Author Topic: Model .pof references Subsystems not present in the ship.tbl?  (Read 3583 times)

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Offline AdmiralRalwood

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Re: Model .pof references Subsystems not present in the ship.tbl?
Are you telling FSO to stop running when that warning appears? Because if so, that's the reason the subsystems aren't being written to the log file, because they get written after that Warning. Just hit "no" to continue when the warning pops up and then you should have your list of subsystems in the debug log.

EDIT: Whoops, let's not double-post:

Try this table entry (and the original, unmodified POF):
Code: [Select]
#ship classes
;-----------------------------------------------------------------
; Carrier Liberty
;-----------------------------------------------------------------

$Name:                   TCCV Liberty
$Short name:             TLib
$Species:                Terran
     +Type:              XSTR("Carrier", -1)
     +Maneuverability:   XSTR("Decent", -1)
     +Armor:             XSTR("Light", -1)
     +Manufacturer:      XSTR("", -1)
     +Description:       XSTR("", -1)
     $end_multi_text
     +Tech Description:  XSTR("", -1)
     $end_multi_text
     +Length:            XSTR("", -1)
     +Gun Mounts:        XSTR("16 turrets", -1)

$POF file:               TCCV-Liberty.pof
$Detail distance:        (0, 500, 1200, 5500)

$Show damage:            YES
$Density:                1
$Damp:                   0.1
$Rotdamp:                0.35

$Max Velocity:           0.0, 0.0, 30
$Rotation time:          65, 65, 65
$Rear Velocity:          0.0
$Forward accel:          4.5
$Forward decel:          1.3
$Slide accel:            0.0
$Slide decel:            0.0


$Expl inner rad:         150.0
$Expl outer rad:         750.0
$Expl damage:            200.0
$Expl blast:             11000.0
$Expl Propagates:        YES
$Shockwave Speed:        400.0
$Shockwave Count:        3

$Default PBanks:         ()
$Default SBanks:         ()
$SBank Capacity:         ()

$Shields:                20000
$Shield Color:           100 100 255
$Power Output:           4.5

$Max Oclk Speed:         33
$Max Weapon Eng:         150

$Hitpoints:              80000

$Flags:                  ("big damage"  "cruiser" "in tech database" "flash")
$AI Class:               Captain


$Afterburner:            NO

$Countermeasures:        0

$Scan time:              2000

$EngineSnd:              128
$Closeup_pos:            0.0, 0.0, -500
$Closeup_zoom:           0.3

$Shield_icon:            shield_liberty

$Score:                  8

$Subsystem:              turret01, 2.25, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")


$Subsystem:              turret02, 2.25, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")


$Subsystem:              turret03, 1.125, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret04, 1.125, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret05, 1.125, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret06, 1.125, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret07, .9375, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:              turret08, .9375, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret09, .9375, 1.0
      $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret10, .625, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret11, .625, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret12, .625, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret13, .625, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:              turret14, .625, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Terran Turret" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:              turret15, .625, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Blaziken Autocannon" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:              turret16, .625, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Blaziken Autocannon" )
     $Flags:             ("check hull" "fire on target" "reset when idle")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem: fighterbay1, 0, 0
$Flags: ( "carry no damage" "untargetable")

$Subsystem: fighterbay2, 0, 0
$Flags: ( "carry no damage" "untargetable")

$Subsystem: dish, 1, 0
$Flags: ( "carry no damage" "untargetable")

$Subsystem: Radar_Post, 1, 0
$Flags: ( "carry no damage" "untargetable")


$Subsystem: weapons, 1, 0

$Subsystem:             engine01, 10, 0.0
$Engine Wash:  Default300

$Subsystem:             engine02, 10, 0.0
$Engine Wash:  Default300

$Subsystem:             engine03, 10, 0.0
$Engine Wash:  Default300

$Subsystem:             engine04, 10, 0.0
$Engine Wash:  Default300

$Subsystem:             engine05, 10, 0.0
$Engine Wash:  Default300

$Subsystem:             engine06, 10, 0.0
$Engine Wash:  Default300

$Subsystem:             engine07, 10, 0.0
$Engine Wash:  Default300

$Subsystem:             engine08, 10, 0.0
$Engine Wash:  Default300

$Subsystem: intake01, 10, 0
$Flags: ("untargetable")

