
-wash
-Weapons
+BmpInfo
+BMP DEBUG
+Warning
-Alan
-lethality
-Messaging
-Joystick
-EVENTMUSIC
-lightning
-Fred routing
-OpenGL
-OpenAL
-Particles
-Sandeep

This will slow down the debug build considerably, and will produce a very large log file, but it will help us narrow down the exact point of failure.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 02, 2010, 06:43:32 am
Ok Done
i will upload log now...

Thanks Peter

[attachment deleted by admin]
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 03, 2010, 02:39:22 pm
Hello folks,
no idea how i can fix this ??

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: The E on June 03, 2010, 03:06:59 pm
Well, from what I can tell, either there is something wrong with your PCs main memory, or the StormFront files are corrupted. The latter is hard for me to verify, as I don't have Storm Front on this Comp. Someone who has it should post checksums and file numbers from a clean install, so we can compare them against your files.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Renegade on June 04, 2010, 11:33:45 am
Hello The_E,

Thanks for checking the logs and try to help.

Now i don't believe that i have a RAM issue - all other Games and Campaigns running fine.
It is only this one Mission.

I have some issues with ITDOH and newer builds, but then i try an .10 build and the mission works then.
But here... no chance...

Greetings Peter
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Saturn on August 05, 2010, 01:36:34 am
HI,

I have essentially the same exact problem on that mission. I had the same error, tried a new download, new pilot, multiple FS0 builds and still that mission kicks me out of the program. I can play the mission before and after on the simulator using the old and a new pilot but that mission kills me. I would attach the log file but when I run the debug version (fs2_open_3_6_12d_INF_SSE2.exe) it never runs to the point I get into FS to do anything, it kicks me out before the picture screen and when I run the r version it doesn't create the log. I need to reread the log file thread.
It seems that there is something wrong with that specific mission.   :sigh:
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: ChaosityZ on August 23, 2010, 10:10:08 pm
I am having the same problem.  I completed the mission "In Sheep's Clothing", then while it is loading the next mission, the game crashes and goes back to Windows with an error.

I have deleted and re-downloaded all the StormFront 1+2 files, and all of the StormFrontStock 2.2 from the website:
http://sebastian.ramrod-network.de/Freespace/JunkProductions/StormFront12.html

This campaign (SF2) was working great up to this point.
with "MediaVPs_3612", after launching the game, and hitting ESC to skip the Freespace opening movie, I always received a message saying:
"The currently active MOD has generated 19 warnings and/or errors during program startup"
But even with that warning the campaign still ran just fine up to this point.

I changed the mod.ini to use the 3.6.10 MediaVPs and got this message:
"The currently active MOD has generated 11 warnings and/or errors during program startup"

I have tried using different executables:  3.6.10 final, 3.6.12 final


My system:
Proc:  Intel Core i7 820
Mem:  8GB  DDR3-1333
Graphics:  ATI Radeon HD5870
OS:  Windows 7 64-bit
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: ChaosityZ on August 23, 2010, 10:26:16 pm
After chaning the launche to use the 3.6.12 Debug build, the game wont even launch.  (fs2_open_3_6_12d_INF_SSE2.exe)
Shows the new splash screen for the 3.6.12 MediaVP's and then  goes to a solid black screen with mouse cursor.
Ctrl+Alt+Del   back to Windows, and had a Windows error box saying this:

Weapon explosion 'A_Impact' does not have an LOD0 anim!
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF_SSE2.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF_SSE2.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF_SSE2.exe! weapon_explosions::Load + 296 bytes
fs2_open_3_6_12d_INF_SSE2.exe! weapon_expl_info_init + 141 bytes
fs2_open_3_6_12d_INF_SSE2.exe! weapon_init + 44 bytes
fs2_open_3_6_12d_INF_SSE2.exe! game_init + 1900 bytes
fs2_open_3_6_12d_INF_SSE2.exe! game_main + 519 bytes
fs2_open_3_6_12d_INF_SSE2.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF_SSE2.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF_SSE2.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes


Changed back to the regular build, game will at least start and bring up the intro movie, pilot selection, etc.

I created the "debug_filter.cfg" as suggested and put in my Data folder.
I have attached my "fs2_open.log"  to this post

[attachment deleted by ninja]
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Shiva1994 on August 24, 2010, 08:57:59 am
Hello, I am not a modder or a specialist in this matter, but I fixed this problem (also the generated 19 warnings) by removing Storm Front Stock core vp file. Aftrer that, campaign runs fine. Furthermore, on mediavps 10, campaign ran fine with whole StormFrontStock stuff.

