Author Topic: RELEASE - Relentless  (Read 31053 times)

0 Members and 1 Guest are viewing this topic.

Offline Deka1184

  • 26
  • Formerly known as KappaWing
So now mediavps are considered a mod because now its possible to use two at once with mod.ini. cool story, bro  :pimp::yes:

 

Offline Dilmah G

  • Failed juggling
  • 211
  • Do try it.
'Aye, ladies and gentlemen, lay off him for a little while.

He's spent four years FREDing this baby, and going through ****ty testers (don't we all mate :P ), and fair enough, he's been out of the loop on a few modern FSO conventions, but I think a few more of you should do him the respect of playing his campaign and move aside from the technical issues.

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
So now mediavps are considered a mod because now its possible to use two at once with mod.ini. cool story, bro  :pimp::yes:
The MediaVPs are, have been and will be a mod. They modify the contents and/or gameplay.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

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

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

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

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

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

18:53 < Achillion> Dicks are fun

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

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

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

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

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Oh, and as for
Quote
Well they work fine in my 3.6.10 and worked fine with all the beta testers 3.6.10's.

No, they don't. 3.6.10 debug crashes while parsing your ships.tbl, just like .12 does. It even reports a lot of the same errors.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Relentless,mediavps
  -no_set_gamma
  -fps
  -debug_window
  -window
Building file index...
Found root pack 'D:\FS2\Relentless\Relentless.vp' with a checksum of 0xa7b3a9e2
Found root pack 'D:\FS2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\FS2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\FS2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\FS2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\FS2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\FS2\mediavps\mv_music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\FS2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\FS2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\FS2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FS2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FS2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FS2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FS2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FS2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FS2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FS2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FS2\Relentless\' ... 0 files
Searching root pack 'D:\FS2\Relentless\Relentless.vp' ... 421 files
Searching root 'D:\FS2\mediavps\' ... 8 files
Searching root pack 'D:\FS2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\FS2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\FS2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\FS2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\FS2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\FS2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\FS2\' ... 3135 files
Searching root pack 'D:\FS2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\FS2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\FS2\root_fs2.vp' ... 157 files
Searching root pack 'D:\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FS2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\warble_fs2.vp' ... 52 files
Found 22 roots and 17068 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon Xpress 1200 Series  
  OpenGL Version    : 2.1.8545 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 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 'csbar-sct.tbm' ...
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
CFILE: Created new directory 'D:\FS2\Relentless\data\'
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
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 'lamiabeam-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Secondary bank capacities have not been completely specified for ship class GTF Myrmidon... fix this!!" at ship.cpp:3991
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2525
ships.tbl(line 3927:Warning: Error parsing XSTR() tag XSTR("Designed to more adequately hold its own against Shivan ships first enountered during the second great war, the Terran Raynor class is the largest production destroyer in service within the GTVA.  Its twelve primary beam cannons, each devastating in its own right, can focus at least 50% of the ship's main firepower across most of the ship's length.  The Raynor was designed more to provide heavy fire support than to deploy fighter wings, and has a significantly smaller hanger WARNING: "ships.tbl(line 3927: Warning: Error parsing XSTR() tag XSTR("Designed to more adequately hold its own against Shivan ships first enountered during the second great war, the Terran Raynor class is the largest production destroyer in service within the GTVA.  Its twelve primary beam cannons, each devastating in its own right, can focus at least 50% of the ship's main firepower across most of the ship's length.  The Raynor was designed more to provide heavy fire support than to deploy fighter wings,Int3(): From f:\space\fs2_open_3_6_10\code\localization\localize.cpp at line 993

