Author Topic: BP: War in Heaven discussion  (Read 725926 times)

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Offline Aardwolf

  • 211
  • Posts: 16,384
    • Minecraft
Re: BP: War in Heaven discussion
Very well.

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: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5 bloom_intensity 100
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -post_process
  -cache_bitmaps
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,mediavps_3612
  -fullscreen_window
  -output_sexps
  -output_scripting
Building file index...
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x30ee5a34
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\blueplanet2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 660 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games\FreeSpace2\blueplanet\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 373 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Games\FreeSpace2\' ... 22 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 31 roots and 20155 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-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 1600x900 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 Mobility Radeon HD 4670
  OpenGL Version    : 2.1.8784 FireGL

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.30
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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: Outputting scripting metadata...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-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...
render_target: creating new 1600x900 FBO
render_buffer: creating new 1600x900 render buffer
texture_pool: creating new 1600x900 texture
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 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1008
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'HellRaiserXA.pof'
IBX: Found a good IBX/TSB to read for 'HellRaiserXA.pof'.
IBX-DEBUG => POF checksum: 0xf7a4d505, IBX checksum: 0x0fbfdc44 -- "HellRaiserXA.pof"
WARNING: "Couldn't open texture 'hellraiser' referenced by model 'HellRaiserXA.pof'" at modelread.cpp:2274
WARNING: "Couldn't open texture 'bansheeparts' referenced by model 'HellRaiserXA.pof'" at modelread.cpp:2274
Potential problem found: Unrecognized subsystem type 'GArmR', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'GArmL', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'GcoverR', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'GcoverL', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'GcoverFRNT', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'GProbes', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'GRail', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'Gbarrel', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'GcoverTop', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'BbayBtms', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'BBayRout', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'BBayRin', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'BBayLin', believed to be in ship HellRaiserXA.pof
Potential problem found: Unrecognized subsystem type 'BBayLout', believed to be in ship HellRaiserXA.pof
Frame  0 too long!!: frametime = 33.126 (33.126)
Frame  1 too long!!: frametime = 0.728 (0.728)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Aug 14 17:16:17 2010

Of interest I imagine:

Code: [Select]
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x30ee5a34
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
.
.
.
Searching root 'C:\Games\FreeSpace2\blueplanet2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 660 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games\FreeSpace2\blueplanet\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 373 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1488 files
.
.
.
WARNING: "Couldn't open texture 'hellraiser' referenced by model 'HellRaiserXA.pof'" at modelread.cpp:2274
WARNING: "Couldn't open texture 'bansheeparts' referenced by model 'HellRaiserXA.pof'" at modelread.cpp:2274

Edit: My WiH checksums seem to match those in the troubleshooting thread.

 

Offline The E

  • He's Ebeneezer Goode
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  • Nothing personal, just tech support.
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Re: BP: War in Heaven discussion
Your bp-visuals1.vp is either corrupted or out of date. You DID update your AoA, didn't you?
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 Aardwolf

  • 211
  • Posts: 16,384
    • Minecraft
Re: BP: War in Heaven discussion
Your bp-visuals1.vp is either corrupted or out of date. You DID update your AoA, didn't you?

Hm, looks like that single VP might have slipped past me; it says it was last modified in February, versus the rest which were last modified in August. Will update now.

Edit: while that downloads curse you slow internet!, are you sure that vp contains the textures "hellraiser" and "bansheeparts" ? The changes listed in the update post suggest otherwise.

Edit the Second: My bad. Looks like it was indeed in that vp. And apparently I had already downloaded it but somehow neglected to extract it. It's working now.

Still, the listed changes definitely do not list anything about those textures.  :ick:
« Last Edit: August 14, 2010, 04:36:28 pm by Aardwolf »

 

Offline Nissan

  • 26
Re: BP: War in Heaven discussion
So I ran into an issue while replaying Delenda Est via the mission simulator.

Spoiler:
Toward the end, after the Imperiuse took out the Katana and around the time it blasted the Altan Orde, the mission ended abruptly. I'm not sure if it was immediately before, during, or immediately after the time the Altan Orde was destroyed since I was flying back to the Indus at the time, but I got sent to the debriefing screen and received a "no debriefing available" message. Without digging through the mission file itself, I'd guess that's when the second checkpoint kicks in, so maybe it's tied to that?

