Hard Light Productions Forums

Hosted Projects - FS2 Required => Dimensional Eclipse => Topic started by: Droid803 on May 29, 2014, 02:06:11 am

Title: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on May 29, 2014, 02:06:11 am
(http://img.photobucket.com/albums/v423/kc1991/DElogo.png)

Apologies for the delay, the official story is that the release was held up by a minor bug hunt that didn't turn out to be so minor. Let it not be known that the release was in reality mostly delayed by me playing far too much World of Tanks and Phantasy Star Online 2 to spend time actually bug hunting. No, that most definitely did not happen - I assure you, it most definitely did not. Regardless, I'm not absolutely confident we caught everything this time around, so let's just call it Open Beta. If you run into any unforseen bugs, complain in this thread, and I'll do my best to get a hotfix out :nervous:

As an apology for the delay, along with version 1.1b, I am releasing the complete version of Dimensional Eclipse: The Singularity (http://www.hard-light.net/forums/index.php?topic=87665.0)!

If you already know what you're here for you can (probably) stop reading this now and just scroll down to the next segment, marked by a horizontal separator!

What is Dimensional Eclipse?
Dimensional Eclipse is what I describe as high-maneuverability mod, where all fighters have glide/sidethrust/reverse AB, and can move around at around 300m/s. Capital warships move at over 100m/s. This provides a flavour of combat completely different from that of traditional FreeSpace 2 campaigns, taking place over larger distances, and being much faster in general. It is set in a universe entirely unrelated to FreeSpace 2's in order to have more freedom for the new mechanics. The universe does, however, draw quite a bit of inspiration from Wings of Dawn, and Anime in general, so if you're allergic to such things, you might not like how the universe is layed out, though I hope its not too intrusive as to detract from the gameplay. I do admit, the campaign is rather verbose at times, perhaps overly so, though I hope that does not take away from the entertainment value of the missions themselves. I've had some testers say that this is a difficult campaign, but I feel most of its difficulty arises from unfamiliarity with the new style of combat, and how the strategies that work well in traditional FreeSpace fall short when given more options. It is for this reason why I've included a training mission, though it probably doesn't quite cover enough to make the transition between gameplay styles smooth, I encourage you to be bold, and experiment with your flying style (and play on a lower difficulty if you find it too difficult).

What is included in this version?
For version 1.1b is a general bug-fix and compatibility upgrade. The 'placeholder' ships have been replaced with the actual versions as intended, and a few missions have been tweaked in terms of difficulty, and a number of missions had their difficulty more closely aligned with the player-selected difficulty option via controlling the amount of hostiles. Unfortunately, due to persistent untraceable crash-to-desktop issues, and in the interests of pushing a working release out, 6 of the original 21 missions, which compose of the non-canon alternate version of chapter 2, have been removed from the main campaign, at the very least for the time being. These missions can still be found in the Tech Room mission simulator for those who wish to see what was cut, but are provided "as-is" - if they bug out or crash, that's why they were removed.


Requirements
FSO 3.7.2 RC1+
MediaVPs 2014
A Decent Computer

Downloads

Separately Packed
Core (Mediafire) (http://www.mediafire.com/download/vd07rac0l6zc8h9/DE_CORE.7z)
Visuals 1 (Mediafire) (http://www.mediafire.com/download/u1sv8sljzz7cc6c/DE_VIZ.7z)
Visuals 2 (Mediafire) (http://www.mediafire.com/download/j5ipga928hm5t88/DE_VIZ2.7z)
Audio (Mediafire) (http://www.mediafire.com/download/77865rpm2r77io9/DE_NOIZE.7z)


INSTALLATION INSTRUCTIONS

Please ensure that the 'Dimensional Eclipse' campaign in the campaign room before clicking 'Start' in the main menu. The main freespace2 campaign is NOT playable with the mod files.

Note that the Tech Room is initially empty. This is perfectly normal, entires will be added upon completion of the first few missions, this is because I cannot remove entries from the tech room by any way other than clearing them all, then re-adding all the ones I don't want removed. Take this up with the SCP guys if you want to see features that will allow a prettier initial techroom!



There, I did it. It's finally out, and within my 72 hour estimate as well! I'm going to sleep. Watch this thread be full of bug reports by the time I wake up tomorrow morning :sigh:
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: X3N0-Life-Form on May 29, 2014, 06:02:46 am
Yay :) Congratulations on the re-release. Downloading now ...

5. Start FreeSpace 2 via the launcher and create a NEW PILOT.
Do we still need to do that? I thought nu pilot code allowed us to play a bunch of different mods using the same pilots.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: CKid on May 29, 2014, 06:12:48 am
Congratulation on the release. Can't wait to give it a spin later tonight.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Eratharon on May 30, 2014, 02:02:11 am
Oh FRAK yes!  :D Finally! Thank you!  :lol:
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Dragon on May 30, 2014, 05:11:15 am
You're still using the Karuna with borked greebles at the stern. It was fixed by the BP team already, try asking them for a good version.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Canadair on May 30, 2014, 06:04:38 am
Greetings and thank you for this campaign. The setup and anime feeling is perfect.

In this note I have a question. While the Blizzard fist perfectly in the scenario, and with the general style of mecha design of the campaign, I think IHMO that the follow-up crafts for HA do not fit. Such as that balck craft you get to use in chapter 2, or even worse, that horse-shoe shaped fighter. The airplanes from yukikaze are also a tight fit, still IHMO. In this re-release has the above been changed?
Thank you for the inormation and for everything
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: -Norbert- on May 31, 2014, 06:11:49 am
When trying to download the Visual2 file I had to fill out a captcha and it was "There is no Spoon".

Weirded me out...
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Spoon on May 31, 2014, 11:40:45 am
Do not believe those dirty lies
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Flak on May 31, 2014, 11:45:16 am
Yeah, i forgot which one has captcha, I didn't get that one of course, but I do remember it was some weird words.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on May 31, 2014, 01:50:07 pm
Great! You finally released it.
Firstly, is Singularity as separate campaign in the campaign selection room? If its there I didn't see it.
Something's wrong with the sound. There are no explosion, interface or even afterburner initiated sound.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Mongoose on May 31, 2014, 02:38:49 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: FrikgFeek on May 31, 2014, 04:59:44 pm
When trying to download the Visual2 file I had to fill out a captcha and it was "There is no Spoon".

Weirded me out...

These captchas often have nerd references, and Thereisnospoon was an infinite mana cheat in WC3 IIRC(which again came from a famous line in the matrix films). I guess it makes them easier for humans to fill out while not really making much sense to bots.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: AndrewofDoom on May 31, 2014, 07:19:52 pm
Great! You finally released it.
Firstly, is Singularity as separate campaign in the campaign selection room? If its there I didn't see it.

Singularity is a seperate mod entirely.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on June 01, 2014, 12:54:31 am
Apologies, the link in the OP was wrong, it's been fixed to point to the correct release thread of DE:Singularity (complete)
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 01, 2014, 09:35:05 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

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: 3.7.2.10723
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod DE,mediavps_2014
  -no_glsl
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' with a checksum of 0x0935a19f
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' with a checksum of 0x4dd0fbfd
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' with a checksum of 0x6fb02739
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' with a checksum of 0x48ad2997
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
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\DE\' ... 30 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' ... 912 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' ... 149 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' ... 3627 files
Searching root 'C:\Games\FreeSpace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 5 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 25 roots and 20279 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     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 192000 (44100)
  EFX enabled: NO
  Playback device: Speakers (Realtek High Definition Audio)
  Capture device: Mic 1 (Virtual Audio Cable)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 210/PCIe/SSE2
  OpenGL Version   : 3.3.0

  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".