Fixing that gives me:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Relentless,mediavps
  -no_set_gamma
  -fps
  -debug_window
  -window
Building file index...
Found root pack 'D:\FS2\Relentless\Relentless.vp' with a checksum of 0xa7b3a9e2
Found root pack 'D:\FS2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\FS2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\FS2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\FS2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\FS2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\FS2\mediavps\mv_music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\FS2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\FS2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\FS2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FS2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FS2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FS2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FS2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FS2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FS2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FS2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FS2\Relentless\' ... 419 files
Searching root pack 'D:\FS2\Relentless\Relentless.vp' ... 421 files
Searching root 'D:\FS2\mediavps\' ... 8 files
Searching root pack 'D:\FS2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\FS2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\FS2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\FS2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\FS2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\FS2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\FS2\' ... 3135 files
Searching root pack 'D:\FS2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\FS2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\FS2\root_fs2.vp' ... 157 files
Searching root pack 'D:\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FS2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\warble_fs2.vp' ... 52 files
Found 22 roots and 17487 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon Xpress 1200 Series  
  OpenGL Version    : 2.1.8545 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 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 'csbar-sct.tbm' ...
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
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 'lamiabeam-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Secondary bank capacities have not been completely specified for ship class GTF Myrmidon... fix this!!" at ship.cpp:3991
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "SVa"  in ship: GVC Mafdet's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus U"  in ship: GVB Anhur's primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "S-Swarm"  in ship: SB Yali's default secondary banks." at parselo.cpp:2525
WARNING: "SB Yali has no secondary weapons, this cannot be!" at ship.cpp:3979
WARNING: "Unable to find WEAPON_LIST_TYPE string "T3l-SB"  in ship: SB Yali's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "T3l-SB"  in ship: SB Yali's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
TBM  =>  Starting parse of 'test-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'xerxes-shp.tbm' ...
TBM  =>  Starting parse of 'scorpion-shp.tbm' ...
TBM  =>  Starting parse of 'sclamia-shp.tbm' ...
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌarm_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌarm_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌarm_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌtendon_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌtendon_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌtendon_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌfin_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌfin_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌfin_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
TBM  =>  Starting parse of 'mv_escort-hdg.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 771
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.317 (0.317)
Frame  0 too long!!: frametime = 0.408 (0.408)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.427 (0.427)
Frame  0 too long!!: frametime = 0.427 (0.427)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.475 (0.475)
Frame  0 too long!!: frametime = 0.345 (0.345)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 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.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x5560c5b0 -- "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: 'XC-01.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Shivan Gunship
Using alternate ship type name: SB Kali
Using alternate ship type name: SF Druid
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'capital2s-01.pof'
IBX: Found a good IBX to read for 'capital2s-01.pof'.
IBX-DEBUG => POF checksum: 0xb93e46fe, IBX checksum: 0x66a3cf77 -- "capital2s-01.pof"
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
Potential problem found: Unrecognized type subsystem 'fighterbay01', believed to be in ship capital2s-01.pof
Potential problem found: Unrecognized type subsystem 'fighterbay02', believed to be in ship capital2s-01.pof