Not sure if this had any impact, but during the mission I had attempted to take out the Carthage beam that targets the Hanuman. Once I (with unexpected help from the frigates) got the beam down to 17%, it wouldn't drop any further. After the beam took out the Hanuman and the Imperiuse arrived, I launched one last Slammer at the beam and destroyed it, then went back to protect the Indus.

Sorry if this has been mentioned before.
"Uh, yeah, I mean it's tough to say, woulda-coulda-shoulda, ifs and buts like candy and nuts, you know, you never know.  This, that, and the other thing.  Who knows?  You know, there are a lot of what-ifs.  You know, my whole life is a lot of what-ifs."
- San Antonio Spurs F Matt Bonner

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Are you on the latest patch? That issue should have been resolved - if it hasn't I need to take another look at it.

 

Offline Nissan

  • 26
Re: BP: War in Heaven discussion
By latest patch, you meant the latest version of bp2-core.vp, right? I hadn't done that yet, so maybe that was it...

Trouble is, updating that file seems to have created a new issue. After I start up the game, it says the mod has generated 48 active warnings, and when I try to load Delenda Est it crashes when I go to the loadout screen. I tried another mission at random (Darkest Hour) and that one broke while trying to load the command briefing.
"Uh, yeah, I mean it's tough to say, woulda-coulda-shoulda, ifs and buts like candy and nuts, you know, you never know.  This, that, and the other thing.  Who knows?  You know, there are a lot of what-ifs.  You know, my whole life is a lot of what-ifs."
- San Antonio Spurs F Matt Bonner

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
By latest patch, you meant the latest version of bp2-core.vp, right? I hadn't done that yet, so maybe that was it...

Trouble is, updating that file seems to have created a new issue. After I start up the game, it says the mod has generated 48 active warnings, and when I try to load Delenda Est it crashes when I go to the loadout screen. I tried another mission at random (Darkest Hour) and that one broke while trying to load the command briefing.

Debug log, please. Sounds like a somewhat borked install or bad download.

 

Offline Klaustrophobia

  • 210
  • the REAL Nuke of HLP
    • North Carolina Tigers
Re: BP: War in Heaven discussion
i know this has been addressed before, but i can't find it again for the solution.  after getting the patch (i actually just redownloaded everything from modDB), i'm getting the "no debreifing for *mission name* and "you cannot accept, you failed" on the first mission.  I lost one of the civies in the convoy, but didn't fail.  debug log needed?  i checked hash on all the VP files after downloading.

EDIT: Played again with debug build, did not reproduce.  I did save all ships this time though.  Is there maybe a missing briefing for whatever certain set of circumstances I hit that time?
« Last Edit: August 14, 2010, 10:37:47 pm by Klaustrophobia »
I like to stare at the sun.

 

Offline Infamus

  • 26
Re: BP: War in Heaven discussion
hey Aardwolf, what is that awesome model viewer you are using?

 

Offline blowfish

  • 211
  • Join the cult of KILL MY ROUTER!!!!!!!!!!1
Re: BP: War in Heaven discussion
That's the lab.  Press F3 from the mainhall to get to it.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
i know this has been addressed before, but i can't find it again for the solution.  after getting the patch (i actually just redownloaded everything from modDB), i'm getting the "no debreifing for *mission name* and "you cannot accept, you failed" on the first mission.  I lost one of the civies in the convoy, but didn't fail.  debug log needed?  i checked hash on all the VP files after downloading.

EDIT: Played again with debug build, did not reproduce.  I did save all ships this time though.  Is there maybe a missing briefing for whatever certain set of circumstances I hit that time?

It's very possible. *sigh* Will try to fix 'er up.

 

Offline Klaustrophobia

  • 210
  • the REAL Nuke of HLP
    • North Carolina Tigers
Re: BP: War in Heaven discussion
while you're at it....

in collateral damage, you can't call in support even after the jamming stops.  unless that was intentional.
I like to stare at the sun.