  Max texture units: 4 (2)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... 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' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-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 'fsq-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'...
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 'fsq-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End€smart shield mana
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-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)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
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 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-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 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.3% 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 time1 with size 47x23 (28.1% wasted)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1055
VIDEO: No shader support and hd video is beeing played this can get choppy.Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Ed.plr' with version 1...
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 'Deep.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ed.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Ed.plr' with version 1...
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 'Ed.fsquest-test.csg' with version 3...
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 'Ed.fsquest-test.csg' with version 3...
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!
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
No music file exists to play music at the main menu!
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Ed.fsquest-test.csg' with version 3...
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_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-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: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
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.
BMPMAN: Found EFF (Male2.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Male.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Female.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mls_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sr_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (my_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kay_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sn_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mm_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_uhm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (nya_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_norm.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_norm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_sigh.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_eep.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nah.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_smile.eff) with 25 frames at 5 fps.
BMPMAN: Found EFF (kzp_angry.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_lol.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_sad.eff) with 31 frames at 5 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model '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.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: '00003.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Marker
Using callsign: ???
Using callsign: Shizuku
Starting mission message count : 45
Ending mission message count : 45
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighterh01.pof'
IBX: Found a good IBX to read for 'fighterh01.pof'.
IBX-DEBUG => POF checksum: 0x221854b3, IBX checksum: 0xfc1f45d6 -- "fighterh01.pof"
Loading model 'Hurricane_Tenth.pof'
IBX: Found a good IBX to read for 'Hurricane_Tenth.pof'.
IBX-DEBUG => POF checksum: 0xaad0e98c, IBX checksum: 0xe9bef840 -- "Hurricane_Tenth.pof"
Loading model 'TerranDrone.pof'
IBX: Found a good IBX to read for 'TerranDrone.pof'.
IBX-DEBUG => POF checksum: 0x6974ad57, IBX checksum: 0xd7779256 -- "TerranDrone.pof"
Loading model 'TerranDrone_missile.pof'
IBX: Found a good IBX to read for 'TerranDrone_missile.pof'.
IBX-DEBUG => POF checksum: 0xef35d59d, IBX checksum: 0x29985501 -- "TerranDrone_missile.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0xf7820816 -- "navbuoy.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'gridbox.pof'
Model gridbox.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'gridbox.pof'.
IBX-DEBUG => POF checksum: 0x3e262f5e, IBX checksum: 0x077475db -- "gridbox.pof"
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 ==================
Loading model 'mrgymirror.pof'
IBX: Found a good IBX to read for 'mrgymirror.pof'.
IBX-DEBUG => POF checksum: 0x76424187, IBX checksum: 0x300b5bc6 -- "mrgymirror.pof"
About to page in ships!
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x4181e059, IBX checksum: 0xd8629386 -- "bombardier.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x436327ba, IBX checksum: 0xf7664532 -- "trebuchet.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'Mora.pof'
IBX: Found a good IBX to read for 'Mora.pof'.
IBX-DEBUG => POF checksum: 0x59c208fe, IBX checksum: 0xf3bf788a -- "Mora.pof"
Loading model 'Macana.pof'
IBX: Found a good IBX to read for 'Macana.pof'.
IBX-DEBUG => POF checksum: 0x44dfcbd5, IBX checksum: 0x7f5c34f6 -- "Macana.pof"
Loading model 'Yari.pof'
IBX: Found a good IBX to read for 'Yari.pof'.
IBX-DEBUG => POF checksum: 0x9832d790, IBX checksum: 0x237df9b5 -- "Yari.pof"
Loading model 'Karambit.pof'
IBX: Found a good IBX to read for 'Karambit.pof'.
IBX-DEBUG => POF checksum: 0x0f351155, IBX checksum: 0xf4f8cfb9 -- "Karambit.pof"
Loading model 'Atgeir.pof'
IBX: Found a good IBX to read for 'Atgeir.pof'.
IBX-DEBUG => POF checksum: 0x703aa829, IBX checksum: 0x8711a90a -- "Atgeir.pof"
Loading model 'Sibyna.pof'
IBX: Found a good IBX to read for 'Sibyna.pof'.
IBX-DEBUG => POF checksum: 0x71239c71, IBX checksum: 0xe14b48ec -- "Sibyna.pof"
Loading model 'spacebomb.pof'
IBX: Found a good IBX to read for 'spacebomb.pof'.
IBX-DEBUG => POF checksum: 0x792ce843, IBX checksum: 0xf25a74a5 -- "spacebomb.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% 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 toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (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 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI minegauge.ani with size 124x30 (6.3% wasted)
ANI emptyhud.ani with size 25x21 (34.4% 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 Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 2223/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 483,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ares hm
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf re-ls
FRM: 1
FE: 1

Class: gtf re-ls#empty
FRM: 1
FE: 1

Class: haf re-ls
FRM: 1
FE: 1

Class: haf re-ls assault
FRM: 1
FE: 1

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ftf astrogator
FRM: 1
FE: 1

Class: ftf skjoldr
FRM: 1
FE: 1

Class: ftf durandal
FRM: 1
FE: 1

Class: haf cyclone
FRM: 1
FE: 1

Class: haf tornado
FRM: 1
FE: 1

Class: haf blizzard
FRM: 1
FE: 1

Class: haf blizzard cmd
FRM: 1
FE: 1

Class: haf blizzard ce
FRM: 1
FE: 1

Class: haf phoenix
FRM: 1
FE: 1

Class: haf selkie
FRM: 1
FE: 1

Class: haf yukikaze
FRM: 1
FE: 1

Class: haf ray mark iv
FRM: 1
FE: 1

Class: haf ray mk iv brigandine
FRM: 1
FE: 1

Class: haf vic viper
FRM: 1
FE: 1

Class: haf vic viper#option
FRM: 1
FE: 1

Class: has margay
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ha dd hurricane
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft sh svalin
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: ft fr monolith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fr monolith mk2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft tr clysdale
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fp rhea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff impervious
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff northampton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ds baikal
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8500
BEDM: 2.5

Class: ft cvs volga
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ft csc stratavarian
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cl hyperion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys#shield
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cv tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft bv euryphaessa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ha cc typhoon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ha ca tempest
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: btf aggressor
FRM: 1
FE: 1

Class: btf harasser
FRM: 1
FE: 1

Class: lzf hunter
FRM: 1
FE: 1

Class: lzf killer
FRM: 1
FE: 1

Class: lzf swarmer
FRM: 1
FE: 1

Class: btb oppressor
FRM: 1
FE: 1

Class: akf ambrosium
FRM: 1
FE: 1

Class: akf ambrosium-r
FRM: 1
FE: 1

Class: nsf phantasm
FRM: 1
FE: 1

Class: nsb ghoul
FRM: 1
FE: 1

Class: exf marquis
FRM: 1
FE: 1

Class: exb duke
FRM: 1
FE: 1

Class: ak ff adamantium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: bt da skeleton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ak cve orichalcum
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ex cl viscount
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ex cs iliaster
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ns cv vampire
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ak bc azoth
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex cva emperor
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex dn sovereign
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf amaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf scanmaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: be gs big core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core t1-05
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core rev 1.1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: big core rev 1.2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: bubble core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: ex sblue
BEI: 0.2
BEDu: 200
BEDi: 100

Class: rv spurple
BEI: 0.2
BEDu: 200
BEDi: 100

Class: ha thermal lance
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ha hv thermal lance
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: rc beam#csc
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ex bblue
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: ex lrdbblue
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: ex shieldbreaker
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: ex falchirum
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: em-82 infernum
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: em-82b infernum ii
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: atgeir
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: masakari
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: nm-12 dragonfire
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: dragonfire#ssm
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400
BMPMAN: Found EFF (droidslave.eff) with 91 frames at 30 fps.
MediaVPs: Flaming debris script ACTIVE!
LibraryManager: Reloading all loaded libraries
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
PARTICLE SCRIPT: Parsing file "particles.cfg"
Particle demo data loaded...
PARTICLE SCRIPT: Configuration file read. Loaded 0 entries and took 0 ms
VIDEO: No shader support and hd video is beeing played this can get choppy.Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (51)
AUDIOSTR => ErrorExit for ::Create() on wave file: Silence
ANI bridge_kzpangry.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 22.969 (22.969)
No music file exists to play music at this briefing!
ANI hall_kzpnorm.ani with size 440x200 (21.9% wasted)
ANI hall_wingnorm.ani with size 440x200 (21.9% wasted)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
AUDIOSTR => ErrorExit for ::Create() on wave file: Silence
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 iconKayser with size 56x24 (25.0% wasted)
ANI iconAutomerc with size 56x24 (25.0% wasted)
ANI iconHypacs with size 56x24 (25.0% wasted)
ANI iconPhalanx with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0xe793cd75 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
WARNING: "Can't open model file <trebuchet_tech.pof>" at modelread.cpp:970
Int3(): From c:\code\fs2_open_3_7_2_rc2\code\globalincs\windebug.cpp at line 1379
The game also crashed.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: DahBlount on June 01, 2014, 12:38:48 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

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: 3.7.2.10723
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod DE,mediavps_2014
  -no_glsl
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' with a checksum of 0x0935a19f
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' with a checksum of 0x4dd0fbfd
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' with a checksum of 0x6fb02739
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' with a checksum of 0x48ad2997
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
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\DE\' ... 30 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' ... 912 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' ... 149 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' ... 3627 files
Searching root 'C:\Games\FreeSpace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 5 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 25 roots and 20279 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     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 192000 (44100)
  EFX enabled: NO
  Playback device: Speakers (Realtek High Definition Audio)
  Capture device: Mic 1 (Virtual Audio Cable)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 210/PCIe/SSE2
  OpenGL Version   : 3.3.0

  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".

  Max texture units: 4 (2)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... 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' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-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 'fsq-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'...
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 'fsq-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End€smart shield mana
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-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)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
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 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-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 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.3% 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 time1 with size 47x23 (28.1% wasted)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1055
VIDEO: No shader support and hd video is beeing played this can get choppy.Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Ed.plr' with version 1...
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 'Deep.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ed.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Ed.plr' with version 1...
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 'Ed.fsquest-test.csg' with version 3...
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 'Ed.fsquest-test.csg' with version 3...
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!
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
No music file exists to play music at the main menu!
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Ed.fsquest-test.csg' with version 3...
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_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-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: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
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.
BMPMAN: Found EFF (Male2.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Male.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Female.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mls_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sr_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (my_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kay_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sn_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mm_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_uhm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (nya_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_norm.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_norm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_sigh.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_eep.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nah.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_smile.eff) with 25 frames at 5 fps.
BMPMAN: Found EFF (kzp_angry.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_lol.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_sad.eff) with 31 frames at 5 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model '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.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: '00003.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Marker
Using callsign: ???
Using callsign: Shizuku
Starting mission message count : 45
Ending mission message count : 45
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighterh01.pof'
IBX: Found a good IBX to read for 'fighterh01.pof'.
IBX-DEBUG => POF checksum: 0x221854b3, IBX checksum: 0xfc1f45d6 -- "fighterh01.pof"
Loading model 'Hurricane_Tenth.pof'
IBX: Found a good IBX to read for 'Hurricane_Tenth.pof'.
IBX-DEBUG => POF checksum: 0xaad0e98c, IBX checksum: 0xe9bef840 -- "Hurricane_Tenth.pof"
Loading model 'TerranDrone.pof'
IBX: Found a good IBX to read for 'TerranDrone.pof'.
IBX-DEBUG => POF checksum: 0x6974ad57, IBX checksum: 0xd7779256 -- "TerranDrone.pof"
Loading model 'TerranDrone_missile.pof'
IBX: Found a good IBX to read for 'TerranDrone_missile.pof'.
IBX-DEBUG => POF checksum: 0xef35d59d, IBX checksum: 0x29985501 -- "TerranDrone_missile.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0xf7820816 -- "navbuoy.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'gridbox.pof'
Model gridbox.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'gridbox.pof'.
IBX-DEBUG => POF checksum: 0x3e262f5e, IBX checksum: 0x077475db -- "gridbox.pof"
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 ==================
Loading model 'mrgymirror.pof'
IBX: Found a good IBX to read for 'mrgymirror.pof'.
IBX-DEBUG => POF checksum: 0x76424187, IBX checksum: 0x300b5bc6 -- "mrgymirror.pof"
About to page in ships!
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x4181e059, IBX checksum: 0xd8629386 -- "bombardier.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x436327ba, IBX checksum: 0xf7664532 -- "trebuchet.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'Mora.pof'
IBX: Found a good IBX to read for 'Mora.pof'.
IBX-DEBUG => POF checksum: 0x59c208fe, IBX checksum: 0xf3bf788a -- "Mora.pof"
Loading model 'Macana.pof'
IBX: Found a good IBX to read for 'Macana.pof'.
IBX-DEBUG => POF checksum: 0x44dfcbd5, IBX checksum: 0x7f5c34f6 -- "Macana.pof"
Loading model 'Yari.pof'
IBX: Found a good IBX to read for 'Yari.pof'.
IBX-DEBUG => POF checksum: 0x9832d790, IBX checksum: 0x237df9b5 -- "Yari.pof"
Loading model 'Karambit.pof'
IBX: Found a good IBX to read for 'Karambit.pof'.
IBX-DEBUG => POF checksum: 0x0f351155, IBX checksum: 0xf4f8cfb9 -- "Karambit.pof"
Loading model 'Atgeir.pof'
IBX: Found a good IBX to read for 'Atgeir.pof'.
IBX-DEBUG => POF checksum: 0x703aa829, IBX checksum: 0x8711a90a -- "Atgeir.pof"
Loading model 'Sibyna.pof'
IBX: Found a good IBX to read for 'Sibyna.pof'.
IBX-DEBUG => POF checksum: 0x71239c71, IBX checksum: 0xe14b48ec -- "Sibyna.pof"
Loading model 'spacebomb.pof'
IBX: Found a good IBX to read for 'spacebomb.pof'.
IBX-DEBUG => POF checksum: 0x792ce843, IBX checksum: 0xf25a74a5 -- "spacebomb.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% 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 toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (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 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI minegauge.ani with size 124x30 (6.3% wasted)
ANI emptyhud.ani with size 25x21 (34.4% 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 Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 2223/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 483,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ares hm
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf re-ls
FRM: 1
FE: 1