Allocating space for at least 38 new ship subsystems ...  a total of 200 is now available (38 in-use).
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0x83665023 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x96ea7eea -- "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 'corvette_scylla.pof'
IBX: Found a good IBX to read for 'corvette_scylla.pof'.
IBX-DEBUG => POF checksum: 0x0713362a, IBX checksum: 0x0156640b -- "corvette_scylla.pof"
Model corvette_scylla.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized type subsystem 'reactor', believed to be in ship corvette_scylla.pof
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0xef71a6a2, IBX checksum: 0x58d8919e -- "corvette2t-01.pof"
Loading model 'cruiser01.pof'
IBX: Found a good IBX to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x23618816 -- "cruiser01.pof"
Loading model 'freighter2s-01.pof'
IBX: Found a good IBX to read for 'freighter2s-01.pof'.
IBX-DEBUG => POF checksum: 0x0853bc1b, IBX checksum: 0xec7077f2 -- "freighter2s-01.pof"
BMPMAN: Found EFF (stiles2-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (tile2-glow.eff) with 50 frames at 25 fps.
Unknown special object type $path01 while reading model freighter2s-01.pof
Loading model 'cargo2s-01.pof'
IBX: Found a good IBX to read for 'cargo2s-01.pof'.
IBX-DEBUG => POF checksum: 0xc0e9ca3f, IBX checksum: 0xed8382ef -- "cargo2s-01.pof"
BMPMAN: Found EFF (tile4-glow.eff) with 50 frames at 25 fps.
Loading model 'transport03.pof'
IBX: Found a good IBX to read for 'transport03.pof'.
IBX-DEBUG => POF checksum: 0xefff5acf, IBX checksum: 0x2b5f514e -- "transport03.pof"
BMPMAN: Found EFF (transport03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xf62d5e93, IBX checksum: 0x2b3b45d8 -- "Bomber2T-03.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'bomber08.pof'
IBX: Found a good IBX to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x437da241 -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'fighter10.pof'
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x45c747bf -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0x50640674 -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2s-03.pof'
IBX: Found a good IBX to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum: 0x26d0ea87, IBX checksum: 0x39c109f5 -- "fighter2s-03.pof"
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
Loading model 'fighter11.pof'
IBX: Found a good IBX to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0x6715b902 -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber158s-01.pof'
IBX: Found a good IBX to read for 'bomber158s-01.pof'.
IBX-DEBUG => POF checksum: 0x585dd5b2, IBX checksum: 0x8edcedd4 -- "bomber158s-01.pof"
Model bomber158s-01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'SF_Naga.pof'
IBX: Found a good IBX to read for 'SF_Naga.pof'.
IBX-DEBUG => POF checksum: 0xacfd6a80, IBX checksum: 0x2f911b1b -- "SF_Naga.pof"
Model SF_Naga.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "Subsystem "communications" in model "SF_Naga.pof" is represented as "communication" in ships.tbl.  Although FS2_OPEN 3.6 and later will catch and correct this error, earlier versions (as well as retail FS2) will not.  You are advised to fix this if you plan to support earlier versions of FreeSpace." at modelread.cpp:1771
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0xee515f57, IBX checksum: 0xf76f3046 -- "cruiser02.pof"
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0xd5ba13a1, IBX checksum: 0x276f59ff -- "corvette2v-01.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0x2eea6501 -- "fighter2v-01.pof"
Loading model 'bomber2v-02.pof'
IBX: Found a good IBX to read for 'bomber2v-02.pof'.
IBX-DEBUG => POF checksum: 0xf8211b62, IBX checksum: 0x3660125c -- "bomber2v-02.pof"
Loading model 'fighter07.pof'
IBX: Found a good IBX to read for 'fighter07.pof'.
IBX-DEBUG => POF checksum: 0x14e1c998, IBX checksum: 0x137838df -- "fighter07.pof"
Loading model 'fighter08.pof'
IBX: Found a good IBX to read for 'fighter08.pof'.
IBX-DEBUG => POF checksum: 0x0404af46, IBX checksum: 0xc431e70f -- "fighter08.pof"
Potential problem found: Unrecognized type subsystem 'ABFlaps', believed to be in ship fighter08.pof
Loading model 'fighter2v-03.pof'
IBX: Found a good IBX to read for 'fighter2v-03.pof'.
IBX-DEBUG => POF checksum: 0x01e9f487, IBX checksum: 0xef3f8f82 -- "fighter2v-03.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (201 in-use).
WARNING: "There are 3 secondary banks in model, but only 2 secondary banks specified for GTF Myrmidon" at ship.cpp:9220
ASSERTION: "swp->secondary_bank_weapons[i] >= 0" at ship.cpp:9224
    fs2_open_3_6_10d.exe 008a6beb()
    fs2_open_3_6_10d.exe 00748c1d()
    fs2_open_3_6_10d.exe 00748a61()
    fs2_open_3_6_10d.exe 0074dcc9()
    fs2_open_3_6_10d.exe 0074fd24()
    fs2_open_3_6_10d.exe 00752717()
    fs2_open_3_6_10d.exe 007524b7()
    fs2_open_3_6_10d.exe 00753881()
    fs2_open_3_6_10d.exe 009946ee()
    fs2_open_3_6_10d.exe 00730dc9()
    fs2_open_3_6_10d.exe 0073dd53()
    fs2_open_3_6_10d.exe 00953636()
    fs2_open_3_6_10d.exe 0073c8d2()
    fs2_open_3_6_10d.exe 00953c08()
    fs2_open_3_6_10d.exe 0073ffb8()
Freeing all existing models...

