Author Topic: Lighting test for WiH  (Read 50140 times)

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Offline Mars

  • I have no originality
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  • Attempting unreasonable levels of reasonable
Re: Lighting test for WiH
The trouble is that they're incompatible with the Anti-Aliasing that many people use most of the time. At the very least you'd need to slap a giant "Do not play with AA" sticker on the front if it became a default setting.

 

Offline Kolgena

  • 211
Re: Lighting test for WiH
Bloom is incompatible with AA, but that's a default package in the mediavps already.

 

Offline Klaustrophobia

  • 210
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    • North Carolina Tigers
Re: Lighting test for WiH
i guess that would explain why my AA setting never seems to stick in FSO.
I like to stare at the sun.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Lighting test for WiH
i guess that would explain why my AA setting never seems to stick in FSO.

That and the fact that the launcher AA settings don't actually do anything.

 

Offline Kolgena

  • 211
Re: Lighting test for WiH
Basically, it's been many years since AA was workable on windows without forcing drivers. Same goes for AF.

 

Offline Klaustrophobia

  • 210
  • the REAL Nuke of HLP
    • North Carolina Tigers
Re: Lighting test for WiH
i guess that would explain why my AA setting never seems to stick in FSO.

That and the fact that the launcher AA settings don't actually do anything.

i mean when forced through CCC.  never works.
I like to stare at the sun.

 

Offline Vespene

  • 24
Re: Lighting test for WiH
Has anyone tried these lighting mods on a Mac?  I've been trying for days to get it to work.

My card is an NVIDIA GeForce 8800 GS.  Maybe it's a video card limitation?

 

Offline -Norbert-

  • 211
Re: Lighting test for WiH
They ran fine on my old 8800 GTX (though that was on Windows), so I don't think it's the card itself. Are you sure you have all the correct path in the mod.ini and have one folder named "data"?
By default the sub-folders inside the lightingtest_wih folder come named in a discribtive way and you need to rename the one you like into just "data" and of course select the lightingtest as active mod, rather than bp2.

 

Offline Kolgena

  • 211
Re: Lighting test for WiH
Are you running a build recent enough to use post-processing?

 

Offline The E

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Re: Lighting test for WiH
And if you are, do you have post-processing enabled (by starting the program with the -post_process commandline parameter)?

Also, when reporting issues, you should always post an fs2_open.log.
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Offline MatthTheGeek

  • Captain Obvious
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Re: Lighting test for WiH
Also, make sure you have updated drivers. Or maybe your gpu isn't powerful for PP. Anyway, get us a log.
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Re: Lighting test for WiH
My old 8800GT handled anything on the FS open engine with ease, I'm pretty sure your GPU is fine...

 
Re: Lighting test for WiH
My 8800 GTS doesn't handle the fireworks very well. It can run Crysis maxed out fairly well on the other hand. That's odd.

 

Offline Kolgena

  • 211
Re: Lighting test for WiH
Also, make sure you have updated drivers. Or maybe your gpu isn't powerful for PP. Anyway, get us a log.

Then PP would still work, but chug. There isn't such thing as graphical features getting turned off if your GPU isn't powerful enough, unless the code is specifically built that way (newest lighting pixel shaders in the MVPs are like this)


Also, FSO is CPU limited, and BP has a couple unoptimized models that would cripple any machine. That would explain your crappy framerates when they show up.

 

Offline Vespene

  • 24
Re: Lighting test for WiH
Sorry for the late update.  Figured it out.  The launcher wasn't adding the -post_process line when launching for some reason.  Edited the config file to add the line manually.

I just noticed another problem though.  This one's an overall issue with the game however.  When capital ships blow up and split, they clone themselves into two copies that fly appart.  The game isn't clipping the ships as they disintegrate with the explosion.  They're also not clipping out through warp effects, just fly straight through and then pop from existence.  I know this isn't part of the topic, so I'll make a thread elsewhere about it, unless someone can give a quick answer here in the next 24 hours or so.