In my opinion, the error is related to conflict between 12 mediavps and some stuff from core of Stock,  tho I cannot be sure.

EDIT: Checked again by running "Theophany" from mission simulator. I confirm that on my configuration (12_INF_SSE2 build and 12 mediavps) without stormfrontstock core.vp the mission works.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: ChaosityZ on August 24, 2010, 10:46:33 am
Wow, great find.  I've never tried deleting stuff as a fix!   :)    I'm always looking for patches or MORE stuff.   Nice work!
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: ChaosityZ on August 25, 2010, 12:50:08 am
Bummer, I tried the step you mentioned, (removing SFS_Core.vp) but got the same crash in the same spot.
But, you were correct in that the 19 warnings or 11 warnings did disappear!

One other wierd thing that I noticed...
When I started SF1, I created a brand new pilot.  (Storm)
After completing SF1, I moved right into SF2 with no issues until this crashing problem after Sheep's Clothing.
But now, if I go back to the campaign room and try to select SF1, it gives me the buzzing sound like an invalid selection.
I created another new pilot  (Storm1)  and I could select SF1 or SF2 with it...    wierd...

So, going back to the assumption that I have a corrupted pilot... I deleted all pilots and started yet another  (Storm2)  and selected the SF2 campaign again.  I am only back to mission 6 now, so I will let you know tomorrow night if this new pilot will get past the Sheep's Clothing mission, or get stuck yet again...
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: ChaosityZ on August 25, 2010, 11:56:58 pm
No joy folks...

New pilot file, all the way up to "In Sheep's Clothing"  next mission crashes the game while loading.
Tried removing the SFS_Core.vp,  still crashes.
Changed the mod.ini  to mediavps,  and then back to mediavps_3612,  still crashes...

Any other ideas?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Shiva1994 on August 26, 2010, 05:32:18 am
No other ideas, although it works perfectly for me, whereas with sfs_core it crashes like you describe.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: utops on August 29, 2010, 02:36:10 pm
Hello

Just want to replay this one, but since last time... this whats happen inside.





Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -snd_preload
  -mod StormFront_1+2,StormFrontStock,mediavps_3612
Building file index...
Found root pack 'D:\gry\freespace2\StormFront_1+2\BtM_missions.vp' with a checksum of 0xf8ad50a7
Found root pack 'D:\gry\freespace2\StormFront_1+2\SF12_missions.vp' with a checksum of 0x3fd013a9
Found root pack 'D:\gry\freespace2\StormFront_1+2\SF12_root.vp' with a checksum of 0xfe2ba890
Found root pack 'D:\gry\freespace2\StormFrontStock\SFS_assets.vp' with a checksum of 0xf1006046
Found root pack 'D:\gry\freespace2\StormFrontStock\SFS_core.vp' with a checksum of 0xfa98e3bf
Found root pack 'D:\gry\freespace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x5b618951
Found root pack 'D:\gry\freespace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x08e86cf6
Found root pack 'D:\gry\freespace2\StormFrontStock\SFS_models.vp' with a checksum of 0x4c1218ab
Found root pack 'D:\gry\freespace2\StormFrontStock\SFS_modelsW.vp' with a checksum of 0xa436ec9b
Found root pack 'D:\gry\freespace2\StormFrontStock\SFS_music.vp' with a checksum of 0x6f217739
Found root pack 'D:\gry\freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\gry\freespace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\gry\freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\gry\freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\gry\freespace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\gry\freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\gry\freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\gry\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\gry\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\gry\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\gry\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\gry\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\gry\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\gry\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\gry\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\gry\freespace2\StormFront_1+2\' ... 7 files
Searching root pack 'D:\gry\freespace2\StormFront_1+2\BtM_missions.vp' ... 17 files
Searching root pack 'D:\gry\freespace2\StormFront_1+2\SF12_missions.vp' ... 48 files
Searching root pack 'D:\gry\freespace2\StormFront_1+2\SF12_root.vp' ... 130 files
Searching root 'D:\gry\freespace2\StormFrontStock\' ... 0 files
Searching root pack 'D:\gry\freespace2\StormFrontStock\SFS_assets.vp' ... 139 files
Searching root pack 'D:\gry\freespace2\StormFrontStock\SFS_core.vp' ... 74 files
Searching root pack 'D:\gry\freespace2\StormFrontStock\SFS_interface.vp' ... 56 files
Searching root pack 'D:\gry\freespace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'D:\gry\freespace2\StormFrontStock\SFS_models.vp' ... 46 files
Searching root pack 'D:\gry\freespace2\StormFrontStock\SFS_modelsW.vp' ... 20 files
Searching root pack 'D:\gry\freespace2\StormFrontStock\SFS_music.vp' ... 94 files
Searching root 'D:\gry\freespace2\mediavps_3612\' ... 7 files
Searching root pack 'D:\gry\freespace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\gry\freespace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\gry\freespace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'D:\gry\freespace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'D:\gry\freespace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\gry\freespace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'D:\gry\freespace2\' ... 8 files
Searching root pack 'D:\gry\freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\gry\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\gry\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\gry\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\gry\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\gry\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\gry\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\gry\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\gry\freespace2\warble_fs2.vp' ... 52 files
Found 29 roots and 14882 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4600 Series
  OpenGL Version    : 3.3.10061 Compatibility Profile Context