And still crashes while loading the first mission.
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 Dilmah G

  • Failed juggling
  • 211
  • Do try it.
It's likely they didn't test with debug builds. I played fine on .10 RC3.

 

Offline Deka1184

  • 26
  • Formerly known as KappaWing
It's likely they didn't test with debug builds. I played fine on .10 RC3.

He's right, E. We all used RC3, not debug build.

 

Offline Dilmah G

  • Failed juggling
  • 211
  • Do try it.
However, as The E'll point out to you, debug crashes are usually indicative of instability with the regular version, or somesuch. But I can vouch for Deka here, and say his campaign is most definitely playable with .10 RC3 exes. :)

(Psst: Fixing the debug issues quietly in a patch won't hurt though!)

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Okay, first? RC3 != Final. Second? As has been pointed out, if debug builds complain, it means something went wrong. In some cases, this means that regular builds will be unstable. See that crash? It's an Assertion, which means that something the programmer thought would always be true was violated. The game basically can not be guaranteed to work properly after that point, even if regular builds will just continue past it. So basically, your mod is not as stable as it could be, and will sooner or later crash.
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 Deka1184

  • 26
  • Formerly known as KappaWing
Okay, first? RC3 != Final. Second? As has been pointed out, if debug builds complain, it means something went wrong. In some cases, this means that regular builds will be unstable. See that crash? It's an Assertion, which means that something the programmer thought would always be true was violated. The game basically can not be guaranteed to work properly after that point, even if regular builds will just continue past it. So basically, your mod is not as stable as it could be, and will sooner or later crash.

I gathered. Well, I'll do something about it if people actually start crashing using a non-debug build, but I will most likely then ask for outside assistance to release a patch, because I don't understand the fine intricacies of these reports.

 

Offline Sushi

  • Art Critic
  • 211
'Aye, ladies and gentlemen, lay off him for a little while.

He's spent four years FREDing this baby, and going through ****ty testers (don't we all mate :P ), and fair enough, he's been out of the loop on a few modern FSO conventions, but I think a few more of you should do him the respect of playing his campaign and move aside from the technical issues.

Aye.

I came here to say this too.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
I am sorry if what I said came across as overly critical. Yes, people should play this to check out the story and gameplay.

However, as one of the support guys, I feel it's my duty to point out technical issues I find, as stable mods lead to less support work for me.
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 Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Yeah. Deka1184, not that I wanted to belittle Relentless in any way or anything. I respect the amount of work you must have sacrificed for it. It's just that you've done so much already; why not finish the job and try to make sure that your mod is as flawless as possible? I also have my selfish motives here (less bugs in mods means less work for me and The E), but I'm also thinking about the average players. Surely they'd like to experience an adventure that is as bugless and error-free as possible.

Also, I was about to highlight this thread, but then I saw you saying
Its not a flawless campaign by far. The missions are breakable if you don't follow the implied course of action. Although there are no directives, looking back at the message log should keep you on track if you feel lost. You shouldn't need to, though. Unlike the storyline, the gameplay is pretty straightforward. Using cheats also tends to break missions, as well as being a godly awesome or pathetically terrible pilot.
and thought that maybe it is best to see how people manage with it. If it seems that people can play it through without really having to make an effort to pass the missions, it can be highlighted.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

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

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

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

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

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

18:53 < Achillion> Dicks are fun

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

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

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

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

 

Offline Deka1184

  • 26
  • Formerly known as KappaWing
Yeah. Deka1184, not that I wanted to belittle Relentless in any way or anything. I respect the amount of work you must have sacrificed for it. It's just that you've done so much already; why not finish the job and try to make sure that your mod is as flawless as possible? I also have my selfish motives here (less bugs in mods means less work for me and The E), but I'm also thinking about the average players. Surely they'd like to experience an adventure that is as bugless and error-free as possible.

I totally understand, but like I said I have no idea how to work through those bugs without breaking more stuff. That stuff is way over my head. I'd reach out to the community, but after driving hard I only got 5-7 beta testers and I don't believe any of them went past mission 15. None of them had the courtesy to email me saying they couldn't beta test anymore. A lot of their feedback was helpful but they also seemed to miss the detailish stuff that I tend to miss. None of them, however, experienced a crash. I never even got to this point, however, because I was totally unaware of the procedure of using the debug build being to debug the mods themselves, I always thought it was simply a version of the normal build to use when the normal build crashes for some reason. Its like airline safety; I'm not going to pay attention to it until someone actually crashes.