Long 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.
==========================================================================
Opened log '/Users/sythis/Library/FS2_Open/data/fs2_open.log', Thu Apr 21 19:14:59 2011 ...
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 16
  -ogl_spec 32
  -spec_static 1.25
  -spec_point 1.5
  -spec_tube 1.5
  -ambient_factor 120.00
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -post_process
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod lighting_test_wih,blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-core.vp' with a checksum of 0x24b50f90
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-audio2.vp' with a checksum of 0x060bee91
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-core.vp' with a checksum of 0xe2219ccf
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/Users/sythis/Applications/Freespace 2/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Users/sythis/Applications/Freespace 2/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Users/sythis/Applications/Freespace 2/Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Users/sythis/Applications/Freespace 2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Users/sythis/Applications/Freespace 2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Users/sythis/Applications/Freespace 2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Users/sythis/Applications/Freespace 2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Users/sythis/Applications/Freespace 2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Users/sythis/Applications/Freespace 2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Users/sythis/Applications/Freespace 2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Users/sythis/Applications/Freespace 2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/sythis/Library/FS2_Open/lighting_test_wih/' ... 50 files
Searching root '/Users/sythis/Library/FS2_Open/blueplanet2/' ... 0 files
Searching root '/Users/sythis/Library/FS2_Open/blueplanet/' ... 31 files
Searching root '/Users/sythis/Library/FS2_Open/mediavps_3612/' ... 2 files
Searching root '/Users/sythis/Library/FS2_Open/' ... 3 files
Searching root '/Users/sythis/Applications/Freespace 2/lighting_test_wih/' ... 7 files
Searching root '/Users/sythis/Applications/Freespace 2/blueplanet2/' ... 1 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-adv-visuals.vp' ... 23 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-audio1.vp' ... 154 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-core.vp' ... 61 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-visuals1.vp' ... 494 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet2/bp2-visuals2.vp' ... 1976 files
Searching root '/Users/sythis/Applications/Freespace 2/blueplanet/' ... 0 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-adv-visuals.vp' ... 403 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-audio1.vp' ... 41 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-audio2.vp' ... 685 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-core.vp' ... 46 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-visuals1.vp' ... 326 files
Searching root pack '/Users/sythis/Applications/Freespace 2/blueplanet/bp-visuals2.vp' ... 1488 files
Searching root '/Users/sythis/Applications/Freespace 2/mediavps_3612/' ... 1 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Assets.3612.vp' ... 315 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Assets.vp' ... 1527 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Effects.3612.vp' ... 10 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Effects.vp' ... 1876 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Root.3612.vp' ... 13 files
Searching root pack '/Users/sythis/Applications/Freespace 2/mediavps_3612/MV_Root.vp' ... 94 files
Searching root '/Users/sythis/Applications/Freespace 2/' ... 19 files
Searching root pack '/Users/sythis/Applications/Freespace 2/multi-mission-pack.vp' ... 110 files
Searching root pack '/Users/sythis/Applications/Freespace 2/multi-voice-pack.vp' ... 307 files
Searching root pack '/Users/sythis/Applications/Freespace 2/Root_fs2.vp' ... 157 files
Searching root pack '/Users/sythis/Applications/Freespace 2/smarty_fs2.vp' ... 10 files
Searching root pack '/Users/sythis/Applications/Freespace 2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Users/sythis/Applications/Freespace 2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Users/sythis/Applications/Freespace 2/stu_fs2.vp' ... 2355 files
Searching root pack '/Users/sythis/Applications/Freespace 2/tango1_fs2.vp' ... 32 files
Searching root pack '/Users/sythis/Applications/Freespace 2/tango2_fs2.vp' ... 15 files
Searching root pack '/Users/sythis/Applications/Freespace 2/tango3_fs2.vp' ... 10 files
Searching root pack '/Users/sythis/Applications/Freespace 2/warble_fs2.vp' ... 52 files
Found 42 roots and 20038 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "AL_EXT_float32".

  Sample rate: 0 (44100)
  EFX enabled: NO
  Playback device: Built-in Output
  Capture device: Built-in Microphone
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 8
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 8
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : NVIDIA GeForce 8800 GS OpenGL Engine
  OpenGL Version   : 2.1 NVIDIA-1.6.26

  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".