 

Offline Nissan

  • 26
Re: BP: War in Heaven discussion
Debug log, please. Sounds like a somewhat borked install or bad download.

Here it is.

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: 3.6.12
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,mediavps_3612
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Games\FreeSpace2\a_subspace.vp' with a checksum of 0x02b13584
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\LSNebPlusFS2Missions.vp' with a checksum of 0x775e7c1b
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\blueplanet2\' ... 36 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 660 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games\FreeSpace2\blueplanet\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 368 files
Searching root pack 'C:\Games\FreeSpace2\a_subspace.vp' ... 63 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\LSNebPlusFS2Missions.vp' ... 198 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 28 roots and 13599 files.
AutoLang: Language auto-detection successful...
Setting language to English
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 1280x800 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 8200M G/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.0.0

  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".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 4 (4)
  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.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-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 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'bp-wep.tbm' ...
WARNING: "For 'MS_Impact', 3 of 4 LODs are missing!" at weapons.cpp:206
WARNING: "For 'Mekhu_Impact', 3 of 4 LODs are missing!" at weapons.cpp:206
WARNING: "For 'Kayser_Impact', 3 of 4 LODs are missing!" at weapons.cpp:206
WARNING: "For 'Subach_Impact', 3 of 4 LODs are missing!" at weapons.cpp:206
WARNING: "For 'exp04', 3 of 4 LODs are missing!" at weapons.cpp:206
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:180
Freeing all existing models...

EDIT: I think I figured out what might be the issue. If it is what I think it is, I'm an idiot. Hang on...

EDIT 2: Okay, yeah, this seems to have fixed it. So when I first installed the new mediavps, I renamed the folder from 'mediavps_3612' to just 'mediavps', and I changed the mod.ini file in the blueplanet2 folder accordingly. When I reinstalled the core files, it brought back the old mod.ini file that drew from the 'mediavps_3612' folder, which no longer existed on my computer.

Anyway, fixed the inconsistency, and the game didn't throw any warnings when it started up. I'll play through a couple missions to make sure it's in good shape though.

(While I'm feeling dumb, though, I might as well ask: is it cool if I change the 'mediavps_3612' folder to just 'mediavps' so I don't have to change the mod.ini file for every campaign I have, or would it be better to leave it as is?)
« Last Edit: August 14, 2010, 11:10:30 pm by Nissan »
"Uh, yeah, I mean it's tough to say, woulda-coulda-shoulda, ifs and buts like candy and nuts, you know, you never know.  This, that, and the other thing.  Who knows?  You know, there are a lot of what-ifs.  You know, my whole life is a lot of what-ifs."
- San Antonio Spurs F Matt Bonner

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
while you're at it....

in collateral damage, you can't call in support even after the jamming stops.  unless that was intentional.

There's unfortunately no way to change support availability mid-mission.

while you're at it....

in collateral damage, you can't call in support even after the jamming stops.  unless that was intentional.

There's unfortunately no way to change support availability mid-mission.



UNLESS THERE IS

stand by
« Last Edit: May 25, 2011, 04:36:44 pm by Jeff Vader »

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: BP: War in Heaven discussion
there is?

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: BP: War in Heaven discussion
isn't there that SEXP to set support ship?
the one that lets them be launched from capships.
(´・ω・`)
=============================================================

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
isn't there that SEXP to set support ship?
the one that lets them be launched from capships.

It appears that set-support-ship can in fact overwrite the mission support ship flags, which means we can use it here!

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: BP: War in Heaven discussion
hooray

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: BP: War in Heaven discussion
We need a thread for FRED tricks like these. I remember stumbling across this a long time ago, then forgetting about it.

[EDIT since I don't want to double post]: Where is the "icarus2" track (the fiction viewer one) from? I can't find it in credits.tbl.
« Last Edit: August 15, 2010, 05:02:47 am by Shivan Hunter »

 

Offline Darius

  • Moderator
  • 211
Re: BP: War in Heaven discussion
It's a quick piano version of Michael McCann's Icarus that I did. Since it was done by a team member, it wasn't listed in the credits.