$Subsystem: intake02, 10, 0
$Flags: ("untargetable")

$Subsystem: intake03, 10, 0
$Flags: ("untargetable")

$Subsystem: intake04, 10, 0
$Flags: ("untargetable")

$Subsystem: intake05, 10, 0
$Flags: ("untargetable")

$Subsystem: intake06, 10, 0
$Flags: ("untargetable")

$Subsystem: intake07, 10, 0
$Flags: ("untargetable")

$Subsystem: intake08, 10, 0
$Flags: ("untargetable")


#end
The only warnings I get are two warnings that "Blaziken Autocannon" couldn't be found (which I presume you won't have).
« Last Edit: September 15, 2015, 08:44:35 pm by AdmiralRalwood »
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Droid803

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Re: Model .pof references Subsystems not present in the ship.tbl?
You have not matched up everything that should be a subsystem (including animated/destructible ones as well as special points).

You're missing table entries for:

intake01
intake02
intake03
intake04
intake05
intake06
intake07
intake08

Simply copy those entries from the original table file.
Alternatively, you can go into each of the subobjects in the POF and clear out the text that looks like

$special=subsystem
$fov=180
$name=intake05

in the "properties" field, which will stop FSO from considering the subobjects as subsystems. (While you're at it you could also delete the -destroyed subobjects as well). This is if you don't care for the blue "intake" panels being destructible which tbh isn't all that important and I'd rather save on the subsystem limit per mission if I'm going to have a number of these.

Might be missing more, but those are obviously missing.
« Last Edit: September 16, 2015, 12:00:21 am by Droid803 »
(´・ω・`)
=============================================================

 

Offline HLD_Prophecy

  • PVD_Hope in a former life
  • 29
Re: Model .pof references Subsystems not present in the ship.tbl?
I tried as you suggested, Admiral Ralwood. Still getting the error.   :sigh:

And now a brand new one!

Code: [Select]
For 'ParticleExp01', 3 of 4 LODs are missing!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! weapon_explosions::Load + 617 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! parse_weapon + 9060 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! parse_weaponstbl + 162 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! parse_modular_table + 331 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! weapon_init + 101 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_init + 1754 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

 

Offline AdmiralRalwood

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Re: Model .pof references Subsystems not present in the ship.tbl?
I tried as you suggested, Admiral Ralwood. Still getting the error.   :sigh:
...So where's the debug log showing the list of subsystems?
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline HLD_Prophecy

  • PVD_Hope in a former life
  • 29
Re: Model .pof references Subsystems not present in the ship.tbl?
I tried as you suggested, Admiral Ralwood. Still getting the error.   :sigh:
...So where's the debug log showing the list of subsystems?

Right, so sorry! I am being a major noob 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 2 Open version: 3.7.2.11329
Passed cmdline options:
  -missile_lighting
  -3dshockwave
  -cache_bitmaps
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Legendary,mediavps_2014
Building file index...
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Legendary\' ... 93 files
Searching root 'C:\Games\Freespace 2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\Freespace 2\' ... 84 files
Searching root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 23 roots and 16049 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speaker/HP (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon(TM) R4 Graphics
  OpenGL Version   : 4.3.12798 Compatibility Profile Context 13.351.1005.1001