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

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

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'A_Impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vepar_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'sup' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'shieldhit01a_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'bomb_flare' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vapula_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'ScythImpact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'pharnec_impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'crete_impact' does not have an LOD0 anim!" at weapons.cpp:180
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'effects_SFS-wep.tbm' ...
TBM  =>  Starting parse of 'beamrange_SFS-wep.tbm' ...
TBM  =>  Starting parse of 'adveffects_SFS-wep.tbm' ...
TBM  =>  Starting parse of '0_SF12-wep.tbm' ...
TBM  =>  Starting parse of 'apatch-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
WARNING: "Unidentified priority group 'Fighter' set for objecttype 'Fighter'" at ship.cpp:3256
WARNING: "Unidentified priority group 'Bomber' set for objecttype 'Bomber'" at ship.cpp:3256
Loading model 'UnknownShip.pof'
IBX: Found a good IBX/TSB to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
Loading model 'UnknownShip.pof'
IBX: Found a good IBX/TSB to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
Loading model 'UnknownShip.pof'
IBX: Found a good IBX/TSB to read for 'UnknownShip.pof'.
IBX-DEBUG => POF checksum: 0x2652cd8c, IBX checksum: 0xc65bcc5a -- "UnknownShip.pof"
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52"  in ship: GTVA Colossus's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52"  in ship: GTVA Colossus's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52"  in ship: GTVA Colossus's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52"  in ship: GTVA Colossus's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52"  in ship: GTVA Colossus's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52"  in ship: GTVA Colossus's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52"  in ship: GTVA Colossus's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52"  in ship: GTVA Colossus's default secondary banks." at parselo.cpp:2259
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'trails_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'models_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'adveffects_SFS-shp.tbm' ...
TBM  =>  Starting parse of 'fs1Loadout-shp.tbm' ...
TBM  =>  Starting parse of '1_SF12-shp.tbm' ...
TBM  =>  Starting parse of 'apatch-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'StormFront-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1129
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
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 = 0.421 (0.421)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
Frame  0 too long!!: frametime = 0.267 (0.267)
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: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.904 (0.904)
Frame  0 too long!!: frametime = 0.720 (0.720)
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
Loading model 'capital02.pof'
IBX:  Warning!  Found invalid IBX file: 'capital02.ibx'
IBX: Starting a new IBX for 'capital02.pof'.
IBX: Starting a new TSB for 'capital02.pof'.
Potential problem found: Unrecognized subsystem type 'reactor 4', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 5', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 3', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 2', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital02.pof
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
Frame  0 too long!!: frametime = 40.363 (40.363)
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Frame  0 too long!!: frametime = 1.103 (1.103)
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x13dc2d00, IBX checksum: 0x2df49670 -- "cruiser01.pof"
Submodel 'cruiser01b-hull' is detail level 1 of 'cruiser01a-hull'
Submodel 'cruiser01c-hull' is detail level 2 of 'cruiser01a-hull'
Submodel 'cruiser01d-hull' is detail level 3 of 'cruiser01a-hull'
Submodel 'turret09b-01-main' is detail level 1 of 'turret09a-01-main'
Submodel 'turret09c-01-main' is detail level 2 of 'turret09a-01-main'
Submodel 'turret09d-01-main' is detail level 3 of 'turret09a-01-main'
Submodel 'turret09b-02-sub' is detail level 1 of 'turret09a-02-sub'
Submodel 'turret09c-02-sub' is detail level 2 of 'turret09a-02-sub'
Submodel 'radar01b-dish' is detail level 1 of 'radar01a-dish'
Submodel 'radar01c-dish' is detail level 2 of 'radar01a-dish'
Submodel 'radar01d-dish' is detail level 3 of 'radar01a-dish'
Frame  0 too long!!: frametime = 1.174 (1.174)
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0xd2d59346, IBX checksum: 0xf23d7a14 -- "cruiser01x.pof"
Submodel 'radar01d-dish' is detail level 3 of 'radar01a-dish'
Submodel 'radar01c-dish' is detail level 2 of 'radar01a-dish'
Submodel 'radar01b-dish' is detail level 1 of 'radar01a-dish'
Submodel 'turret09d-01-main' is detail level 3 of 'turret09a-01-main'
Submodel 'turret09c-01-main' is detail level 2 of 'turret09a-01-main'
Submodel 'turret09b-01-main' is detail level 1 of 'turret09a-01-main'
Submodel 'turret09c-02-sub' is detail level 2 of 'turret09a-02-sub'
Submodel 'turret09b-02-sub' is detail level 1 of 'turret09a-02-sub'
Frame  0 too long!!: frametime = 0.919 (0.919)
Loading model 'Akula_StormFront12.pof'
IBX: Starting a new IBX for 'Akula_StormFront12.pof'.
IBX: Starting a new TSB for 'Akula_StormFront12.pof'.
WARNING: "Rotation without rotation axis defined on submodel 'Turret03a-arm' of model 'Akula_StormFront12.pof'!" at modelread.cpp:1304
WARNING: "Rotation without rotation axis defined on submodel 'Turret04a-arm' of model 'Akula_StormFront12.pof'!" at modelread.cpp:1304
WARNING: "Rotation without rotation axis defined on submodel 'Turret05a-arm' of model 'Akula_StormFront12.pof'!" at modelread.cpp:1304
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship Akula_StormFront12.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Akula_StormFront12.pof
Submodel 'Turret03b' is detail level 1 of 'Turret03a'
Submodel 'Turret04b' is detail level 1 of 'Turret04a'
Submodel 'Turret05b' is detail level 1 of 'Turret05a'
Frame  0 too long!!: frametime = 29.265 (29.265)
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
Loading model 'Asteria.pof'
IBX:  Warning!  Found invalid TSB file: 'Asteria.tsb'
IBX: Starting a new IBX for 'Asteria.pof'.
IBX: Starting a new TSB for 'Asteria.pof'.
WARNING: "Rotation without rotation axis defined on submodel 'detail0' of model 'Asteria.pof'!" at modelread.cpp:1304
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on August 30, 2010, 01:10:59 pm
I'll try to look into this anytime soon. Have you tried using a 3.6.10 build instead of a 3.6.12?
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: utops on August 30, 2010, 03:48:13 pm
Nope.
Just too confident in new mediavips so i delete old one.
But i manage to play your campaign quite well... on  3.6.12. Im on "Switching off the light" mission and no problems so far.
I create this log because just before mainhall i get  warning prompt, so i decide to run debug build and take a look on ships in techroom then bam im on desktop.
Gameplay is fine.
Consider my log as heads up only.
 