Class: gtf re-ls#empty
FRM: 1
FE: 1

Class: haf re-ls
FRM: 1
FE: 1

Class: haf re-ls assault
FRM: 1
FE: 1

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ftf astrogator
FRM: 1
FE: 1

Class: ftf skjoldr
FRM: 1
FE: 1

Class: ftf durandal
FRM: 1
FE: 1

Class: haf cyclone
FRM: 1
FE: 1

Class: haf tornado
FRM: 1
FE: 1

Class: haf blizzard
FRM: 1
FE: 1

Class: haf blizzard cmd
FRM: 1
FE: 1

Class: haf blizzard ce
FRM: 1
FE: 1

Class: haf phoenix
FRM: 1
FE: 1

Class: haf selkie
FRM: 1
FE: 1

Class: haf yukikaze
FRM: 1
FE: 1

Class: haf ray mark iv
FRM: 1
FE: 1

Class: haf ray mk iv brigandine
FRM: 1
FE: 1

Class: haf vic viper
FRM: 1
FE: 1

Class: haf vic viper#option
FRM: 1
FE: 1

Class: has margay
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ha dd hurricane
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft sh svalin
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: ft fr monolith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fr monolith mk2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft tr clysdale
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fp rhea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff impervious
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff northampton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ds baikal
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8500
BEDM: 2.5

Class: ft cvs volga
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ft csc stratavarian
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cl hyperion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys#shield
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cv tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft bv euryphaessa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ha cc typhoon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ha ca tempest
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: btf aggressor
FRM: 1
FE: 1

Class: btf harasser
FRM: 1
FE: 1

Class: lzf hunter
FRM: 1
FE: 1

Class: lzf killer
FRM: 1
FE: 1

Class: lzf swarmer
FRM: 1
FE: 1

Class: btb oppressor
FRM: 1
FE: 1

Class: akf ambrosium
FRM: 1
FE: 1

Class: akf ambrosium-r
FRM: 1
FE: 1

Class: nsf phantasm
FRM: 1
FE: 1

Class: nsb ghoul
FRM: 1
FE: 1

Class: exf marquis
FRM: 1
FE: 1

Class: exb duke
FRM: 1
FE: 1

Class: ak ff adamantium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: bt da skeleton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ak cve orichalcum
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ex cl viscount
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ex cs iliaster
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ns cv vampire
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ak bc azoth
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex cva emperor
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex dn sovereign
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf amaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf scanmaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: be gs big core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core t1-05
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core rev 1.1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: big core rev 1.2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: bubble core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: ex sblue
BEI: 0.2
BEDu: 200
BEDi: 100

Class: rv spurple
BEI: 0.2
BEDu: 200
BEDi: 100

Class: ha thermal lance
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ha hv thermal lance
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: rc beam#csc
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ex bblue
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: ex lrdbblue
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: ex shieldbreaker
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: ex falchirum
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: em-82 infernum
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: em-82b infernum ii
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: atgeir
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: masakari
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: nm-12 dragonfire
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: dragonfire#ssm
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400
BMPMAN: Found EFF (droidslave.eff) with 91 frames at 30 fps.
MediaVPs: Flaming debris script ACTIVE!
LibraryManager: Reloading all loaded libraries
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
PARTICLE SCRIPT: Parsing file "particles.cfg"
Particle demo data loaded...
PARTICLE SCRIPT: Configuration file read. Loaded 0 entries and took 0 ms
VIDEO: No shader support and hd video is beeing played this can get choppy.Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (51)
AUDIOSTR => ErrorExit for ::Create() on wave file: Silence
ANI bridge_kzpangry.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 22.969 (22.969)
No music file exists to play music at this briefing!
ANI hall_kzpnorm.ani with size 440x200 (21.9% wasted)
ANI hall_wingnorm.ani with size 440x200 (21.9% wasted)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
AUDIOSTR => ErrorExit for ::Create() on wave file: Silence
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 iconKayser with size 56x24 (25.0% wasted)
ANI iconAutomerc with size 56x24 (25.0% wasted)
ANI iconHypacs with size 56x24 (25.0% wasted)
ANI iconPhalanx with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0xe793cd75 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
WARNING: "Can't open model file <trebuchet_tech.pof>" at modelread.cpp:970
Int3(): From c:\code\fs2_open_3_7_2_rc2\code\globalincs\windebug.cpp at line 1379
The game also crashed.

It would appear as though the game is trying to load a model no longer found in the MVPs.

If you wanted, you could extract Trebuchet-Tech.pof from the MVPs 2014(found in MV_Assets.vp), slap it in DE/data/models and rename it to trebuchet_tech.pof as a substitute.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 02, 2014, 04:45:46 am
Did that. Thanks.
Now I need a fix for the sound problem.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: DahBlount on June 02, 2014, 07:05:52 am
You do not have the DE_NOIZE.vp installed. That explains why you don't have any sound. Scroll to the top of this thread and click on the audio download.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 02, 2014, 12:51:45 pm
Oh wow. Must've forgotten to extract it *I'm-an-idiot facepalm*
Bug: In the mission Rendezvous, the explosion near Citadel station kills only the player ship(not the other one) every time. Its set to a little too strong.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on June 03, 2014, 01:56:56 am
Here's another bug. In the mission Rendezvous, the explosion near Citadel station kills only the player ship(not the other one) every time. Its set to a little too strong.

Working as intended.
Do not fly into the explosion.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 03, 2014, 11:23:53 pm
I fly right next to the Shizuku's craft. According to me, if I fly closer to the station, then my ship should explode. Not when I'm flying right next to my wingmate who doesn't die.

Here's another problem. The the screen goes black with only sound playing and nothing on the radar during the
Spoiler:
mission to destroy the High Judgement. Happens around the time I need to take out the thermal lances.
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: 3.7.2.10723
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod DE,DE Singularity,MediaVPs_2014
  -no_glsl
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' with a checksum of 0x0935a19f
Found root pack 'C:\Games\FreeSpace2\DE\DE_NOIZE.vp' with a checksum of 0x1dbec9ff
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' with a checksum of 0x4dd0fbfd
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' with a checksum of 0x6fb02739
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' with a checksum of 0x48ad2997
Found root pack 'C:\Games\FreeSpace2\DE Singularity\DESingularity.vp' with a checksum of 0xe81d6303
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
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\DE\' ... 88 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_NOIZE.vp' ... 170 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' ... 912 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' ... 149 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' ... 3627 files
Searching root 'C:\Games\FreeSpace2\DE Singularity\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\DE Singularity\DESingularity.vp' ... 231 files
Searching root 'C:\Games\FreeSpace2\MediaVPs_2014\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 5 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 28 roots and 20739 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     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 192000 (44100)
  EFX enabled: NO
  Playback device: Speakers (Realtek High Definition Audio)
  Capture device: Mic 1 (Virtual Audio Cable)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 210/PCIe/SSE2
  OpenGL Version   : 3.3.0

  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".

