Author Topic: BP: War in Heaven discussion  (Read 919358 times)

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Re: BP: War in Heaven discussion
I realise I'm a bit late to help ya, but on the attempts on mission 7 where I've been trying to keep my buddies alive, I do quite the opposite - I take the lead, long range missiles don't trouble the player but they can nearly insta-gib the AI, so I make sure they're all firing at me and let my AI do the shooting work, or I both dodge and attempt to kill but that's a bit more risky. I've never actively tried to save the AI while frapsing for frustration reasons (delete vid -> record vid -> delete vid ->), but it is doable, if you have a lot of faith in your guns you can try let the AI take the fire but I'd be impressed if you did it that way!

Departing the AI is the age of trick for completing missions like this, though.
"Neutrality means that you don't really care, cuz the struggle goes on even when you're not there: Blind and unaware."

"We still believe in all the things that we stood by before,
and after everything we've seen here maybe even more.
I know we're not the only ones, and we were not the first,
and unapologetically we'll stand behind each word."

 

Offline FSHero

  • 25
Re: BP: War in Heaven discussion
WiH act 3 was released sometime in January 2013 I think. Unfortunately due to work-related reasons, I couldn't play this as much as I liked, so I restarted the whole thing this month and played it to its completion.

I would like to corroborate with the other posters to congratulate the WiH team on making so fine a mod. Gameplay, storyline, music: everything is spot on. To think that this is borne out of a hobby, with no funding, makes the mind insane!

There are mechanics implemented in act 3 that I never even thought possible using the Freespace 2 engine. Although my own inferior multitasking ability hindered my progress somewhat, I can see that the 'management' aspect of the game enhances the gameplay, and is certainly befitting the wing-leader role played by Laporte.

The playable cutscene at the end was the pinnacle of immersion -- especially when played late at night in a dark room! I cannot wait to see how the story pans out!

I wish I could contribute in some way to the progress of this mod; sadly I have no talents, save perhaps for composing music (even then, only with novice ability). I shall have to be content with simply playing the mod!

P.S. after watching the developer commentary on WiH act 1, only now have I begun to appreciate the amount of effort that has gone into this work. I think also that the development of this mod is as professional as any commercial game out there! Blessings to all of you who have contributed to this!

 
Re: BP: War in Heaven discussion
Does anyone know a fix to some problems i encounter in WiH:
1. I keep getting error reports about:
-Invalid species (example)-Invalid species UEF defined in table entry for ship UEB Durga
then:-Error!!
bp2-ship.tbm(line 3871):
Error:required token=[#End],[$Subsystem:], [$Name], or [$Template], found [$Glowpoint overrides: ("green_glow_20:1"red_glow_20:2-6")]
then:when i get in (after 400+errors) and select part 1 of campaign it says:
Error!
bp2-p1.fc2(line 191)
Error:Expecting int,found [BP2-Part1Start]
 Then when i try playing mission 1 it says:
Invalid weapon name
 
in sexpression: (when
(true)
(fade-out 8000)
(tech-add-weapons
vulcan
maul
rapier
scalpel
archer
point defense turret
burst flak
mass driver karuna
gauss cannon karuna
javelin
dart
dirk
paveway
hellfire
shrike
grimler
warhammer
sledgehammer
jackhammer
apocalypse karuna
gattler
uef meduim turret
uef heavy turret
)
[...]

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
This should be an easy fix - I suspect you either haven't selected the right build or you have some folders misplaced. We can sort it right out.

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

 
Re: BP: War in Heaven discussion
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.18.9546
Passed cmdline options:
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod BP2/blueplanet2,blueplanet,mediavps_3612
  -window
  -spec
  -glow
  -normal
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-normal' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'D:\Freespace2\BP2/blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8
Found root pack 'D:\Freespace2\BP2/blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'D:\Freespace2\BP2/blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'D:\Freespace2\BP2/blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'D:\Freespace2\BP2/blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'D:\Freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Freespace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Freespace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\Freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x6b831455
Found root pack 'D:\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'D:\Freespace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\Freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Freespace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\Freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Freespace2\BP2/blueplanet2\' ... 0 files
Searching root pack 'D:\Freespace2\BP2/blueplanet2\adv-bp2.vp' ... 33 files
Searching root pack 'D:\Freespace2\BP2/blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'D:\Freespace2\BP2/blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'D:\Freespace2\BP2/blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'D:\Freespace2\BP2/blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'D:\Freespace2\blueplanet\' ... 0 files
Searching root 'D:\Freespace2\mediavps_3612\' ... 0 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\Freespace2\' ... 6 files
Searching root pack 'D:\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Freespace2\warble_fs2.vp' ... 52 files
Found 28 roots and 17385 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on HD Audio rear output 2
  Capture device: HD Audio rear input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 3600 Series
  OpenGL Version   : 2.1.7278 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".
  Using extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

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

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Vertex shader failed to compile:
Vertex shader failed to compile with the following errors:
WARNING: 0:6: extension 'GL_EXT_gpu_shader4' is not supported
ERROR: 0:10: 'noperspective' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.


ERROR! Unable to create vertex shader!
Error while compiling FXAA shaders. FXAA will be unavailable.
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
WARNING: "Too many icons in icons.tbl; only the first 105 will be used" at missionbriefcommon.cpp:354
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
sounds.tbl(line 629): Error: Missing required token: [#Flyby Sounds End]. Found [$UEF:      0   T_flyby1.wav,   0, 0.75, 1, 200, 400         ]  instead.

ERROR: sounds.tbl(line 629):
Error: Missing required token: [#Flyby Sounds End]. Found [$UEF:      0   T_flyby1.wav,   0, 0.75, 1, 200, 400         ]  instead.

