Author Topic: Project Zathras  (Read 31159 times)

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Offline Aardwolf

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Basically, in that really shiny orange picture, there's this huge section where the reflected nebula is horribly stretched and shouldn't be. That, in addition to the lighting, makes it look like the ship hasn't got any smoothing info. Take a look at it in the ship lab with diffuse disabled, it should be easy to tell.

 

Offline FUBAR-BDHR

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I couldn't see any difference in the ship lab between the original and the current one.  Only thing I could tell was that for some reason with Zathras on the model seemed slightly brighter but so did every other model.  It's possible the original never had smoothing.  Remember these models are from as far back as 2001 and maybe even farther.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline chief1983

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Shine maps can - and probably should - be saved in DXT5.  If that's what was changed to fix them, I don't think they're truly fixed yet.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline FUBAR-BDHR

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All the TBP DDS files (at least every one I looked at) are DXT1. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Skullar

  • 29
Sorry fubar, dont have the stuff here, but I am already done with the work :)
I have tremendously improved glowmaps for omega, omega-X and nova, and redone the nameplates as well. ( nameplates were too white, now closer to hull color, looks more authentic )

Perhaps all nameplates with glow- and shinemaps should be kept in an own vp-file....

Will send tomorrow, hopefully.


Besides, I tried a shinemap, but shinemaps I do appear as "polished with wax" ingame. they are almost mirrors. No idea why.



 

Offline chief1983

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Too much alpha.  Gotta cut it down to like 5% opacity anywhere you don't want full env reflection.  The RGB layers create the actual shine map, but the alpha channel is used for env, so even if the rgb is really dark, the alpha could still be at full opacity.  I usually highlight all the stuff on the alpha channel I don't want shiny, delete it and refill with about 5% just to give it a little bit of sheen.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Skullar

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More questions :

- Do glow and shinemaps apply automatically to model when they are created or do they have to be "registered" in the pof ? So.... is a glow- or shinemap used automatically when I create one ? Even if there has not been one before ?
- Does anyone know alphachannels of current TBP shinemaps ?


Somehow I think current TBP shinemaps are not really done well. They exist, but there is hardly a difference between using them or not.

 

Offline chief1983

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They're probably not, I've only seen a few people around the community who have a really good grasp on making FSO shine maps.  Everyone else does it old school, which didn't matter before the Specular Alpha for Env stuff was created.

All the -something textures apply automatically as long as they have the same base name as the one in the POF.  However, at least with FRED texture swap, each one must be swapped individually.  Hopefully the same is true for Ships.tbl replacement when that gets working properly.  So to add normal, shine, etc you just add the texture to the maps folder and voila, it works.

I don't know about the current TBP ones, but some of the Zathras ones recently were a bit b0rked, FUBAR seems to have found a method for fixing it up but I haven't really looked into what he's doing too much.  Seems to eliminate the mirror effect though, so I like it.

The problem with shine maps now is that they're actually two maps in one.  Photoshop is one of the best editors for them, Gimp can do it well too but when editing the alpha channel, you lose the visibility of everything you turn opaque, so it can be difficult to see what you're doing.  And once the alpha channel is mostly opaque you can't edit the other 3 channels easily either since they become difficult to see.  But the alpha channel has to be mostly transparent where you don't want too much reflection, and non-transparent where you do want good reflection like polished metal or glass.  The shine map doesn't work off of opacity like that though, it works off of the overall brightness of the RGB channels in the shine map.

The lack of difference is probably because FUBAR toned down a lot of the shine maps in Zathras at least.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline FUBAR-BDHR

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Again all the original TBP ones were done in DXT1 file format which doesn't which only allows one of the two parts of the shine map to function.  When I saved then as DXT5 the problem with them looking like a mirror popped up.  Resaving as DXT1 resulted in the original behavior so I left it at that.  So basically there are no true shine maps in TBP. 

I got some decent responses about it here:  http://www.hard-light.net/forums/index.php/topic,64054.0.html
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline The E

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There's something I noticed while playing through Raider Wars again. In the mission where you take a Zephyr to recon the raider base, flying too close to the nav beacon at the end causes a crash. Looking at the debug log, the cause would be an Int3() from the ship collision code that is caused by a rotating subsystem rotating to fast, if I read the code correctly.