  Max texture units: 4 (2)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... 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' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-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 'fsq-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'...
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 'fsqextra-mus.tbm' ...
TBM  =>  Starting parse of 'fsq-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsqextra-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End€smart shield mana
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-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)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fsqextra-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-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 'fsqextra-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.3% 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 time1 with size 47x23 (28.1% wasted)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsqextra-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TBM  =>  Starting parse of 'fsqextra-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 729
VIDEO: No shader support and hd video is beeing played this can get choppy.Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Ed.plr' with version 1...
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 'Deep.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ed.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Ed.plr' with version 1...
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 'Ed.fsquest-test.csg' with version 3...
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 'Ed.fsquest-test.csg' with version 3...
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!
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)
CSG => Loading 'Ed.fsquest-test.csg' with version 3...
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_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-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: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
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.
BMPMAN: Found EFF (Male2.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Male.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Female.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mls_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sr_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (my_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kay_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sn_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mm_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_uhm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (nya_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_norm.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_norm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_sigh.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_eep.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nah.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_smile.eff) with 25 frames at 5 fps.
BMPMAN: Found EFF (kzp_angry.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_lol.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_sad.eff) with 31 frames at 5 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model '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.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: '00015.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Chisa
Using callsign: Maya
Using callsign: Shizuku
Using callsign: Melissa
Using callsign: Sora
Using callsign: Spades
Using callsign: Ice
Using callsign: Fizz
Starting mission message count : 45
Someone passed an extension to bm_load_animation for file 'starship.ani'
ANI starship.ani with size 160x120 (6.3% wasted)
Someone passed an extension to bm_load_animation for file 'miki_smile.ani'
BMPMAN: Found EFF (miki_smile.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_wave.ani'
BMPMAN: Found EFF (miki_wave.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_proud.ani'
BMPMAN: Found EFF (miki_proud.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_normal.ani'
BMPMAN: Found EFF (miki_normal.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_smile2.ani'
BMPMAN: Found EFF (miki_smile2.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_gasp.ani'
BMPMAN: Found EFF (miki_gasp.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_argh.ani'
BMPMAN: Found EFF (miki_argh.eff) with 5 frames at 1 fps.
Ending mission message count : 46
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 're-LZ.pof'
IBX: Found a good IBX to read for 're-LZ.pof'.
IBX-DEBUG => POF checksum: 0x5c997fa6, IBX checksum: 0x97523d75 -- "re-LZ.pof"
Loading model 'fighterh01.pof'
IBX: Found a good IBX to read for 'fighterh01.pof'.
IBX-DEBUG => POF checksum: 0x221854b3, IBX checksum: 0xfc1f45d6 -- "fighterh01.pof"
Loading model 'Typhoon_Half.pof'
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship Typhoon_Half.pof
IBX: Found a good IBX to read for 'Typhoon_Half.pof'.
IBX-DEBUG => POF checksum: 0xdc04bbcc, IBX checksum: 0x5fb58114 -- "Typhoon_Half.pof"
Allocating space for at least 44 new ship subsystems ...  a total of 200 is now available (44 in-use).
Loading model 'NeoNara.pof'
Potential problem found: Unrecognized subsystem type 'RotatorLRa', believed to be in ship NeoNara.pof
Potential problem found: Unrecognized subsystem type 'RotatorSMa', believed to be in ship NeoNara.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay01', believed to be in ship NeoNara.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay02', believed to be in ship NeoNara.pof
Found live debris model for 'Engine01a'
Found live debris model for 'Turret01a'
IBX: Found a good IBX to read for 'NeoNara.pof'.
IBX-DEBUG => POF checksum: 0xbaa9bfa0, IBX checksum: 0x48ff692b -- "NeoNara.pof"
Submodel 'Engine01b' is detail level 1 of 'Engine01a'
Submodel 'Engine01c' is detail level 2 of 'Engine01a'
Submodel 'Engine02b' is detail level 1 of 'Engine02a'
Submodel 'Engine02c' is detail level 2 of 'Engine02a'
Submodel 'Engine03b' is detail level 1 of 'Engine03a'
Submodel 'RotatorLRb' is detail level 1 of 'RotatorLRa'
Submodel 'RotatorLRc' is detail level 2 of 'RotatorLRa'
Submodel 'RotatorSMb' is detail level 1 of 'RotatorSMa'
Submodel 'RotatorSMc' is detail level 2 of 'RotatorSMa'
Submodel 'Turret01b' is detail level 1 of 'Turret01a'
Submodel 'Turret02b' is detail level 1 of 'Turret02a'
Loading model 'Emperor.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Emperor.pof
IBX: Found a good IBX to read for 'Emperor.pof'.
IBX-DEBUG => POF checksum: 0xdcc454a1, IBX checksum: 0x3b714301 -- "Emperor.pof"
WARNING: "For ship 'EX CVA Emperor', detail level mismatch. Table has 4, POF has 1." at ship.cpp:9038
Int3(): From c:\code\fs2_open_3_7_2_rc2\code\globalincs\windebug.cpp at line 1379
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on June 04, 2014, 01:37:24 am
*shrug* IDK how FSO calculates explosion damage differently for players and AI, not my problem.

As for that black screen thing, it's been around since forever, comes and goes. I presume it's because of some fighter hyperspacing into debris or something and is totally random. Can't really fix it if its that. Not sure if its even that though - Int3()'s tell me nothing.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: CKid on June 04, 2014, 12:21:06 pm
I was caught off guard by this in my latest play through. I knew it was a massive explosion but I thought I was fine where I was in escort position. How wrong I was...
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 05, 2014, 02:48:26 am
The blackout seems like an FSO bug. I haven't see this in other mods, though.
Is there a way to skip it other than dying 5 times?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: AdmiralRalwood on June 05, 2014, 03:52:02 am
That Int3() means you said "yes" when the game asked you if you wanted to break into the debugger during a warning (presumably the immediately-prior warning about the detail level mismatch). Instead, you should hit "no" to continue playing the debug build and try to encounter the black screen bug.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Destiny on June 05, 2014, 08:29:49 am
The blackout seems like an FSO bug. I haven't see this in other mods, though.
Is there a way to skip it other than dying 5 times?
Don't think many mods use hyperspace.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 06, 2014, 03:21:39 am
I did what AdmiralRalWood suggested. Used the RC2 debug build. Unfortunately I didn't have the option to continue at the second error and had to exit. Also, I experienced massive slowdowns before the second error early into the mission.
I have to attach the log since it exceeds the 50000 character limit.


[attachment kidnapped by pirates]
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: AdmiralRalwood on June 06, 2014, 12:57:23 pm
Code: [Select]
ASSERTION: "theta_goal >=0" at vecmat.cpp:1808
Freeing all existing models...
ASSERTION: "node != Locked_sexp_false" at sexp.cpp:1143
Double-assertion combo!

...Yeah, I got no clue what just went horribly wrong there.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on June 06, 2014, 01:47:10 pm
If I recall correctly, the theta_goal/vecmat.cpp error I checked with #scp to, in fact be Hyperspace-arrival related, after I used Visual Studio to get a call stack on the assert (which was pretty time consuming as I had to try and induce the error on my end so I could actually get a stack and it wouldn't happen reliably)

As in, during hyperspace arrival, a ship's coordinates are changing too fast resulting in a broken pathfinding vector matrix - which caused issues if the game tried to evaluate it because the ship had initial orders to follow a waypoint or attack a target. Though, to my knowledge I think that was fixed code-side once it was brought to light, by having ships arriving simply not evaluate goals until they had fully arrived? Or I was just hallucinating.
I do recall that I was recommended to not set any initial orders whatsoever and issue them with a delay after ships had arrived anyway, but I apparently must have missed some, and since it doesn't always produce an error for me (in fact, it very rarely does), I never managed to catch it. I don't recall the exact assert so this may be something that just looks similar.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Lykurgos88 on June 07, 2014, 01:44:41 pm
How does one get smaller HUD in Dimensional Eclipse like it is in MediaVPs_2014 (=non-scaled)?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on June 07, 2014, 05:41:24 pm
Not sure if we ever set that up, since we do use some custom hud elements.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: AdmiralRalwood on June 07, 2014, 05:51:03 pm
Should be able to just take take DE's hud table and add "$Scale Gauges: no" in the appropriate spot.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Lykurgos88 on June 08, 2014, 04:25:39 am
Ah, yes. It just took some time to find the right file. It wasn't named mv_root-hdg.tbm in DE, but instead it was fsq-hdg.tbm. No wonder my initial attempts were a failure.

Anyway, I added "$Scale Gauges: no" as the first line and put the file into DE\data\tables, and HUD looks much sharper and smaller now. Thanks!
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on June 08, 2014, 08:52:22 pm
Huh, if that's all it takes then I can update it for episode 2 on internal.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 10, 2014, 03:10:58 am
What do I do about the black screen? Do I just commit suicide 5 times and skip the mission?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: The E on June 10, 2014, 03:14:54 am
What do I do about the black screen? Do I just commit suicide 5 times and skip the mission?

Unfortunately, those errors are extremely hard to track down. The last time this happened, epic bughunting ensued (http://www.hard-light.net/forums/index.php?topic=69103.0); without a completely reliable test case (and a working debugger attached to the executable), this is almost impossible to fix.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 11, 2014, 12:13:06 am
This is crazy. I ran the mission 4 times and no blackouts. You weren't kidding.
I'll run it again sometime to see if the error pops up again and post more logs. The slowdown and the insane number of 'Nothing OK to fire' and 'Out of lights' and THEN a blackout messages was the first time. Never experienced a slowdown before a blackout before that.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: MingShun on June 12, 2014, 12:51:02 am
For the Amaterasu mission where you're trying to destroy the shield generators, I flew in 4 times and searched from front to back but I couldn't find the shield generators.  It looks like the shield generators are on the other side of the floor.  Then I checked outside, same thing.  Except this time, it looks like the generators are inside the star vessel.  The subsystem target's bounding box always has an X. 

Where are the shield generators?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Deepstar on June 12, 2014, 03:10:42 am
You actually read the Command Briefing, right? ^^

There is the answer, that you need to fly through the fighter bay.

If you still can not find it, i suggest this video for a visual solution:
Even this was created with version 1.0 of DE, i do not think, that this is different in this version.


The Amaterasu approach should be near the 12. minute.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Master_of_the_blade on June 12, 2014, 04:12:15 am
What program did you use to record?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: MingShun on June 12, 2014, 11:41:48 am
That explains it.  I thought that entering through the front gave you a direct path through the internals to the fighter bay.  Never thought that the fighter bays were on a separate level.