edit:

Storm Front II
Mission "I spy with my little eye" is broken:
No shivan suply ships are present and shivans comnode is invincible.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on September 06, 2010, 06:30:56 am
I've updated a few things. Please re-download the SF12 mission files and the StormFrontStock core file. Then you should be able to play Episode II with FSO 3.6.12 without any problems.

And do not delete anything from your StormFrontStock folder! All files in there are required to play!
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Mobius on September 06, 2010, 12:23:29 pm
What's changed, exactly? :)
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on September 08, 2010, 09:41:28 am
Nothing crucial. Just a few table issues which created error warnings and a few typos here and there.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: ChaosityZ on September 08, 2010, 09:56:14 am
Thank you very much for doing that!  It works great now with 3.6.12.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: SF-Junky on September 08, 2010, 02:47:10 pm
Be advised that I just updated Episode II, so I can't guarantee that Ep I will work under 3.6.12, though it should. But you might wanna use a 3.6.10 build for Ep I.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: ChaosityZ on September 09, 2010, 12:27:26 am
Yep, you are correct in that.   Episode I wont even go to the loading screen.
Title: Re: RELEASE: Storm Front Episodes I and II (including Beyond the Mirror)
Post by: Mobius on September 12, 2010, 05:00:18 am
What kind of errors do you get?