Build used was an Inferno build based on FSO revision 5430.
Debug Log:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.11
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
  -spec
  -3dshockwave
  -cache_bitmaps
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod Zathras
  -tbp
  -no_set_gamma
  -fps
Building file index...
Found root pack 'C:\Games\TBP\Zathras\0rph3u5.vp' with a checksum of 0xf4f337da
Found root pack 'C:\Games\TBP\Zathras\FUBAR.vp' with a checksum of 0xa24f41a9
Found root pack 'C:\Games\TBP\Zathras\Revan.vp' with a checksum of 0x2ec9998c
Found root pack 'C:\Games\TBP\Zathras\Vidmaster.vp' with a checksum of 0x506e2e5c
Found root pack 'C:\Games\TBP\Zathras\Z_Multi.vp' with a checksum of 0x46da53e3
Found root pack 'C:\Games\TBP\Zathras\Zathras.vp' with a checksum of 0xf135ab62
Found root pack 'C:\Games\TBP\AchenSchoolingFlight.vp' with a checksum of 0x1b04f7fb
Found root pack 'C:\Games\TBP\B5-C-sp-EMW-3_0.vp' with a checksum of 0x5529d851
Found root pack 'C:\Games\TBP\B5-C-sp-RW-3_0.vp' with a checksum of 0x1ca3d242
Found root pack 'C:\Games\TBP\B5-Core-3_4.vp' with a checksum of 0xbda39a14
Found root pack 'C:\Games\TBP\B5-M-MultiPack-1.vp' with a checksum of 0xa2f5f491
Found root pack 'C:\Games\TBP\B5-M-MultiPack-1_0.vp' with a checksum of 0xdcf27819
Found root pack 'C:\Games\TBP\B5SFP.vp' with a checksum of 0xc9d34e0e
Found root pack 'C:\Games\TBP\DarkChildren.vp' with a checksum of 0xebaab13b
Found root pack 'C:\Games\TBP\eatraining.vp' with a checksum of 0xbec360a9
Found root pack 'C:\Games\TBP\EBW.vp' with a checksum of 0xd56d6d9e
Found root pack 'C:\Games\TBP\ebwpatch1a.vp' with a checksum of 0x118777f4
Found root pack 'C:\Games\TBP\FortuneHunters.vp' with a checksum of 0x7d8e6d5c
Found root pack 'C:\Games\TBP\Infestation.vp' with a checksum of 0x0208547c
Found root pack 'C:\Games\TBP\Operations.vp' with a checksum of 0x90526070
Found root pack 'C:\Games\TBP\Root_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\TBP\sparky_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\TBP\sparky_hi_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\TBP\stu_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\TBP\Survivor.vp' with a checksum of 0xc81f3998
Found root pack 'C:\Games\TBP\TBP-AotB-Demo.vp' with a checksum of 0xe887836e
Found root pack 'C:\Games\TBP\TBP-DrumsOfWar-1.vp' with a checksum of 0x51240964
Found root pack 'C:\Games\TBP\TBP-DrumsOfWar2.vp' with a checksum of 0xc7f53004
Found root pack 'C:\Games\TBP\TBP-TheBlackHand-Eps1.vp' with a checksum of 0xdc925b35
Found root pack 'C:\Games\TBP\trail of light.vp' with a checksum of 0xe46f3b5e
Searching root 'C:\Games\TBP\Zathras\' ... 91 files
Searching root pack 'C:\Games\TBP\Zathras\0rph3u5.vp' ... 79 files
Searching root pack 'C:\Games\TBP\Zathras\FUBAR.vp' ... 329 files
Searching root pack 'C:\Games\TBP\Zathras\Revan.vp' ... 131 files
Searching root pack 'C:\Games\TBP\Zathras\Vidmaster.vp' ... 1 files
Searching root pack 'C:\Games\TBP\Zathras\Z_Multi.vp' ... 30 files
Searching root pack 'C:\Games\TBP\Zathras\Zathras.vp' ... 162 files
Searching root 'C:\Games\TBP\' ... 45 files
Searching root pack 'C:\Games\TBP\AchenSchoolingFlight.vp' ... 76 files
Searching root pack 'C:\Games\TBP\B5-C-sp-EMW-3_0.vp' ... 188 files
Searching root pack 'C:\Games\TBP\B5-C-sp-RW-3_0.vp' ... 724 files
Searching root pack 'C:\Games\TBP\B5-Core-3_4.vp' ... 7607 files
Searching root pack 'C:\Games\TBP\B5-M-MultiPack-1.vp' ... 21 files
Searching root pack 'C:\Games\TBP\B5-M-MultiPack-1_0.vp' ... 38 files
Searching root pack 'C:\Games\TBP\B5SFP.vp' ... 456 files
Searching root pack 'C:\Games\TBP\DarkChildren.vp' ... 96 files
Searching root pack 'C:\Games\TBP\eatraining.vp' ... 91 files
Searching root pack 'C:\Games\TBP\EBW.vp' ... 610 files
Searching root pack 'C:\Games\TBP\ebwpatch1a.vp' ... 1 files
Searching root pack 'C:\Games\TBP\FortuneHunters.vp' ... 45 files