That reminds me, when you get to Earth and there's the weak signal, it's very hard to tell where to go if you're using a 3D radar.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: FrikgFeek on June 12, 2014, 05:24:56 pm
That explains it.  I thought that entering through the front gave you a direct path through the internals to the fighter bay.  Never thought that the fighter bays were on a separate level.

That reminds me, when you get to Earth and there's the weak signal, it's very hard to tell where to go if you're using a 3D radar.
Just for future reference, if you ever find yourself wondering how to enter a ship's fighterbay(The subsystem targeting only tells you where it is, not how to get to it) just use the ship viewer(by pressing F3 in the main menu) and enable "show bay paths" under render options.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: MingShun on June 12, 2014, 08:16:41 pm
Quote from: FrikgFeek
Just for future reference, if you ever find yourself wondering how to enter a ship's fighterbay(The subsystem targeting only tells you where it is, not how to get to it) just use the ship viewer(by pressing F3 in the main menu) and enable "show bay paths" under render options.

Thanks!  Would have been very useful had I known about it before, but I'm using it now going forward.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on June 12, 2014, 10:17:37 pm
That explains it.  I thought that entering through the front gave you a direct path through the internals to the fighter bay.  Never thought that the fighter bays were on a separate level.

That reminds me, when you get to Earth and there's the weak signal, it's very hard to tell where to go if you're using a 3D radar.
Apologies if it wasn't clear on the command briefing pictures. It is a bit hard to portray a 3-D flight path in still picture. If I had more skills with making an animated depiction, I would have done that, but alas I lack the technical skills with which to accomplish the task.

As for the signal, that's a quirk of the 3D Radar. I think most people who use the 3D radar have gotten "used" to how to center on those signals, while others stick to just using the 2D radar.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: FrikgFeek on June 14, 2014, 08:51:09 pm
So, I finally got around to completing it, and it was really rather fun with difficulty being the only problem. I played every  mission on insane except for the last mission in chapter 2(the one where you have to destroy some mercenary loli's warship). The difficulty is all over the place though, it starts easy, but then chapter 2 kicks your ass, and in chapter 3 you get super overpowered new ships that make it easy again. I read a lot of people complaining about the stealth mission being too hard, but I found it too easy. Did it get nerfed super hard in 1.1?

I like how once you get to the Amaterasu she's basically ****ed. There are no point defences around her reactors and you can just missile spam any fighters to death. I was expecting another annoying "destroy the reactor with 20 milliard lasers ripping you apart" mission, but this was really satisfying.

Am I supposed to let Fuyukaze die in C3:08? I mean, the game let me continue after it got blown up and all the loli communication officers died. Some of the characters from the 2nd cinematic never appeared in the game, not sure if this is connected to Fuyukaze getting blown up.

I really liked some of the small details, like snarky comments if you happen to get a pilot promotion(pretty likely considering how many kills you get every mission) while playing the campaign.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Destiny on June 14, 2014, 09:37:36 pm
Ooh, glad to hear. Let's see.

Destroying the Belphegor, yes. It is playtested on insane. Not that hard, not too easy. Almost a perfect blend of difficulty.

For Dancing with Shadows, I think it's your own perspective, it didn't get any easier, unless you played on a lower difficulty which removes one Stalker probe from the stern of Amaterasu.

Fuyukaze is...fated to go down, yeah. You can stick around yeah, but there's nothing to do...Senya and Kayla does appear, just that you're too busy dogfighting and you don't notice it.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: FrikgFeek on June 14, 2014, 11:55:57 pm
Ooh, glad to hear. Let's see.

Destroying the Belphegor, yes. It is playtested on insane. Not that hard, not too easy. Almost a perfect blend of difficulty.

For Dancing with Shadows, I think it's your own perspective, it didn't get any easier, unless you played on a lower difficulty which removes one Stalker probe from the stern of Amaterasu.
Oh, so that's them. I noticed the names, but they were never shown in the briefings, I didn't see their headanis, and I couldn't find anything about them in the techroom. I don't know why I had so much trouble with the Belphegor, maybe I'm bad at commanding wings(something that you don't have to do much in the rest of this game). In fact, I think that was the only mission that got me to actually command my wingmates. I almost always got splashed at the start, when you have to destroy 2 wings of Blizzards and one of them has some insane beam weapon that 2shots you. Once I got past that part the rest of the mission was a cakewalk.

About the stealth mission,  as long as you put the seekers on your escort list(which makes it so you can always see how far away they are) it's really easy(for me at least). All the seekers patrol in a straight line, and as long as you disable the middle one(I think it was F) they can't "sandwich" you.

Also, I think I've been spoiled by the autoaim. Started replaying WoD today and I couldn't hit the broadside of a battleaxe  :banghead:. And I kept mashing my glide pedal with no result .
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Kayzeo on June 16, 2014, 04:25:08 pm
So, I'm really eager to play this mod but the game crashes as soon as the loading bar on the first mission screen is filled. It produces a beam sound then freezes. If someone was kind enough to give it a look I'll add the 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 2 Open version: 3.7.2.10723
Passed cmdline options:
  -mod Dimensional Eclipse\DE,mediavps_2014
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_CORE.vp' with a checksum of 0x0935a19f
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_NOIZE.vp' with a checksum of 0x1dbec9ff
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ.vp' with a checksum of 0x4dd0fbfd
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ2.vp' with a checksum of 0x6fb02739
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ3.vp' with a checksum of 0x48ad2997
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
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\Dimensional Eclipse\DE\' ... 6 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_CORE.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_NOIZE.vp' ... 170 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ.vp' ... 912 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ2.vp' ... 149 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ3.vp' ... 3627 files
Searching root 'C:\Games\FreeSpace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 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 21 roots and 17135 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
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 Haut-parleurs (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTS 450/PCIe/SSE2
  OpenGL Version   : 4.4.0

  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: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  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: 4.40 NVIDIA via Cg compiler
... 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' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-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 'fsq-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'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'fsq-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End€smart shield mana
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-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)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
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 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.3% 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 time1 with size 47x23 (28.1% wasted)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 676
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 'SHAAA.plr' with version 1...
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 'SHAAA.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Shado.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Shado2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'SHAAA.plr' with version 1...
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 'SHAAA.fsquest-test.csg' with version 3...
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 'SHAAA.fsquest-test.csg' with version 3...
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 = 0.435 (0.435)
Frame  0 too long!!: frametime = 0.530 (0.530)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'SHAAA.fsquest-test.csg' with version 3...
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_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file 'LoadingBG_A.png'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-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'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
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
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   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
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
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.
BMPMAN: Found EFF (Male2.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Male.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Female.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mls_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sr_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (my_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kay_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sn_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mm_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_uhm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (nya_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_norm.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_norm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_sigh.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_eep.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nah.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_smile.eff) with 25 frames at 5 fps.
BMPMAN: Found EFF (kzp_angry.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_lol.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_sad.eff) with 31 frames at 5 fps.
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: '00000.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Silver
Using callsign: Lance
Using alternate ship type name: SOD Hecate
Loading model 're-LZe.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
IBX: Found a good IBX to read for 're-LZe.pof'.
IBX-DEBUG => POF checksum: 0x1973cc72, IBX checksum: 0x63d72171 -- "re-LZe.pof"
Loading model 'nebula-starfield.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
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
Model nebula-starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'nebula-starfield.pof'.
IBX-DEBUG => POF checksum: 0xaa596b1c, IBX checksum: 0x7e8d6b5a -- "nebula-starfield.pof"
Starting mission message count : 45
Someone passed an extension to bm_load_animation for file 'miki_proud.ani'
BMPMAN: Found EFF (miki_proud.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_smile.ani'
BMPMAN: Found EFF (miki_smile.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_argh.ani'
BMPMAN: Found EFF (miki_argh.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_ummm.ani'
BMPMAN: Found EFF (miki_ummm.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_wave.ani'
BMPMAN: Found EFF (miki_wave.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_normal.ani'
BMPMAN: Found EFF (miki_normal.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_smile2.ani'
BMPMAN: Found EFF (miki_smile2.eff) with 5 frames at 1 fps.
Ending mission message count : 45
Current soundtrack set to -1 in event_music_reset_choices
Loading model 're-LZ.pof'
IBX: Found a good IBX to read for 're-LZ.pof'.
IBX-DEBUG => POF checksum: 0x5c997fa6, IBX checksum: 0x97523d75 -- "re-LZ.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xf059a804, IBX checksum: 0xb4b2424f -- "bonus2t-02.pof"
Loading model 'hecate.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
Unknown special object type $path45 while reading model hecate.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship hecate.pof
IBX: Found a good IBX to read for 'hecate.pof'.
IBX-DEBUG => POF checksum: 0x017e6606, IBX checksum: 0xd5503d8a -- "hecate.pof"
Allocating space for at least 36 new ship subsystems ...  a total of 200 is now available (36 in-use).
Loading model 'Arcadia.pof'
Potential problem found: Unrecognized subsystem type 'ForkTable', believed to be in ship Arcadia.pof
Potential problem found: Unrecognized subsystem type 'ForkLift', believed to be in ship Arcadia.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Arcadia.pof
Unknown special object type $path06 while reading model Arcadia.pof
Unknown special object type $path07 while reading model Arcadia.pof
Found live debris model for 'communication'
Found live debris model for 'communication'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
IBX: Found a good IBX to read for 'Arcadia.pof'.
IBX-DEBUG => POF checksum: 0x3df22471, IBX checksum: 0x15612e25 -- "Arcadia.pof"
Loading model 'corvette2s-01.pof'
Unknown special object type $path17 while reading model corvette2s-01.pof
Unknown special object type $path25 while reading model corvette2s-01.pof
Unknown special object type $path15 while reading model corvette2s-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship corvette2s-01.pof
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship corvette2s-01.pof
IBX: Found a good IBX to read for 'corvette2s-01.pof'.
IBX-DEBUG => POF checksum: 0xe86c38c5, IBX checksum: 0x83e4343a -- "corvette2s-01.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xde3631dc, IBX checksum: 0x8a2a4bdd -- "fighter2t-04.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xc3bbea62 -- "frigate2t-01.pof"
Submodel 'frigate_b' is detail level 1 of 'frigate_a'
Submodel 'frigate_c' is detail level 2 of 'frigate_a'
Submodel 'frigate_d' is detail level 3 of 'frigate_a'
Loading model 'transport2t-01.pof'
IBX: Found a good IBX to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x90f695ef -- "transport2t-01.pof"
Submodel 'tranb' is detail level 1 of 'trana'
Submodel 'tranc' is detail level 2 of 'trana'
Submodel 'trand' is detail level 3 of 'trana'
Loading model 'Nahema.pof'
IBX: Found a good IBX to read for 'Nahema.pof'.
IBX-DEBUG => POF checksum: 0x993d2312, IBX checksum: 0x61b17bf5 -- "Nahema.pof"
Loading model 'Seraphim.pof'
IBX: Found a good IBX to read for 'Seraphim.pof'.
IBX-DEBUG => POF checksum: 0xbb50ec76, IBX checksum: 0xca0291bf -- "Seraphim.pof"
Loading model 'Mara.pof'
IBX: Found a good IBX to read for 'Mara.pof'.
IBX-DEBUG => POF checksum: 0xb60587c0, IBX checksum: 0x6cb4a0ba -- "Mara.pof"
Loading model 'Dragon.pof'
IBX: Found a good IBX to read for 'Dragon.pof'.
IBX-DEBUG => POF checksum: 0x067ce075, IBX checksum: 0x5129ad1d -- "Dragon.pof"
Loading model 'Basilisk.pof'
IBX: Found a good IBX to read for 'Basilisk.pof'.
IBX-DEBUG => POF checksum: 0xb4385266, IBX checksum: 0x2c167fbb -- "Basilisk.pof"
Loading model 'Aeshma.pof'
IBX: Found a good IBX to read for 'Aeshma.pof'.
IBX-DEBUG => POF checksum: 0xb3f65e54, IBX checksum: 0x6e80a9b9 -- "Aeshma.pof"
Loading model 'cruiser03x.pof'
IBX: Found a good IBX to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 0x80451365, IBX checksum: 0x73747fea -- "cruiser03x.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0xf7820816 -- "navbuoy.pof"
WARNING: "For ship 'SF Dragon 100', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon 100', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon 100', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon 100', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
WARNING: "For ship 'SB Seraphim', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SB Seraphim', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SB Seraphim', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SB Seraphim', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
OpenGL: Created 512x512 FBO!
Loading model 'starfield.pof'
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "starfield.pof"
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 ==================
Loading model 'mrgymirror.pof'
IBX: Found a good IBX to read for 'mrgymirror.pof'.
IBX-DEBUG => POF checksum: 0x76424187, IBX checksum: 0x300b5bc6 -- "mrgymirror.pof"
Allocating space for at least 102 new ship subsystems ...  a total of 600 is now available (361 in-use).
About to page in ships!
ANI shield_losna with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
ANI shieldft-04 with size 112x93 (27.3% wasted)
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shieldfs-01 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x4181e059, IBX checksum: 0xd8629386 -- "bombardier.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x436327ba, IBX checksum: 0xf7664532 -- "trebuchet.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'ShivanCM.pof'
IBX: Found a good IBX to read for 'ShivanCM.pof'.
IBX-DEBUG => POF checksum: 0xf84d4220, IBX checksum: 0xb7ac33fd -- "ShivanCM.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0x2b3de38f -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xf7e6e8a2 -- "S_Harpoon.pof"
BMPMAN: Found EFF (missilespew06.eff) with 20 frames at 10 fps.
Loading model 'S_Bomb.pof'
IBX: Found a good IBX to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x17893eb8, IBX checksum: 0x83660ea5 -- "S_Bomb.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x74aa90ad, IBX checksum: 0xfdd1d169 -- "Interceptor.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% 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 toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (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 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI minegauge.ani with size 124x30 (6.3% wasted)
ANI emptyhud.ani with size 25x21 (34.4% 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 shield_losna.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldft-04.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-f10.ani with size 112x93 (27.3% wasted)
ANI shieldfs-01.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 2531/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 456,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ares hm
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf re-ls
FRM: 1
FE: 1

Class: gtf re-ls#empty
FRM: 1
FE: 1

Class: haf re-ls
FRM: 1
FE: 1

Class: haf re-ls assault
FRM: 1
FE: 1

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ftf astrogator
FRM: 1
FE: 1

Class: ftf skjoldr
FRM: 1
FE: 1

Class: ftf durandal
FRM: 1
FE: 1

Class: haf cyclone
FRM: 1
FE: 1

Class: haf tornado
FRM: 1
FE: 1

Class: haf blizzard
FRM: 1
FE: 1

Class: haf blizzard cmd
FRM: 1
FE: 1

Class: haf blizzard ce
FRM: 1
FE: 1

Class: haf phoenix
FRM: 1
FE: 1

Class: haf selkie
FRM: 1
FE: 1

Class: haf yukikaze
FRM: 1
FE: 1

Class: haf ray mark iv
FRM: 1
FE: 1

Class: haf ray mk iv brigandine
FRM: 1
FE: 1

Class: haf vic viper
FRM: 1
FE: 1

Class: haf vic viper#option
FRM: 1
FE: 1

Class: has margay
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ha dd hurricane
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft sh svalin
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: ft fr monolith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fr monolith mk2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft tr clysdale
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fp rhea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff impervious
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff northampton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ds baikal
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8500
BEDM: 2.5

Class: ft cvs volga
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ft csc stratavarian
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cl hyperion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys#shield
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cv tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft bv euryphaessa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ha cc typhoon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ha ca tempest
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: btf aggressor
FRM: 1
FE: 1

Class: btf harasser
FRM: 1
FE: 1

Class: lzf hunter
FRM: 1
FE: 1

Class: lzf killer
FRM: 1
FE: 1

Class: lzf swarmer
FRM: 1
FE: 1

Class: btb oppressor
FRM: 1
FE: 1

Class: akf ambrosium
FRM: 1
FE: 1

Class: akf ambrosium-r
FRM: 1
FE: 1

Class: nsf phantasm
FRM: 1
FE: 1

Class: nsb ghoul
FRM: 1
FE: 1

Class: exf marquis
FRM: 1
FE: 1

Class: exb duke
FRM: 1
FE: 1

Class: ak ff adamantium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: bt da skeleton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ak cve orichalcum
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ex cl viscount
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ex cs iliaster
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ns cv vampire
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ak bc azoth
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex cva emperor
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex dn sovereign
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf amaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf scanmaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: be gs big core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core t1-05
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core rev 1.1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: big core rev 1.2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: bubble core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: ex sblue
BEI: 0.2
BEDu: 200
BEDi: 100

Class: rv spurple
BEI: 0.2
BEDu: 200
BEDi: 100

Class: ha thermal lance
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ha hv thermal lance
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: rc beam#csc
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ex bblue
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: ex lrdbblue
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: ex shieldbreaker
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: ex falchirum
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: em-82 infernum
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: em-82b infernum ii
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: atgeir
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: masakari
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: nm-12 dragonfire
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: dragonfire#ssm
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400
BMPMAN: Found EFF (droidslave.eff) with 91 frames at 30 fps.
MediaVPs: Flaming debris script ACTIVE!
LibraryManager: Reloading all loaded libraries
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
PARTICLE SCRIPT: Parsing file "particles.cfg"
Particle demo data loaded...
PARTICLE SCRIPT: Configuration file read. Loaded 0 entries and took 0 ms
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 (51)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconbonusherc with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconBombardier with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI iconTrebuchet with size 56x24 (25.0% wasted)
Frame  0 too long!!: frametime = 92.333 (92.333)
CSG => Saving 'SHAAA.fsquest-test.csg' with version 3...
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!
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 100.442
Killing beam at initial fire because of illegal targeting!!!
BEAM : killing beam because turret has been destroyed!

Thank you !
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on June 17, 2014, 12:51:06 pm
Does it actually crash, because sometimes it freezes for a few seconds for me then resumes. Something due to starting the mission X seconds in that makes it do that.
I don't see a crash error in the log file.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Kayzeo on June 18, 2014, 03:52:52 pm
So strangely enough, the problem fixed itself and I'm now able to load the training mission. I suppose it is because I created once again a new pilot although I did create one previously inside the mod. Still it appears that the game is missing 6 ships and cannot load them but I guess I'll deal with it.
Thank you for your care.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: mr.WHO on July 20, 2014, 02:59:45 am
Hey Droid could you tell me what are the names/author of some OST music file you are using in this mod?

bsf-brief
fortress
FTtH_op, FTtH_lp (this one is one track? I love it, especially the op part)
ifortress
hunter
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Destiny on July 20, 2014, 06:49:31 am
bsf-brief - Battleships Forever
fortress - Fortress by Hitoshi Sakimoto (Gradius V OST)
FTtH - Flap Towards the Hope (Remix) by WASi303 (Raiden IV OST)
ifortress - Impregnable Fortress by Hitoshi Sakimoto (Gradius V OST)
hunter - hunter by cornboy (Mechwarrior 4: Mercenaries OST)
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: mr.WHO on July 20, 2014, 07:33:41 am
Thanks :)
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: XRAY0128 on August 05, 2014, 11:03:47 am
I'm having an issue with this mod where the HUD is not visible. The only thing I can see is the "box" around my current target, though I apparently can't switch targets as well.

Any idea what I'm doing wrong?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on August 05, 2014, 12:55:54 pm
Shift-O?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: XRAY0128 on August 05, 2014, 01:57:58 pm
Pressing Shift-O only causes the switching sound, but otherwise has no effect.