Also, I was about to highlight this thread, but then I saw you saying
Its not a flawless campaign by far. The missions are breakable if you don't follow the implied course of action. Although there are no directives, looking back at the message log should keep you on track if you feel lost. You shouldn't need to, though. Unlike the storyline, the gameplay is pretty straightforward. Using cheats also tends to break missions, as well as being a godly awesome or pathetically terrible pilot.
and thought that maybe it is best to see how people manage with it. If it seems that people can play it through without really having to make an effort to pass the missions, it can be highlighted.

Yeah, I just said that because in the demo people were complaining that (1) there were no directives. they werent actually confused on what to do, they were missing that little box on the left side of the screen and (2) they thought they'd be wiseguys and do things intended to break the missions, then complain about it being a bug. Granted, Alpha 1 has plenty of choices to make, but I can't take every possible action into account, especially ones that involve ~k'ing things. There was also some guy who claims to have destroyed a capship in the first mission in an incredibly short amount of time, which broke the mission. I have no idea how he did this without setting all his wingmen to bombers, which would have made the rest of the mission completely impossible. Its just stuff like that I am just trying to avoid.

I'm pretty confident that at least 95% of people will make it through the campaign with no crashes or confusion.

Spoiler:
I am expecting a lot of confusion on the storyline, however. It gets more and more.... surreal.... as the campaign progresses.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Quote
I never even got to this point, however, because I was totally unaware of the procedure of using the debug build being to debug the mods themselves, I always thought it was simply a version of the normal build to use when the normal build crashes for some reason.

Well, now you know, and I hope this episode didn't dissuade you from doing more campaigns.
As for the errors in this release, I'll try and give you some advice on how to fix it once I can take a closer look at it; Most of it just seems to be issues stemming from the use of old models that had bugs that previous versions of FSO didn't report. Others, however, stem from a lack of understanding of the tbm system itself, those will take a bit longer to fix.

Quote
Yeah, I just said that because in the demo people were complaining that (1) there were no directives. they werent actually confused on what to do, they were missing that little box on the left side of the screen and (2) they thought they'd be wiseguys and do things intended to break the missions, then complain about it being a bug.

Actually, they were doing what good testers are supposed to do. Missions that can be broken by just not doing exactly what the mission designer intended are one of my pet peeves in terms of mission design. When we get WIP missions for Blue Planet, one of the things we always try is to break the mission by acting crazy; as a result, our missions are much more resilient and, I think, more fun.
Now, you have a valid point about not even trying to adapt a mission to somebody using the cheats; that's basically futile, and any mission breakage resulting from cheats is something that no mission designer should have to fix.

As for directives, yeah, I am firmly in the "If they're missing, it's a bug" camp. It's just something that I, as a player, expect to see (just like that little summary screen at the end of the briefing).

Oh, and this may be self-advertisement, but maybe you should read this: http://www.hard-light.net/forums/index.php?topic=68328.0

Quote
I'm pretty confident that at least 95% of people will make it through the campaign with no crashes or confusion.

Well, I am a bit more paranoid than that. I don't like to release stuff that I know is buggy and inefficient, even if it works OK on my machine.
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 Nemesis6

  • 28
  • Tongs
Bypassing the little debate here, holy crap this campaign is long. I usually chug these campaigns in one go, but this one has me begging for a break!  :D

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • Minecraft
    • FLAMES OF WAR
Deka1184, don't be dishearted.

A debug build points you directly to an error, one after an other.

The messages you get are informative enough that even a n00b can fix most of them.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline High Max

  • Permanently banned
  • 29
Bypassing the little debate here, holy crap this campaign is long. I usually chug these campaigns in one go, but this one has me begging for a break!  :D

In that case, once it is fixed up, I will download it. Can you define 'long'? How many missions? Also, is the gameplay and story any good and worth downloading?
;-)   #.#   *_*   ^^   ^-^   ^_^

 

Offline Dilmah G

  • Failed juggling
  • 211
  • Do try it.
Give it a download and decide for yourself, I reckon.

 

Offline High Max

  • Permanently banned
  • 29
Well, I am using 3.6.12 and I'm worried it will crash it according to what I read on the forum. Will it work or do I have to use 3.6.10?
;-)   #.#   *_*   ^^   ^-^   ^_^

 

Offline Dilmah G

  • Failed juggling
  • 211
  • Do try it.
.10 is a must, in my experience.