Searching root pack 'C:\Games\TBP\Infestation.vp' ... 125 files
Searching root pack 'C:\Games\TBP\Operations.vp' ... 89 files
Searching root pack 'C:\Games\TBP\Root_fs2.vp' ... 3 files
Searching root pack 'C:\Games\TBP\sparky_fs2.vp' ... 3 files
Searching root pack 'C:\Games\TBP\sparky_hi_fs2.vp' ... 3 files
Searching root pack 'C:\Games\TBP\stu_fs2.vp' ... 3 files
Searching root pack 'C:\Games\TBP\Survivor.vp' ... 53 files
Searching root pack 'C:\Games\TBP\TBP-AotB-Demo.vp' ... 21 files
Searching root pack 'C:\Games\TBP\TBP-DrumsOfWar-1.vp' ... 11 files
Searching root pack 'C:\Games\TBP\TBP-DrumsOfWar2.vp' ... 16 files
Searching root pack 'C:\Games\TBP\TBP-TheBlackHand-Eps1.vp' ... 26 files
Searching root pack 'C:\Games\TBP\trail of light.vp' ... 2 files
Found 32 roots and 11176 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!
Failed to init speech
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon Xpress 1200 Series 
  OpenGL Version    : 2.1.8304 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.
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.
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
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 29 frames at 22 fps.
BMPMAN: Found EFF (exp04.eff) with 40 frames at 21 fps.
BMPMAN: Found EFF (exp05.eff) with 51 frames at 22 fps.
BMPMAN: Found EFF (exp06.eff) with 71 frames at 23 fps.
BMPMAN: Found EFF (Shockwave01.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Shockwave02.eff) with 146 frames at 30 fps.
BMPMAN: Found EFF (Shockwave03.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Shockwave04.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Disruptor_Impact.eff) with 6 frames at 25 fps.
BMPMAN: Found EFF (particleexp01.eff) with 21 frames at 20 fps.
TBM  =>  Starting parse of 'Zathras-wep.tbm' ...
TBM  =>  Starting parse of 'additional-shp.tbm' ...
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
BMPMAN: Found EFF (rockexp01.eff) with 96 frames at 24 fps.
TBM  =>  Starting parse of 'FH2261-str.tbm' ...
TBM  =>  Starting parse of 'XmasNBG-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 723
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 = 0.262 (0.262)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
Frame  0 too long!!: frametime = 0.564 (0.564)
Frame  0 too long!!: frametime = 0.268 (0.268)
Frame  0 too long!!: frametime = 0.255 (0.255)
Frame  0 too long!!: frametime = 0.313 (0.313)
Frame  0 too long!!: frametime = 0.312 (0.312)
Frame  0 too long!!: frametime = 0.318 (0.318)
Frame  0 too long!!: frametime = 0.257 (0.257)
Frame  0 too long!!: frametime = 0.299 (0.299)
Frame  0 too long!!: frametime = 0.317 (0.317)
Frame  0 too long!!: frametime = 0.296 (0.296)
Frame  0 too long!!: frametime = 0.252 (0.252)
Frame  0 too long!!: frametime = 0.304 (0.304)
Frame  0 too long!!: frametime = 0.307 (0.307)
Frame  0 too long!!: frametime = 0.295 (0.295)
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 ==================
Someone passed an extension to bm_load for file 'rw131024.tga'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (JumpIn01.eff) with 61 frames at 22 fps.
BMPMAN: Found EFF (JumpOut02.eff) with 61 frames at 22 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xcaae6bc9, IBX checksum: 0xbcfa767e -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xc1fa90c1, IBX checksum: 0x074c65f2 -- "shockwave.pof"
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: 'rw13 - hasrah.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 196
Ending mission message count : 241
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'zephyr.pof'
IBX: Found a good IBX to read for 'zephyr.pof'.
IBX-DEBUG => POF checksum: 0x6c575661, IBX checksum: 0xe4ae9f41 -- "zephyr.pof"
Loading model 'asteroidbase.pof'
IBX: Found a good IBX to read for 'asteroidbase.pof'.
IBX-DEBUG => POF checksum: 0x5a90b14e, IBX checksum: 0x0c90b6ab -- "asteroidbase.pof"
BMPMAN: Found EFF (ea-debris01-glow.eff) with 53 frames at 7 fps.
Potential problem found: Unrecognized type subsystem 'disha', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'reactora', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'structure02a', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'antennae01a', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'antennae02a', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'antennae03a', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'towera', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'conea', believed to be in ship asteroidbase.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship asteroidbase.pof
Allocating space for at least 28 new ship subsystems ...  a total of 200 is now available (28 in-use).
Loading model 'battlewagon.pof'
IBX: Found a good IBX to read for 'battlewagon.pof'.
IBX-DEBUG => POF checksum: 0x5ee2eff9, IBX checksum: 0xcec65040 -- "battlewagon.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay01', believed to be in ship battlewagon.pof
Potential problem found: Unrecognized type subsystem 'fighterbay02', believed to be in ship battlewagon.pof
Loading model 'navmarker01.pof'
IBX: Found a good IBX to read for 'navmarker01.pof'.
IBX-DEBUG => POF checksum: 0x5e9ec5e9, IBX checksum: 0x276728f4 -- "navmarker01.pof"
Potential problem found: Unrecognized type subsystem 'n01a', believed to be in ship navmarker01.pof
Potential problem found: Unrecognized type subsystem 'ring01a', believed to be in ship navmarker01.pof
Potential problem found: Unrecognized type subsystem 'ring02a', believed to be in ship navmarker01.pof
Loading model 'skyserpent.pof'
IBX: Found a good IBX to read for 'skyserpent.pof'.
IBX-DEBUG => POF checksum: 0x9db5c544, IBX checksum: 0xf7d987ce -- "skyserpent.pof"
Loading model 'midwinter.pof'
IBX: Found a good IBX to read for 'midwinter.pof'.
IBX-DEBUG => POF checksum: 0xe2ed2b44, IBX checksum: 0xc67e6ef9 -- "midwinter.pof"
Potential problem found: Unrecognized type subsystem 'reactor01a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor02a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor03a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor04a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship midwinter.pof
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x31 (3.1% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3c5c6a1d -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 36x27 (15.6% wasted)
ANI debris03 with size 26x19 (40.6% wasted)
Loading model 'astb03.pof'
IBX: Found a good IBX to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x1ba686c5, IBX checksum: 0xe18900f4 -- "astb03.pof"
Model astb03.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'astb02.pof'
IBX: Found a good IBX to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xfe68f4cc, IBX checksum: 0xe8ebe04d -- "astb02.pof"
Model astb02.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'astb01.pof'
IBX: Found a good IBX to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0xa05fd454, IBX checksum: 0x4a7e7aa6 -- "astb01.pof"
Model astb01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 139 new ship subsystems ...  a total of 400 is now available (78 in-use).
About to page in ships!
ANI shield-eazephyr with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle with size 112x93 (27.3% wasted)
Loading model 'crewshuttle.pof'
IBX: Found a good IBX to read for 'crewshuttle.pof'.
IBX-DEBUG => POF checksum: 0x13fe2d74, IBX checksum: 0xecd60056 -- "crewshuttle.pof"
ANI shield-crritan with size 112x93 (27.3% wasted)
Loading model 'cratmshuttle.pof'
IBX: Found a good IBX to read for 'cratmshuttle.pof'.
IBX-DEBUG => POF checksum: 0xa1c8461b, IBX checksum: 0xdd19bd1b -- "cratmshuttle.pof"
ANI shield-mflintira with size 112x93 (27.3% wasted)
Loading model 'lintira.pof'
IBX: Found a good IBX to read for 'lintira.pof'.
IBX-DEBUG => POF checksum: 0x04375951, IBX checksum: 0xd46e47bd -- "lintira.pof"
ANI shield-dfskyserpent with size 112x93 (27.3% wasted)
Loading model 'EAvenom1.pof'
IBX: Found a good IBX to read for 'EAvenom1.pof'.
IBX-DEBUG => POF checksum: 0x6005f569, IBX checksum: 0xc08fef7f -- "EAvenom1.pof"
Model EAvenom1.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAvenom2.pof'
IBX: Found a good IBX to read for 'EAvenom2.pof'.
IBX-DEBUG => POF checksum: 0x8e1456ea, IBX checksum: 0x96a4d81f -- "EAvenom2.pof"
Model EAvenom2.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x5954eb22 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x4b30798e -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x5ba55a34 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x31 (3.1% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 36x27 (15.6% wasted)
ANI debris03.ani with size 26x19 (40.6% wasted)
ANI shield-eazephyr.ani with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle.ani with size 112x93 (27.3% wasted)
ANI shield-crritan.ani with size 112x93 (27.3% wasted)
ANI shield-mflintira.ani with size 112x93 (27.3% wasted)
ANI shield-dfskyserpent.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1744/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 429,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI follow.ani with size 440x200 (21.9% wasted)
ANI sstar.ani with size 440x200 (21.9% wasted)
ANI arrivesstar.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 18.463 (18.463)
Frame  0 too long!!: frametime = 0.295 (0.295)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
Loading model 'EAvenom1_tech.pof'
IBX: Found a good IBX to read for 'EAvenom1_tech.pof'.
IBX-DEBUG => POF checksum: 0xf9347c83, IBX checksum: 0xc596d214 -- "EAvenom1_tech.pof"
Model EAvenom1_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAvenom2_tech.pof'
IBX: Found a good IBX to read for 'EAvenom2_tech.pof'.
IBX-DEBUG => POF checksum: 0x1725df00, IBX checksum: 0x93bde574 -- "EAvenom2_tech.pof"
Model EAvenom2_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI bicon-asteroids with size 128x62 (3.1% wasted)
ANI bicon-asteroids.ani with size 128x62 (3.1% wasted)
ANI bicon-tacfighter with size 30x20 (37.5% wasted)
ANI bicon-tacfighter.ani with size 30x20 (37.5% wasted)
ANI bicon-tacbomber with size 31x24 (25.0% wasted)
ANI bicon-tacbomber.ani with size 31x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.643 (0.643)
Frame  0 too long!!: frametime = 0.458 (0.458)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Frame  0 too long!!: frametime = 0.296 (0.296)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_SHIP_SELECT (11)
Entering game at time =  35.662
Frame  1 too long!!: frametime = 0.465 (0.465)
ANI b5-pilota.ani with size 160x120 (6.3% wasted)
926 frames executed in  30.008 seconds,  30.858 frames per second.
ANI b5-logo_stellarcoma.ani with size 160x120 (6.3% wasted)
BMPMAN: Found EFF (Disruptor_Particle.eff) with 11 frames at 25 fps.
BMPMAN: Found EFF (vorlon01.eff) with 7 frames at 55 fps.
BMPMAN: Found EFF (trailrail.eff) with 11 frames at 10 fps.
BMPMAN: Found EFF (lord01.eff) with 7 frames at 55 fps.
BMPMAN: Found EFF (triad01.eff) with 7 frames at 55 fps.
Loading model 'EAHeavyFighterMiss.pof'
IBX: Found a good IBX to read for 'EAHeavyFighterMiss.pof'.
IBX-DEBUG => POF checksum: 0x5269fd89, IBX checksum: 0x034010fc -- "EAHeavyFighterMiss.pof"
Loading model 'EAHeavyFighterMissW.pof'
IBX: Found a good IBX to read for 'EAHeavyFighterMissW.pof'.
IBX-DEBUG => POF checksum: 0xad280c53, IBX checksum: 0xac84365a -- "EAHeavyFighterMissW.pof"
Loading model 'Asari.pof'
IBX: Found a good IBX to read for 'Asari.pof'.
IBX-DEBUG => POF checksum: 0x4051495b, IBX checksum: 0xb44fff6e -- "Asari.pof"
Model Asari.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'TaLon.pof'
IBX: Found a good IBX to read for 'TaLon.pof'.
IBX-DEBUG => POF checksum: 0xa86d1517, IBX checksum: 0xe4843e5e -- "TaLon.pof"
Model TaLon.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'TKor.pof'
IBX: Found a good IBX to read for 'TKor.pof'.
IBX-DEBUG => POF checksum: 0x5d1a0d73, IBX checksum: 0x67537d32 -- "TKor.pof"
Model TKor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'valasdil.pof'
IBX: Found a good IBX to read for 'valasdil.pof'.
IBX-DEBUG => POF checksum: 0x7297ecbb, IBX checksum: 0x7adf2c50 -- "valasdil.pof"
Model valasdil.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'deathwalker.pof'
IBX: Found a good IBX to read for 'deathwalker.pof'.
IBX-DEBUG => POF checksum: 0x9a3e39f1, IBX checksum: 0xe069e80b -- "deathwalker.pof"
Model deathwalker.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'deathwalkerW.pof'
IBX: Found a good IBX to read for 'deathwalkerW.pof'.
IBX-DEBUG => POF checksum: 0x550d7beb, IBX checksum: 0x7acc01da -- "deathwalkerW.pof"
Model deathwalkerW.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Shadowbomb.pof'
IBX: Found a good IBX to read for 'Shadowbomb.pof'.
IBX-DEBUG => POF checksum: 0x86f97a86, IBX checksum: 0x367a6f15 -- "Shadowbomb.pof"
Model Shadowbomb.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nothing.pof'
IBX: Found a good IBX to read for 'nothing.pof'.
IBX-DEBUG => POF checksum: 0x307871d7, IBX checksum: 0x4d993d84 -- "nothing.pof"
Model nothing.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAmissile.pof'
IBX: Found a good IBX to read for 'EAmissile.pof'.
IBX-DEBUG => POF checksum: 0x60ffbdb3, IBX checksum: 0x1595c332 -- "EAmissile.pof"
Model EAmissile.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nemesis2lg.pof'
IBX: Found a good IBX to read for 'nemesis2lg.pof'.
IBX-DEBUG => POF checksum: 0x92fff7dd, IBX checksum: 0xc11a2546 -- "nemesis2lg.pof"
Model nemesis2lg.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nemesis2sm.pof'
IBX: Found a good IBX to read for 'nemesis2sm.pof'.
IBX-DEBUG => POF checksum: 0x28ceaa2d, IBX checksum: 0x4fcb1034 -- "nemesis2sm.pof"
Model nemesis2sm.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Palos.pof'
IBX: Found a good IBX to read for 'Palos.pof'.
IBX-DEBUG => POF checksum: 0x510fe881, IBX checksum: 0x58373321 -- "Palos.pof"
Model Palos.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Oltus.pof'
IBX: Found a good IBX to read for 'Oltus.pof'.
IBX-DEBUG => POF checksum: 0xd39df8a8, IBX checksum: 0x31ae6ac5 -- "Oltus.pof"
Model Oltus.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'emine.pof'
IBX: Found a good IBX to read for 'emine.pof'.
IBX-DEBUG => POF checksum: 0x7cb04ed4, IBX checksum: 0x8ebbeec9 -- "emine.pof"
Model emine.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'deathwalkerX.pof'
IBX: Found a good IBX to read for 'deathwalkerX.pof'.
IBX-DEBUG => POF checksum: 0xacc4f7ae, IBX checksum: 0x30ad193e -- "deathwalkerX.pof"
Model deathwalkerX.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'deathwalkerXw.pof'
IBX: Found a good IBX to read for 'deathwalkerXw.pof'.
IBX-DEBUG => POF checksum: 0x743d6648, IBX checksum: 0xbc6d39b1 -- "deathwalkerXw.pof"
Model deathwalkerXw.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x51a56331 -- "cmeasure01.pof"
Loading model 'shadowshard.pof'
IBX: Found a good IBX to read for 'shadowshard.pof'.
IBX-DEBUG => POF checksum: 0x10d3a177, IBX checksum: 0xf8551ae4 -- "shadowshard.pof"
Model shadowshard.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Frame 4610 too long!!: frametime = 4.550 (4.550)
ANI pilot_ea.ani with size 160x120 (6.3% wasted)
ANI b5-deathc.ani with size 160x120 (6.3% wasted)
Int3(): From d:\scp\code\object\collideshipship.cpp at line 222
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 karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Just above that Int3()