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (32)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 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' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
TBM  =>  Starting parse of 'lnd-snd.tbm' ...
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_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 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)
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'lnd-wep.tbm' ...
BMPMAN: Found EFF (ParticleExp01.eff) with 10 frames at 8 fps.
WARNING: "For 'ParticleExp01', 3 of 4 LODs are missing!" at weapons.cpp:208
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% 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 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-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 : VALID
cfile_init() took 847
TrackIR Init Failed - 1
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Legendary.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Ancient 2.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Ancient 3.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Ancient.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Bei2.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Boron One.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Gerald.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'GW Test 3.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Legendary.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Marshal.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Mobius One.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Mobius.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Procyon.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Protagonist.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Red October.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Shivans.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Sync.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'VD.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Warzone.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.278 (0.278)
PLR => Verifying 'Legendary.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Legendary.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Legendary.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'Legendary.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
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 = 0.736 (0.736)
Frame  0 too long!!: frametime = 0.316 (0.316)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'INF_Claymorex1.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
IBX: Found a good IBX to read for 'INF_Claymorex1.pof'.
IBX-DEBUG => POF checksum: 0xdec2ed4f, IBX checksum: 0xda664afb -- "INF_Claymorex1.pof"
Frame  0 too long!!: frametime = 3.155 (3.155)
Frame  0 too long!!: frametime = 0.662 (0.662)
Loading model 'TCCV-Liberty.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Potential problem found: Unrecognized subsystem type 'dish', believed to be in ship TCCV-Liberty.pof
Potential problem found: Unrecognized subsystem type 'intake01', believed to be in ship TCCV-Liberty.pof
Potential problem found: Unrecognized subsystem type 'intake02', believed to be in ship TCCV-Liberty.pof
Potential problem found: Unrecognized subsystem type 'intake04', believed to be in ship TCCV-Liberty.pof
Potential problem found: Unrecognized subsystem type 'intake03', believed to be in ship TCCV-Liberty.pof
Potential problem found: Unrecognized subsystem type 'intake06', believed to be in ship TCCV-Liberty.pof
Potential problem found: Unrecognized subsystem type 'intake07', believed to be in ship TCCV-Liberty.pof
Potential problem found: Unrecognized subsystem type 'intake08', believed to be in ship TCCV-Liberty.pof
Potential problem found: Unrecognized subsystem type 'intake05', believed to be in ship TCCV-Liberty.pof
WARNING: "Not all subsystems in model "TCCV-Liberty.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:646
Subsystem fighterbay01 in model was not found in ships.tbl!
Subsystem fighterbay02 in model was not found in ships.tbl!
IBX:  Warning!  Found invalid IBX file: 'TCCV-Liberty.bx'
IBX: Starting a new IBX for 'TCCV-Liberty.pof'.
Frame  0 too long!!: frametime = 46.591 (46.591)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'Legendary.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'Legendary.plr' with version 2...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'Legendary.FreeSpace2.csg' with version 5...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Freeing all existing models...
... Log closed, Thu Sep 17 09:38:13 2015

Also, I tracked down the source of the "ParticleExp01" error. Seems to be a custom weapon. I think I can solve it on my own...

 

Offline HLD_Prophecy

  • PVD_Hope in a former life
  • 29
Re: Model .pof references Subsystems not present in the ship.tbl?
Yes!

Error solved! So the fighterbay01 and fighterbay02 systems were the problem. They needed to be renamed - they were listed as "fighterbay1" and "fighterbay2". Now the ships loads just fine, no errors! Thanks so much!   :D

Now I need to figure out the "ParticleExp01" error. I couldn't find a solution on my own...  :blah:

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: Model .pof references Subsystems not present in the ship.tbl?
Yes!

Error solved! So the fighterbay01 and fighterbay02 systems were the problem. They needed to be renamed - they were listed as "fighterbay1" and "fighterbay2". Now the ships loads just fine, no errors! Thanks so much!   :D
Glad you figured it out (and very confused as to why my FSO didn't give the same warning).

Now I need to figure out the "ParticleExp01" error. I couldn't find a solution on my own...  :blah:
Can you paste the weapon_expl.tbl entry for it (or the *-wxp.tbm entry for it, if it's not in the main weapon_expl.tbl)
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline HLD_Prophecy

  • PVD_Hope in a former life
  • 29
Re: Model .pof references Subsystems not present in the ship.tbl?
No need, I just figured it out on my own. Not sure why I had the error, but I just removed the impact explosion from the weapon (replaced "ParticleExp01" with "none") and it works fine.

That wraps up my errors for the moment. :P

Thanks so much! I really can't believe how much I've learned about modding so far. I never thought I'd ever figure out how to view .pof files, much less reconfigure them. This is awesome!  :nod: