Author Topic: RELEASE: Warzone  (Read 39748 times)

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Offline Macfie

  • Moderator
  • 210
  • If somebody made a campaign I've probably got it
Are you using the official 3.6.10 media VPs and 3.6.10 FSOpen files?  There were no changes to cargo containers or transports in the campaign.  I seem to remember a problem with cargo containers in the beta release of the 3.6.10 media VPs.

You might also want to try the beta release of Warzone.

http://www.hard-light.net/forums/index.php?topic=65293.0
« Last Edit: October 21, 2009, 08:03:50 pm by Macfie »
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 
I am using FSO 3.6.10 and the same for MediaVps. it says I am missing four models. I have tried the files in the original release thread and the ones in the SCP release.
I shat all over that Shivan fighter....right up 'till his buddy got me.

 
I've checked and double checked all my files and where they go, it is definitely a problem with ships files being missing somewhere. Oh, and what the hell is the "Vidar", cause I get that message every time I start the game with "Warzone", "MediaVps", or no mod selected. It is not a problem with my installation because this is the only mod that does not work.
I shat all over that Shivan fighter....right up 'till his buddy got me.

 

Offline Macfie

  • Moderator
  • 210
  • If somebody made a campaign I've probably got it
The Vidar is the only model that is in the Warzone mod and should be included in the mod.  Do you have warzone installed in its own folder?  If you are getting the error without warzone selected as a mod there is something wrong with your installation.  You shouldn't even be able to play Warzone without the mod selected.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 
The Vidar is the only model that is in the Warzone mod and should be included in the mod.  Do you have warzone installed in its own folder?  If you are getting the error without warzone selected as a mod there is something wrong with your installation.  You shouldn't even be able to play Warzone without the mod selected.

I have been playing it while it is selected in the "MOD" tab. All I know is that it says I'm missing models, and as far as I can tell from what happens in certain missions, I definitely am.
I shat all over that Shivan fighter....right up 'till his buddy got me.

 

Offline Macfie

  • Moderator
  • 210
  • If somebody made a campaign I've probably got it
Did you get error messages when you started the Campaign?  If not, did you change anything in your FreeSpace installation while you were playing the campaign?  I.E. added a new mod, updated files etc.  The models you are missing are ones that should be in the media VPs.  Could you run a debug and post the log?  Also could you post a picture of your FreeSpace 2 folder?  
« Last Edit: October 22, 2009, 12:51:30 pm by Macfie »
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 
Did you get error messages when you started the Campaign?  If not, did you change anything in your FreeSpace installation while you were playing the campaign?  I.E. added a new mod, updated files etc.  The models you are missing are ones that should be in the media VPs.  Could you run a debug and post the log?  Also could you post a picture of your FreeSpace 2 folder?  

I can, but I need to know how to do both. For all my knowledge of computers, I have no idea how to use the Print Screen key, nor do I know how to find the debug log for running in debug mode....

Here's the Debug:
     [/]==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Warzone,mediavps
Building file index...
Found root pack 'X:\Games\FreeSpace 2\Warzone\Warzone_3610.vp' with a checksum of 0xe1212f9b
Found root pack 'X:\Games\FreeSpace 2\mediavps\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'X:\Games\FreeSpace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'X:\Games\FreeSpace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'X:\Games\FreeSpace 2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'X:\Games\FreeSpace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'X:\Games\FreeSpace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'X:\Games\FreeSpace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'X:\Games\FreeSpace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'X:\Games\FreeSpace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'X:\Games\FreeSpace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'X:\Games\FreeSpace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'X:\Games\FreeSpace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'X:\Games\FreeSpace 2\Warzone\' ... 9 files
Searching root pack 'X:\Games\FreeSpace 2\Warzone\Warzone_3610.vp' ... 89 files
Searching root 'X:\Games\FreeSpace 2\mediavps\' ... 29 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Music.vp' ... 32 files
Searching root 'X:\Games\FreeSpace 2\' ... 203 files
Searching root pack 'X:\Games\FreeSpace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'X:\Games\FreeSpace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'X:\Games\FreeSpace 2\root_fs2.vp' ... 157 files
Searching root pack 'X:\Games\FreeSpace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'X:\Games\FreeSpace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'X:\Games\FreeSpace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'X:\Games\FreeSpace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'X:\Games\FreeSpace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'X:\Games\FreeSpace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'X:\Games\FreeSpace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'X:\Games\FreeSpace 2\warble_fs2.vp' ... 52 files
Found 21 roots and 13654 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9400 GT/PCI/SSE2
  OpenGL Version    : 3.1.0

  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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.40 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
TBM  =>  Starting parse of 'flak-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'Warzone-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'Warzone-str.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 247
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '125vasudan.pcx'
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x7ebb41dd -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.771 (0.771)
Frame  0 too long!!: frametime = 0.422 (0.422)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.759 (0.759)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'WarzoneE2M3.fs2'
Hmmm... Extension passed to mission_load...
MISSIONS: Ship "Container 01" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 02" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 03" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 04" has an invalid ship type (ships.tbl probably changed).  Making it type 0
Using alternate ship type name: GTFr Chronos
Using alternate ship type name: GTFr Chronos
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Frame  0 too long!!: frametime = 4.516 (4.516)
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x7ebb41dd -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles2-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles4-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Potential problem found: Unrecognized type subsystem 'reactor', believed to be in ship cruiser2s-01.pof
Loading model 'fighter11.pof'
IBX: Found a good IBX/TSB to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0xe92e2c8b -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber09.pof'
IBX: Found a good IBX/TSB to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x053ba5a8, IBX checksum: 0xd1923c7f -- "bomber09.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX/TSB to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xde76166c, IBX checksum: 0x64913910 -- "Platform2T-01.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX/TSB to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0x10cd349c -- "navbuoy.pof"
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'fighter2s-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum: 0x26d0ea87, IBX checksum: 0xdf758ddf -- "fighter2s-03.pof"
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x1934a7e5, IBX checksum: 0xd808d8e3 -- "fighter2t-01.pof"
Loading model 'fighter10.pof'
IBX: Found a good IBX/TSB to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x599a6228 -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI gas with size 128x127 (0.8% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 181 new ship subsystems ...  a total of 400 is now available (95 in-use).
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
ANI shieldft-01 with size 112x93 (27.3% wasted)
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shield-b09 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldfs-03 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
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 (SbeamAglow.eff) with 24 frames at 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI gas.ani with size 128x127 (0.8% wasted)
ANI shield-f01.ani with size 112x93 (27.3% wasted)
ANI shieldft-01.ani with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shield-b09.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 shield-f11.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI shieldfs-03.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2033/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 354,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x13fad0b4, IBX checksum: 0x793319e8 -- "fighter13.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
ANI 2_ssfighter2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-02.ani
ANI 2_ssfighter13.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter13.ani
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_Flail2.ani with size 332x304 (40.6% wasted)
ANI 2_PromS.ani with size 332x304 (40.6% wasted)
ANI 2_Newton.ani with size 332x304 (40.6% wasted)
ANI icons-cargo with size 20x19 (40.6% wasted)
ANI Fadeicons-Cargo with size 20x19 (40.6% wasted)
ANI Fadeicons-Cargo.ani with size 20x19 (40.6% wasted)
ANI iconhighlight04 with size 148x148 (42.2% wasted)
ANI iconhighlight04.ani with size 148x148 (42.2% wasted)
ANI iconS-gun with size 11x20 (37.5% wasted)
ANI fadeiconS-gun with size 11x20 (37.5% wasted)
ANI fadeiconS-gun.ani with size 11x20 (37.5% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame  0 too long!!: frametime = 15.044 (15.044)
ANI icons-cargo.ani with size 20x19 (40.6% wasted)
ANI iconS-gun.ani with size 11x20 (37.5% wasted)
Frame  0 too long!!: frametime = 0.582 (0.582)
Frame  0 too long!!: frametime = 0.301 (0.301)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_BRIEFING (10)
Unloading in mission messages
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Oct 22 18:48:57 2009
[/]
« Last Edit: October 22, 2009, 05:50:53 pm by kaloonzu »
I shat all over that Shivan fighter....right up 'till his buddy got me.

 

Offline Macfie

  • Moderator
  • 210
  • If somebody made a campaign I've probably got it
I found several problems in the debug log

1st problem is:
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!