// should be no ships that can rotate this fast

:D
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Well this one makes no sense.  The 3 subsystems rotate at 12,12, and 20 seconds.  Engine should be easily able to handle that.  

Now the Nav Buoy was missing the "no_collide" flag.  Is it possible you ran into it?

------------------------------------------------------------------------------------------------------------------

Alright I'm beginning preparations for the next RC.  So far I have:

The "no_collide" flag on the nav buoy mentioned above
Removed the standard beam weapon for the WhiteStar from Ultimate Gauntlet leaving only the #player version
Tweaks to MT-27 (again and no I didn't test them again)

Still need to do the table changes for the ships with glide.  Hopefully I can find that info. (+Glide Accel Mult:)

Can anyone thing of anything else that needed fixed?

« Last Edit: July 18, 2009, 06:07:11 pm by FUBAR-BDHR »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
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OK 3.6.10 is final.  I need input and I need it now or whatever bugs remain will need to stay there until R2.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Well this one makes no sense.  The 3 subsystems rotate at 12,12, and 20 seconds.  Engine should be easily able to handle that.  

Now the Nav Buoy was missing the "no_collide" flag.  Is it possible you ran into it?

I was on a collision course or very near to one, anyway. It crashed before I actually collided with the Buoy, though.
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 FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
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    • 165th Beer Drinking Hell Raisers
Well hopefully the "no_collide" will fix that.  Guessing you were close enough for collision detection and 3 objects spinning in different directions well you get the idea........

No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Vidmaster

  • Moderator
  • 211
  • Inventor of FS2 bullettime ;-)
so, 3.6.10 is finally out. Let's fix this stuff and then give the baby some testing sessions with the single player campaigns (another excuse to replay stuff  :lol: ) before making an official release.


EDIT: just saw you email FUB. Agreed.
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
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New (and hopefully last) RC is up.  Please remove the old contents of the Zathras directory as some of the names have changed.  Also you can delete the SCP directory. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
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Countdown time......

OK changed/fixed today:

FUBAR_M04g and MT27 removed from Z_Multi.  Just not ready
Vidmaster_MT01-05 missions updated and fixed nameplates in Nova.
Default Nova-01a shine map replaced.

Anything I missed?
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
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Downloads temporarily off line.  Check back in a little while.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline 0rph3u5

  • 211
  • Oceans rise. Empires fall.
Downloads temporarily off line.  Check back in a little while.

why does that happen when I need Zathras? 
:sigh:
"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

==================

"I am Curiosity, and I've always wondered what would become of you, here at the end of the world." - The Guide/The Curious Other, Othercide

"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

"...because they are not Dragons."