Apparently I can target things, it just acts really weird and I can end up with multiple things "targeted."

Despite having multiple things in the target box, what I'm actually targeting may be unrelated. Like my guns would track a fighter in the intro, but the target box would be around the installations and warships.

It shows apparently their class name and hull integrity by it too
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Destiny on August 05, 2014, 02:12:55 pm
Those aren't your target boxes, those are boxes around priority ships.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on August 05, 2014, 02:14:32 pm
Those target boxes are the ships on your escort list, not related to targeting. Working as intended (except for the lack of HUD).

Will need a log file (http://www.hard-light.net/forums/index.php/topic,56279.msg1180359.html#msg1180359) to see why there's no HUD because I suspect something is installed incorrectly, or there are some conflicting files.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: XRAY0128 on August 05, 2014, 03:06:28 pm
Bluh, Hope I did this right.


Here's the link
http://pastebin.com/ECYa7VgP
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: AdmiralRalwood on August 05, 2014, 04:55:14 pm
Code: [Select]
1280x600That vertical resolution may be smaller than the minimum defined in the HUD gauges file.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on August 05, 2014, 05:05:43 pm
That's a...very strange resolution.

But yes,

Code: [Select]
1280x600That vertical resolution may be smaller than the minimum defined in the HUD gauges file.

this is probably what is going on.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: XRAY0128 on August 06, 2014, 12:33:04 pm
That solved it... Don't know why I never thought of that.

I guess now I have to play fullscreen XD

Thanks for the assist!
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Mesenzio on September 23, 2014, 07:40:12 pm
Hello, same problem here: no HUD.

I play at 2560x1080 so I guess the issue is linked to the resolution, since it works at 1920x1080. Is there any way to fix it? Even something stretched or deformed would do.

EDIT

I fixed it! By following the info found in this post (http://www.hard-light.net/forums/index.php?topic=80655.msg1603712#msg1603712) and by adding a line as said in this one (http://www.hard-light.net/forums/index.php?topic=87664.msg1751761#msg1751761), I managed to have it working.

If someone has the same problem, just create a text file, rename it fsq-hdg.tbm and place it in \DE\data\tables. Inside copy this code:

Code: [Select]
$Scale Gauges: no
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8

#Gauge Config
$Base: (4098,768)
$Min: (1024,768)
$Max: (5760,1200)
$Gauges:
+Messages:
Position: (1371,5)
+Training Messages:
Position: (1916,125)
+Multiplayer Messages:
Position: (1545,240)
+Support:
Position: (1996,534)
+Damage:
Position: (1977,61)
+Wingman Status:
Position: (2640,144)
+Auto Speed:
Position: (2668,672)
+Auto Target:
Position: (2668,648)
+Countermeasures:
Position: (2588,602)
+Talking Head:
Position: (1371,59)
+Directives:
Position: (1371,278)
+Weapons:
Position: (2588,525)
+Objective Notify:
Position: (1973,184)
+Squad Message:
Position: (2535,5)
+Escort View:
Position: (2573,330)
+ETS Weapons:
Position: (2588,648)
+ETS Shields:
Position: (2606,648)
+ETS Engines:
Position: (2624,648)
+Target Monitor:
Position: (1371,590)
+Extra Target Data:
Position: (1371,552)
+Target Shields:
Position: (1795,670)
+Radar:
Position: (1948,590)
+Player Shields:
Position: (2205,670)
+Afterburner Energy:
Position: (1811,424)
+Weapon Energy:
Position: (2203,424)
+Text Warnings:
Position: (2049,275)
+Center Reticle:
Position: (2030,370)
+Mini Target Shields:
Position: (2034,470)
+Throttle:
Position: (1883,269)
+Threat Indicator:
Position: (2111,269)
+Voice Status:
Position: (1371,165)
+Ping:
Position: (2433,5)
+Lag:
Position: (2164,529)
+Supernova:
Position: (1536,179)
+Hostile Triangle:
Position: (2049,384)
+Target Triangle:
Position: (2049,384)
+Missile Triangles:
Position: (2049,384)
+Orientation Tee:
Position: (2049,384)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (2049,384)
+Mission Time:
Position: (2677,716)
+Kills:
Position: (2588,624)
+Custom:
Position: (2553,250)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (2553,262)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (2553,271)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (2553,280)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (2553,289)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (2553,298)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (2553,289)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (2142,265)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (2142,265)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (1974,430)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (1803,441)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
$End Gauges
#End

There is probably a more effective and elegant way, but since I have no idea of what I just did I'll have it going.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on September 23, 2014, 10:38:15 pm
I'm guessing these issues are arising because I built the hud gauges table based on an older version of FSO which had to specify a bunch of resolutions/ratios so I just picked the standard widescree and standard ones.
Apologies to everyone using "non-standard" resolutions!
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: badpenguin on May 05, 2015, 01:07:26 pm
I've problem with Linux, the mod generate 12 errors, it loads the deault UI then it crashes when i start the campaign for the first time.

This is the command line output:
ATTENTION: default value of option force_s3tc_enable overridden by environment.
ERROR: "Can't open model file <Arcadia.pof>" at model/modelread.cpp:968

Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on May 05, 2015, 05:28:49 pm
Well if your game can't open the Arcadia model (which is from the mediaVPs) I don't think I can do anything about it.

Log file please.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Phantom Hoover on May 05, 2015, 05:35:12 pm
I strongly suspect that this is a 3612 vs. 2014 thing but yeah, we need to see the logs.

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: badpenguin on January 05, 2016, 06:30:08 am
Here it is the pastebin log of the warning about missing ships.

http://pastebin.ca/3317739 (http://pastebin.ca/3317739)
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: FrikgFeek on January 05, 2016, 10:29:25 am
You're not loading any mediaVPs by the looks of that. Do you have mediaVPs 2014 installed? If you do, try changing the mod.ini so that mediaVPs_2014 is included in the secondary list under whatever name you installed it
(I'm assuming you renamed the mediaVPs folder for some reason).

If you don't have them installed then just install them.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: badpenguin on January 05, 2016, 10:53:56 am
Yes i found the problem being using a linux command line script from me instead of wxlauncher and it was not loading the mediavps_2014 from mod.ini :) fixed :)))
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Shadowcry on January 30, 2016, 12:16:31 am
Where can I find a list of the tracks in Dimensional eclipse?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Shadowcry on January 30, 2016, 03:07:12 pm
Just beat fall of a Tyrant. Maybe my game glitched at the end, but is there a conclusion to the story?

Really enjoyed the campaign and the game style overall.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on February 01, 2016, 12:12:41 am
That's the last mission in the campaign.

List of tracks can be found in Credits.tbl (or just in the credits).
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Mammothtank on February 04, 2016, 05:13:48 pm
So I just finished DE last night. It was pretty good The story was pretty average. It was pretty fun blowing crap up flying at 200 or 300 mph. Well when I wasn't being rammed by Karin. She takes "Cover Me" very literally. I did get a pretty good giggle from this mod from time to time as well.

I also found it really weird we never get introduced to Gold Wing ditto with the named fighter pilots from Zhu's ship.


Things I liked "Music. Ships. Shizuku."   ;)

Things I disliked "Every other character other than Shizuku. That one stealth mission. Having to listen to TM Revolution and putting up with SEED references."  :(


Favourite Mission: Defending the Northampton.
Least Favorite: Scanning the Amaterasu.
Favourite Ship: The Blizzard.


My honest rating: 7.5/10. (This is without including TS)

(What I thought indepth, theirs a tldr version bellow, honestly this is probably insane babbling)


I honestly always found in DE that I was always given access to waaay too much firepower than I knew what to do with. The characters weren't very interesting, minus maybe
Shizuku, Karin (Karin kept ramming me and my wing men to death and basically never really contributed to anything), my wingmen who I didn't mind but I didn't really like either, Senya didn't talk so that was cool. The character's obviously aren nott the strongest part of this mod in my opinion.

I really did like the tactic of the Tehys sniping the Emperor from out of its weapon range. All the tactic's the forces use are pretty thought out. On the same note as the Tehys I noticed someone really likes his Empire at War FOC.  :D Although the missions against the Exarchy did feel alittle samey by the end.

After the Amaterasu gets involved things take a very noticable difficulty ramp upwards, enemy ships seem to take a lot more shots etc. Before that the enemy AI was pretty dumb.


The ship design is really nice. The Heaven's Alliance's warships are an obvious example. Don't know what else to say here. Other than the Solaris and Karuna kinda feel out of place.

I really had allot fun blowing the **** of the Amaterasu though, that mission was almost my favorite mission. The missions were pretty enjoyable except for a few in the later half of DE. It was pretty much a blast from beginning with a big slow down in chapter 2 and then picking back up and continuing till the end. I liked most of the ships I got to fly bar ironically the one made specifically for Mike. The gameplay really gelled with the enchanced speed, thank god for tracking weapons. Torp Interception is impossible tho.
Too many to shoot and they move too fast.





(Tl/Dr) Gameplay's really good, ships nice, story and characters are kinda boring (IMO). Is it fun? Very. Good job team.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 24, 2016, 05:15:27 am
This is going to sound a little awkward...but I have a question regarding Mission 22 and 22-B. For obvious reasons, this is meant for the content creator:

Spoiler:
I noticed the startstate event has operators that force Phoenix, Selkie, and Ray IV to change-ship-class to Vic Viper, Rynex, and Ray Mk IV Brigadine respectfully, mainly also giving the Vic Viper access to deploy options and the ability for the Ray Mk IV to purge its Brigadine Module. However, whenever I select the Phoenix, Selkie, or Ray IV, they don't class change to their respective ships.

I've tried replacing the operators to see if I could get it to work, however to no avail, and I can't seem to get it to work. Do I need to add some operators to get this function to work properly for this mission?

