Author Topic: Done everything right, still missing campaigns  (Read 4711 times)

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Re: Done everything right, still missing campaigns
I always check the mod.ini's for new mods I get, some have "mediavps" some have "mediavps_3612"

 
Re: Done everything right, still missing campaigns
Well, I think it works, but it crashes when I commit to mission.

Code: [Select]
Affected output of log:
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' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-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 'bp-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 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-advanced-mfl.tbm' ...
WARNING: "Muzzle flash "BP_Cmuzzle_tiny" already exists!  Using existing entry instead." at muzzleflash.cpp:164
TBM  =>  Starting parse of 'bp2-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 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp-advanced-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 2052
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)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
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)
« Last Edit: February 13, 2011, 02:28:01 am by Jeff Vader »
Stardust, the Sword of Vengeance[A starship combat addict]

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Done everything right, still missing campaigns
Generate a fresh log and post the whole thing please (pastebin it if it won't fit in an HLP post).

Also be sure to create a new pilot.

This is quite a bit of trouble for a mod that's usually so stable, I hope there aren't any corrupt files at work.

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: Done everything right, still missing campaigns
Yeah, it's kind of a stupid clumsy system but it's what we've got.
Well, it's better than retail's "throw everything into \freespace2\ and hope you remember to remove them if/when you want to play another mod".

Oh, I SEE now! It's preprogrammed to look for specific directories, and if it cannot find them... That makes a bit more sense.
Actually, when you use the Launcher to select a mod folder, that mod folder will be used.
If that mod folder contains a file called mod.ini, that file can instruct the game engine to use other folders as mods at the same time.
The "secondarylist" line gives the names of folders that are to be used as sources for mod assets after the folder you have selected in the Launcher.
The "primarylist" line gives the names of folders that are to be used as sources for mod assets before the folder you have selected in the Launcher, though it is needed very rarely (actually, so far only in Silent Threat: Reborn).

Also, the next time you post logs or other pieces of long, non-regular language texts, use this button.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

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

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

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

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

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

18:53 < Achillion> Dicks are fun

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

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

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

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

 

Offline -Norbert-

  • 211
Re: Done everything right, still missing campaigns
I always check the mod.ini's for new mods I get, some have "mediavps" some have "mediavps_3612"
Wasn't this made to let older mods that havn't been updated yet use the 3.6.10 media VPs to avoid possible incompatibilies? In my experiance the only mods that use "mediavps" are back from the times of 3.6.10 or before.

 
Re: Done everything right, still missing campaigns
Well, it works up until I commit to a mission, or go into the tech room and try to read up on the new units.

Excerpt from log:

Code: [Select]
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' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-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 'bp-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 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-advanced-mfl.tbm' ...
WARNING: "Muzzle flash "BP_Cmuzzle_tiny" already exists!  Using existing entry instead." at muzzleflash.cpp:164
Freeing all existing models...
-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 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp-advanced-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 488
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)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.754 (0.754)
Frame  0 too long!!: frametime = 0.434 (0.434)
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
Loading model 'UEDSolaris.pof'
IBX: Found a good IBX to read for 'UEDSolaris.pof'.
IBX-DEBUG => POF checksum: 0x4255e52d, IBX checksum: 0xefdddca0 -- "UEDSolaris.pof"
Potential problem found: Unrecognized subsystem type 'door1-trrt05a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt06a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt07a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt08a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt09a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt10a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt11a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt12a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt13a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt14a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt15a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door1-trrt16a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt05a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt06a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt07a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt08a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt09a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt10a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt11a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt12a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt13a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt14a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt15a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'door2-trrt16a', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'rotatora', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay01', believed to be in ship UEDSolaris.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay02', believed to be in ship UEDSolaris.pof
Found live debris model for 'communication'
Found live debris model for 'engine01'
Found live debris model for 'engine01'
Found live debris model for 'engine02'
Found live debris model for 'engine02'
Found live debris model for 'engine03'
Found live debris model for 'engine03'
Found live debris model for 'navigation'
Found live debris model for 'rotatora'
Found live debris model for 'rotatora'
Found live debris model for 'sensors'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Submodel 'rotatorb' is detail level 1 of 'rotatora'
Submodel 'rotatorc' is detail level 2 of 'rotatora'
Submodel 'turret01b-base' is detail level 1 of 'turret01a-base'
Submodel 'turret01b-arm' is detail level 1 of
« Last Edit: February 13, 2011, 11:27:49 am by Jeff Vader »
Stardust, the Sword of Vengeance[A starship combat addict]

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: Done everything right, still missing campaigns
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

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

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

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

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

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

18:53 < Achillion> Dicks are fun

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

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

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

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

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Done everything right, still missing campaigns
The useful stuff is at the beginning of the log.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Done everything right, still missing campaigns
Yes, stuff at the end is used mostly by devs to debug things related to WiP modifications they're working on (to find what they did wrong or trace an engine bug).
If there's a problem with installation of a mod that should work correctly, you should check (and post) the beggining of the log, as all general info is there.