File: parselo.cpp
Line: 336
Int3(): From c:\code\fs2_open_3_6_18\code\globalincs\windebug.cpp at line 1253

i think this is it,thx

  

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Your blueplanet folders need to be located in D:\FreeSpace2.

This is what you have right now:

D:\FreeSpace2\BP2\blueplanet2
D:\FreeSpace2\BP2\blueplanet

You need to have:

D:\FreeSpace2\blueplanet2
D:\FreeSpace2\blueplanet

Your mistake was sticking the Blue Planet install inside a BP2 folder. Fix that and hopefully everything will work!

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Ok, in addition, your GPU is pretty old - I suggest installing this compatibility package and then (you MUST do this!) downloading and using a 3.7.0 release build.

 
Re: BP: War in Heaven discussion
i have a compatibillity installed and using a nightly build

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Then just fix the file structure problem and you should be good to go.

Your blueplanet folders need to be located in D:\FreeSpace2.

This is what you have right now:

D:\FreeSpace2\BP2\blueplanet2
D:\FreeSpace2\BP2\blueplanet

You need to have:

D:\FreeSpace2\blueplanet2
D:\FreeSpace2\blueplanet

Your mistake was sticking the Blue Planet install inside a BP2 folder. Fix that and hopefully everything will work!

 
Re: BP: War in Heaven discussion
And still doesnt work  :mad:

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Generate and post another debug log.

 
Re: BP: War in Heaven discussion
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,mediavps_3612
  -window
  -profile_frame_time
  -spec
  -glow
  -normal
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-normal' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'D:\Freespace2\blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8
Found root pack 'D:\Freespace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'D:\Freespace2\blueplanet2\bp2-compat.vp' with a checksum of 0x9c7d79f8
Found root pack 'D:\Freespace2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'D:\Freespace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'D:\Freespace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'D:\Freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Freespace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Freespace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\Freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x6b831455
Found root pack 'D:\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'D:\Freespace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\Freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Freespace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\Freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Freespace2\blueplanet2\' ... 0 files
Searching root pack 'D:\Freespace2\blueplanet2\adv-bp2.vp' ... 33 files
Searching root pack 'D:\Freespace2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'D:\Freespace2\blueplanet2\bp2-compat.vp' ... 1 files
Searching root pack 'D:\Freespace2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'D:\Freespace2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'D:\Freespace2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'D:\Freespace2\blueplanet\' ... 0 files
Searching root 'D:\Freespace2\mediavps_3612\' ... 0 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'D:\Freespace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\Freespace2\' ... 6 files
Searching root pack 'D:\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Freespace2\warble_fs2.vp' ... 52 files
Found 29 roots and 17386 files.
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on HD Audio rear output 2
  Capture device: HD Audio rear input
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 3600 Series
  OpenGL Version   : 2.1.7278 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".
  Using extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

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

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Vertex shader failed to compile:
Vertex shader failed to compile with the following errors:
WARNING: 0:6: extension 'GL_EXT_gpu_shader4' is not supported
ERROR: 0:10: 'noperspective' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.


ERROR! Unable to create vertex shader!
Error while compiling FXAA shaders. FXAA will be unavailable.
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
WARNING: "Too many icons in icons.tbl; only the first 105 will be used" at missionbriefcommon.cpp:347
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
sounds.tbl(line 629): Error: Missing required token: [#Flyby Sounds End]. Found [$UEF:      0   T_flyby1.wav,   0, 0.75, 1, 200, 400         ] instead.

ERROR: sounds.tbl(line 629):
Error: Missing required token: [#Flyby Sounds End]. Found [$UEF:      0   T_flyby1.wav,   0, 0.75, 1, 200, 400         ] instead.

File: parselo.cpp
Line: 333
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1253

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
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Re: BP: War in Heaven discussion
You need to have Blue Planet 1 and its compatibility pack installed as well. If you used the Complete installer, it should have installed the blueplanet mod as well, its folder needs to be in the same place as the blueplanet2 folder.
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

 
Re: BP: War in Heaven discussion
One question:i had WiH in a folder named BP and inside was blueplanet,and it wokred even without compatibillity,why doesnt this work

 
Re: BP: War in Heaven discussion
YES IT WORKS!!!! OMG thx man, been trying to fix it for weeks,im in your debpt.

 
Re: BP: War in Heaven discussion
Spoke to soon, in mission 1,i get a report asteroid LODs are missing,and then,when im chasing a herc,i crash,plus the game runs super slow, around 20 fps without mediavps advanced,while with it i go around 60 in retail,and 40 in WiH,what the hell is happening?

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: BP: War in Heaven discussion
FreeSpace 2 Open version: 3.7.1
Is that one of the recent nightlies, or are you using a BP build with the compatibility pack?

Spoke to soon, in mission 1,i get a report asteroid LODs are missing,and then,when im chasing a herc,i crash,plus the game runs super slow, around 20 fps without mediavps advanced,while with it i go around 60 in retail,and 40 in WiH,what the hell is happening?
Are you playing with a Debug build? That will give you poor performance.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

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

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

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

<Aesaar> literary criticism is vladimir putin

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

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

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

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

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

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

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Spoke to soon, in mission 1,i get a report asteroid LODs are missing,and then,when im chasing a herc,i crash,plus the game runs super slow, around 20 fps without mediavps advanced,while with it i go around 60 in retail,and 40 in WiH,what the hell is happening?

Sounds like you didn't switch back to a release build from debug.

 
Re: BP: War in Heaven discussion
OK,im using the most,or maybe second most recent nightie, i switched from debug, ran at 60-30 fps,and then,when i damaged a herc up close,crash

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Stop using the nightly. Use 3.7.0 release. If that doesn't work, use the latest Windows build from the BP build repository.

And please post your latest debug log from the setup that gives you this crash, just in case.