I normally don't ask content creators how to break their programming, but this is really leaving me scratching my head on this one, especially when I'm not terribly familiar with FRED to begin with lol.

On a side note, the blade model and texture for the KDS-011B Blade isn't showing up for me, I'm just getting pinkish spheres when I fire it. Is the model and texture missing in the current version of the game's Visuals Package? Or do I need to do something in the weapon table to make the model and texture appear?

And one other small annoyance, for whatever reason the missions I had the most fun in weren't accessible to me, like the whole pirate arc didn't show up for me. It's there in the campaign file, but for whatever reason the Ashur didn't get swiped and I completely missed Shipping Manifest and Bunker Buster and quite a few missions, I didn't even get to see Megan and her money-hungry ass lol.



Other than that, I guess I'll list some of my opinions below.

I absolutely love space games, and I absolutely love air combat games. This mod brings both of those together into one sexy and amazing package, especially since it contains my favorite fighter ship of all time: Rynex. The angriest, most badass shump ship of all time.

Quick Checklist:
+Great Music
+Great Ships
+Outstanding AI (Was actually challenging)
+Great Cameos and Parodies
~Meh Characters, doesn't matter too much since I wasn't playing the game for them lol.
~Decent Story, same as above

Favorite Mission: Shipping Manifests + Bloody Talons
Spoiler:
(Nothing like being a ****ing frigate and going on a rampage followed directly by a badass boss, plus Mini-Hakero Beam Spammers ftw)
Favorite Ship: HAF Rynex (Obviously from before lol)
Least Favorite Mission: Scanning the Amaterasu (I hate stealth missions in general lol)

As I stated before, for whatever reason none of the pirate arc really happened for me on my playthrough, confused me since I played this mod a long time ago and a big chunk of the game just suddenly didn't happen,
Spoiler:
but I managed to finally get M22-B instead of just M22 which surprised me, as the last times I played I only got the normal version and was under the impression there wasn't a M22 variant.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 24, 2016, 06:01:33 am
Spoiler:
On another side note, playing as the Rynex on Shipping Manifest is hella fun, and the music fits to boot lol
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on July 25, 2016, 04:26:19 pm
Something might have broken if the upgrades aren't happening at all. That's...something I have to look in to. Might have something to do with how change-ship-class was "fixed" recently?
I have no idea.

I believe I had to disable the pirate arc for this version since if I recall correctly ran into a nasty bug in the Capship Command mission that was causing crashes to desktop or just it plain glitching out. Probably using one too many uh...hacks to get things to behave back when I first made it. I had put down into "to-do" list something about trying to use the new modular CSC script and essentially re-do the mission from a clean-ish slate  but never actually got around to doing it :nervous: whoops.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: AdmiralRalwood on July 26, 2016, 11:24:22 am
Might have something to do with how change-ship-class was "fixed" recently?
I have no idea.
Gee, thanks for the vote of confidence. :P

All of my fixes are related to fixing references to things that don't make sense after the class has changed; none of the new code will actually stop the class from changing. The first thing to check would be to make sure that the SEXP is actually firing and go from there.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 28, 2016, 02:21:05 pm
When I downloaded the prerequisite files, I made sure I got the exact bare minimal versions needed to play DE, so ship-change-class shouldn't be broken in the way you used it.

Also, what about the KDS-011B Blade firing model and texture? I've tried looking through the weapon table and Visual Package and I still don't see any linkage errors, but yet the blades still aren't showing up for me at all, just pinkish spheres. It's driving me nuts, especially when the blade model shows up properly in team loadout lol.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on July 28, 2016, 06:03:34 pm
If the model shows up properly in team loadout I have no idea why it isn't displaying as a projectile. It's always worked on my end.
This is just odd. Why is it that these things break without being touched in ages?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 28, 2016, 07:21:00 pm
Give me a couple of minutes, I'll copy everything I have on the KDS-011B Blade under the weapon table to here, as well as the file names of the Blade stuff in my visual package

On another side note, the small picture for the Blade that shows up on the left, is nothing but a giant white square. I'll take a screencap in a team loadout screen and a screencap of the blade shot in my version of the game.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 28, 2016, 07:29:33 pm
Here's the entire section for the KDS-011B Blade under fsq-wep.tbm

Code: [Select]
$Name:                                  KDS-011B Blade
+Title:                                 XSTR("KDS-011B Blade", -1)
+Description:
XSTR("80 SDU Hull Damage
76 SDU Shield Damage
0.525s Cycle Time
1.5 PWU Power Drain", -1)
$end_multi_text
+Tech Title:     XSTR("KDS-011B Blade", -1)
+Tech Anim:     tech_blade
+Tech Description:
XSTR("Kestral Defense Corp continues with their line of experimental weaponry with the KDS-011B Blade. While operating with a more conventional damage delivery system of magnetically confined ionized matter, the emitter system limits the superheated gas in a rotating quasiplanar projectile instead of the traditional magnetic bottle configuration. Proponents of the system claim a 21% increase in damage efficiency over conventional designs, though the system has the same range issues as more conventional plasma-based weaponry without the benefit of decades of experience and optimization. Due to the increased complexity of the emitter system, it is unlikely fleet-wide adoption of Blade-style emitters will ever come to realization.", -1)
$end_multi_text
$Model File: bladeproj.pof
$Mass:                                 0.4
$Velocity:                             1100.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.525                            ;; in seconds
$Damage:                               80
$Damage Type:             StrikeCap
$Blast Force: 100.0
$Inner Radius: 7.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 30.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:       0
$Armor Factor: 1.0
$Shield Factor: 0.9
$Subsystem Factor: 0.5
$Lifetime:                             1.6
$Energy Consumed: 1.5                            ;; Energy used when fired
$Cargo Size: 0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            239                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
$Flags:                                ( "player allowed" "cycle" )
$Icon:                                 iconNewton
$Anim:                               newton
$Impact Explosion: explo3
$Impact Explosion Radius: 14

Under DE_VIZ2.vp, bladeproj.pof does exist, however I have no idea what's inside that file since I don't have a program to open .pof files on hand.

I'll have the screencaps in a couple of minutes.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 28, 2016, 07:52:25 pm
Here's the screenshots from team loadout and within the game itself:

http://i1302.photobucket.com/albums/ag126/chaoseclipse01/screen0002_zpsi7extdfm.png (http://i1302.photobucket.com/albums/ag126/chaoseclipse01/screen0002_zpsi7extdfm.png)

http://i1302.photobucket.com/albums/ag126/chaoseclipse01/screen0005_zpsc3i0y8gc.png (http://i1302.photobucket.com/albums/ag126/chaoseclipse01/screen0005_zpsc3i0y8gc.png)

If you're curious about my hardware, I could show that too lol
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on July 28, 2016, 08:45:28 pm
Have you tried looking at it from the side in external camera? Is it just a glowpoint sphere there too?
Actually, that seems to be using the projectile model for the loadout...lemme check the wiki... The table entry is correct and I guess that's just how it behaves with 3d weapon select turned on. The white square is probably the game taking a closeup of the side of the projectile itself or something.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 28, 2016, 09:17:11 pm
I'll try giving that a shot, give me a few minutes.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 28, 2016, 09:38:05 pm
I finally see why I can't see the blade model.

http://i1302.photobucket.com/albums/ag126/chaoseclipse01/screen0014-1_zpsgteab9hh.png

Anything further than that, and the model becomes overpowered by the pink sphere thing / pink sphere thing becomes larger than the blade model. Blade model can only be seen up close. Any way to turn on distance scaling for the pink sphere?

Or better yet, any way to turn off the pink glowpoint entirely? It's been kinda annoying me anyway lol.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on July 29, 2016, 10:41:10 am
https://dl.dropboxusercontent.com/u/126554/FS2/%5BsecretAGFJK182048192%5D/%5Baaadsterces%5D/bladeproj_noglow.pof

here's a pof without the glow
I found it hard to visually track without the glow, but if you prefer it without.

Just rename it into bladeproj.pof and place it into [mod directory]/data/models and it should overwrite the one in the vp on load.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 29, 2016, 05:56:47 pm
Thanks man, I'm about to give it a try, I just need to see how editing the file is going to affect me because starting yesterday qvp started acting up, for some reason whenever I add or remove a file from the folder, everything in the file gets rearranged, was having issues with missing missions, scripts, and tables. I ended up having to restructure the entire contents of DE_CORE in a folder, then copy paste and rearrange into the folder, it seems to be creating a zero byte file I can't delete and it's more or less randomizing the file and folder structure with any change I make to a VP file.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 29, 2016, 06:16:10 pm
The blade without that glowpoint projectile is MUUUUUCH better, especially from first person perspective now, it feels a lot more satisfying to watch, and the projectiles aren't that hard to track either (Then again, I have a 32-inch monitor playing on 1920x1080).

I'll have some pictures here in a few minutes
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: chaoseclipse01 on July 29, 2016, 06:23:44 pm
Blade without the glowpoint:

http://i1302.photobucket.com/albums/ag126/chaoseclipse01/screen0016_zpsssf0bfja.png - Looks MUCH better in team loadout

http://i1302.photobucket.com/albums/ag126/chaoseclipse01/screen0017_zpsddm54tad.png - It honestly looks a lot better than it does in that picture, it's just hard to time it right for screencaps

http://i1302.photobucket.com/albums/ag126/chaoseclipse01/screen0018_zpsfkdmvfaw.png - Same issue as above
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: LaineyBugsDaddy on July 30, 2016, 12:23:41 pm
Is there some reason this mod is not available via the FSO Installer?
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: Droid803 on July 30, 2016, 03:54:01 pm
Is there some procedure I have to follow to get it on the installer? I'm simply not aware of how one gets a mod onto it.
Title: Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Post by: tomimaki on July 30, 2016, 03:58:26 pm
FSO installer requires direct links to files. :nervous:
Here (http://www.hard-light.net/wiki/index.php/FSO_Installer_Text_Files) is more.