2nd is:
MISSIONS: Ship "Container 01" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 02" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 03" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 04" has an invalid ship type (ships.tbl probably changed).  Making it type 0

The first problem is probably causing the second.

I also noticed that your mediavps folder has a lot of extra files in it.  According to the debug log in addition to the required VPs you have 29 files.  There should probably only be 2 files in addition to the VPs.

In addition to the MV_** files there should be a mod.ini and a **.bmp.
You should be able to open the help on your computer menu and it should tell you how to do a screen print.  There are usually 2 options: to print to a printer or to print to a file.  Use the print to a file option.  Do one for your mediavps file and one for your Freespace2 file.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
* The E wanders in

Code: [Select]
Found root pack 'X:\Games\FreeSpace 2\mediavps\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Move this into your base fs2 dir.

Then check the mediavps\data\tables directory for any rogue tbl files.

Now, using Print Screen is pretty simple, just hit that button, open Paint, and press CTRL-V. This should create a screenshot that you can save somewhere and upload here.

Code: [Select]
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Music.vp' ... 32 files

You are missing the patch for the mediavps. Get it here: http://www.hard-light.net/forums/index.php?topic=65038.msg1288578#msg1288578
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Macfie

  • Moderator
  • 210
  • If somebody made a campaign I've probably got it
Thanks for wandering in I was getting ready to refer him to the FreeSpace & FreeSpace Open Support forum.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 
wait....A) my cutscenes work fine. B) only Warzone doesn't work....so y would i want to fiddle with something else. C) I've already installed the patch, unless i missed something.

I'll do all these things, but I'm pretty sure I know whats going to happen....
I shat all over that Shivan fighter....right up 'till his buddy got me.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
wait....A) my cutscenes work fine. B) only Warzone doesn't work....so y would i want to fiddle with something else. C) I've already installed the patch, unless i missed something.

I'll do all these things, but I'm pretty sure I know whats going to happen....

The log doesn't show that the patch is installed. It should show up in the log. It doesn't. It follows that if you have installed it, you did so either after the log was generated, or you put it in the wrong place.
The cutscene vp should be in the base directory because that's where it was designed to go.
Troubleshooting those problems (and thus making sure that it really is the Warzone vp being screwed) should take priority.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Macfie

  • Moderator
  • 210
  • If somebody made a campaign I've probably got it
I don't think it is the Warzone VP.  The ship models that are missing are part of the regular Freespace files.  And the fact that the debug log is saying the ship and weapon files are invalid tells me it had something to do with the mediavp file.  If the other mods you played had their own complete ship and weapons tables this would explain why they worked.  Warzone only has modular tables for the Vidar and stars so they rely on the mediavps and normal FreeSpace tables.  The fact that the same problem exists for both the release and the beta release would seem to further indicate the problem lies elsewhere.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 
-And one vital question:  Does Mjolnir 2 get destroyed 30 seconds into the missions? (It's set to self-destruct in FRED).
No.  No it does not.  And I'm still using 3.6.9, having not bothered to update yet; I've been meaning to get to it. 

Edit:  Just downloaded the 3.6.10 build.  Now to see if it works. 

A key trigger in that mission is the arrival of Aries wing and the destruction of Mjolnir 2.  That is probably where you're seeing the block.  Why that would happen in 3.6.9 I have no idea, but see if it happens in the latest 3.6.10 nightly build.  Chances are you've stumbled on a bug limited to the older version of FSOpen.
Nope.  Update:  The bug happens again in FSO 3.6.12 Inferno RC2.  Mjolnir 2 runs itself down to 3% integrity, but did not self-destruct; I continued the mission by destroying it myself since I knew about the trigger.  I replayed the mission to see if I could reproduce, and that time Aries wing did enough damage to kill the cannon, but apparently it can happen still. 
"Courage is the complement of fear.  A fearless man cannot be courageous.  He is also a fool." -- Robert Heinlein

 

Offline Macfie

  • Moderator
  • 210
  • If somebody made a campaign I've probably got it
If you haven't already downloaded it, I would recommend the newer version.   Warzone SCP v2.3.2 (Beta version)  A lot of the bugs have been fixed.

http://www.freespacemods.net/download.php?view.584
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.