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

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 8 (16)
  Max elements vertices: 2048
  Max elements indices: 150000
  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.
  Using GLSL for model rendering.
  OpenGL Shader Version: 1.20
... 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 '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-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 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
No joysticks found
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 'radar-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' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
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: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 388
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_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Got event GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN (34) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_VIEW_CUTSCENES (28)
Frame  0 too long!!: frametime = 0.448 (0.448)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file '2_LoadingBGM00.png'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'bp2-00.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 294
Ending mission message count : 296
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'nighthawk.pof'
IBX: Found a good IBX to read for 'nighthawk.pof'.
IBX-DEBUG => POF checksum: 0xa29e310b, IBX checksum: 0xa8dda81f -- "nighthawk.pof"
Submodel 'detail-1b' is detail level 1 of 'detail-1a'
Loading model 'HyperionD.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship HyperionD.pof
Potential problem found: Unrecognized subsystem type 'rotator', believed to be in ship HyperionD.pof
Potential problem found: Unrecognized subsystem type 'Reactor01', believed to be in ship HyperionD.pof
Potential problem found: Unrecognized subsystem type 'Reactor02', believed to be in ship HyperionD.pof
Found live debris model for 'rotator'
Found live debris model for 'rotator'
IBX: Found a good IBX to read for 'HyperionD.pof'.
IBX-DEBUG => POF checksum: 0x8aea7be0, IBX checksum: 0x41a0f551 -- "HyperionD.pof"
Allocating space for at least 43 new ship subsystems ...  a total of 200 is now available (43 in-use).
Loading model 'LargeStarbase2.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay1', believed to be in ship LargeStarbase2.pof
Potential problem found: Unrecognized subsystem type 'fighterbay2', believed to be in ship LargeStarbase2.pof
Potential problem found: Unrecognized subsystem type 'fighterbay3', believed to be in ship LargeStarbase2.pof
IBX: Found a good IBX to read for 'LargeStarbase2.pof'.
IBX-DEBUG => POF checksum: 0xfc4d626c, IBX checksum: 0x7f5a1a47 -- "LargeStarbase2.pof"
Loading model 'medliner.pof'
Potential problem found: Unrecognized subsystem type 'Bridge', believed to be in ship medliner.pof
IBX: Found a good IBX to read for 'medliner.pof'.
IBX-DEBUG => POF checksum: 0x867feedb, IBX checksum: 0xe40252a0 -- "medliner.pof"
Loading model 'Torrent.pof'
IBX: Found a good IBX to read for 'Torrent.pof'.
IBX-DEBUG => POF checksum: 0x29fb97c8, IBX checksum: 0x319c93b0 -- "Torrent.pof"
Submodel 'CRUISERHULLb' is detail level 1 of 'CRUISERHULLa'
Loading model 'raynor.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor.pof
IBX: Found a good IBX to read for 'raynor.pof'.
IBX-DEBUG => POF checksum: 0x9b9ac3c6, IBX checksum: 0x9887f033 -- "raynor.pof"
Loading model 'corvette3t-03.pof'
IBX: Found a good IBX to read for 'corvette3t-03.pof'.
IBX-DEBUG => POF checksum: 0x9142af71, IBX checksum: 0xf793794d -- "corvette3t-03.pof"
Loading model 'corvette3t-01.pof'
IBX: Found a good IBX to read for 'corvette3t-01.pof'.
IBX-DEBUG => POF checksum: 0xd009b1ca, IBX checksum: 0xe057b300 -- "corvette3t-01.pof"
Allocating space for at least 32 new ship subsystems ...  a total of 400 is now available (223 in-use).
Loading model 'corvette3t-04.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship corvette3t-04.pof
Potential problem found: Unrecognized subsystem type 'deck', believed to be in ship corvette3t-04.pof
IBX: Found a good IBX to read for 'corvette3t-04.pof'.
IBX-DEBUG => POF checksum: 0x78973ff2, IBX checksum: 0x5f6de06a -- "corvette3t-04.pof"
Loading model 'cruiser3t-01.pof'
IBX: Found a good IBX to read for 'cruiser3t-01.pof'.
IBX-DEBUG => POF checksum: 0x1372f4a4, IBX checksum: 0x81089a12 -- "cruiser3t-01.pof"
Loading model 'FtUhlan.pof'
IBX: Found a good IBX to read for 'FtUhlan.pof'.
IBX-DEBUG => POF checksum: 0x6ac9794d, IBX checksum: 0x70900cd2 -- "FtUhlan.pof"
Submodel 'Uhland' is detail level 3 of 'Uhlana'
Submodel 'Uhlanc' is detail level 2 of 'Uhlana'
Submodel 'Uhlanb' is detail level 1 of 'Uhlana'
Loading model 'Jackal.pof'
Potential problem found: Unrecognized subsystem type 'WingPodL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'WingPodR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightIntake', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftIntake', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'HullPodR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'HullPodL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Guns', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector1', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector2', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector3', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector4', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector6', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector5', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector10', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector11', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector12', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector7', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector9', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector8', believed to be in ship Jackal.pof
IBX: Found a good IBX to read for 'Jackal.pof'.
IBX-DEBUG => POF checksum: 0x8b0ae621, IBX checksum: 0x82a982c4 -- "Jackal.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x97cf5fc2 -- "fighter2t-04.pof"
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13bb548d, IBX checksum: 0xad039fff -- "bomber2t-01.pof"
Submodel 'bomb0x-d' is detail level 3 of 'bomb0x-a'
Submodel 'bomb0x-c' is detail level 2 of 'bomb0x-a'
Submodel 'bomb0x-b' is detail level 1 of 'bomb0x-a'
Loading model 'Wraith.pof'
Potential problem found: Unrecognized subsystem type 'PanelBL', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'PanelBR', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'PanelTL', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'PanelTR', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'RailL', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'RailR', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'Spiner', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'GPodF', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'GPodL', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'GPodR', believed to be in ship Wraith.pof
IBX: Found a good IBX to read for 'Wraith.pof'.
IBX-DEBUG => POF checksum: 0xa618dd02, IBX checksum: 0xfcbdcb37 -- "Wraith.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0xef205014 -- "corvette2t-01.pof"
Allocating space for at least 33 new ship subsystems ...  a total of 600 is now available (412 in-use).
Loading model 'kadmos.pof'
IBX: Found a good IBX to read for 'kadmos.pof'.
IBX-DEBUG => POF checksum: 0x922ba49f, IBX checksum: 0xdc269d8a -- "kadmos.pof"
Loading model 'GTT_Corsair.pof'
IBX: Found a good IBX to read for 'GTT_Corsair.pof'.
IBX-DEBUG => POF checksum: 0x31d30f0e, IBX checksum: 0xd20321e3 -- "GTT_Corsair.pof"
OpenGL: Created 512x512 FBO!
Loading model 'europa.pof'
Model europa.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'europa.pof'.
IBX-DEBUG => POF checksum: 0x401bf33d, IBX checksum: 0xaeae6faf -- "europa.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x16765db6 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Loading model 'support01.pof'
IBX: Found a good IBX to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0x7a26cbbf, IBX checksum: 0xf0119b2d -- "support01.pof"
Allocating space for at least 475 new ship subsystems ...  a total of 1000 is now available (474 in-use).
About to page in ships!
ANI shieldft-04 with size 112x93 (27.3% wasted)
ANI shieldbt-01 with size 112x93 (27.3% wasted)
ANI shieldlancer with size 112x93 (27.3% wasted)
ANI shieldjackal with size 112x93 (27.3% wasted)
ANI shieldwraith with size 112x93 (27.3% wasted)
ANI genericshield with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'avenger3.pof'
Model avenger3.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'avenger3.pof'.
IBX-DEBUG => POF checksum: 0x8855f87f, IBX checksum: 0x08b235f9 -- "avenger3.pof"
Loading model 'VulcanGUN.pof'
Model VulcanGUN.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'VulcanGUN.pof'.
IBX-DEBUG => POF checksum: 0x67299b6b, IBX checksum: 0xa705cb68 -- "VulcanGUN.pof"
Loading model 'FB11a.pof'
Model FB11a.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'FB11a.pof'.
IBX-DEBUG => POF checksum: 0x987c87de, IBX checksum: 0x807e2c36 -- "FB11a.pof"
Loading model 'Talon.pof'
Model Talon.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'Talon.pof'.
IBX-DEBUG => POF checksum: 0x3716c44a, IBX checksum: 0x1d16f8c1 -- "Talon.pof"
Loading model 'TachyionGUN.pof'
Model TachyionGUN.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'TachyionGUN.pof'.
IBX-DEBUG => POF checksum: 0x93a351da, IBX checksum: 0x012e3508 -- "TachyionGUN.pof"
Loading model 'Redeemer.pof'
Model Redeemer.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'Redeemer.pof'.
IBX-DEBUG => POF checksum: 0x318c1042, IBX checksum: 0xb212a769 -- "Redeemer.pof"
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
BMPMAN: Found EFF (BlueBeamGlow2.eff) with 60 frames at 26 fps.
BMPMAN: Found EFF (Particle_Yellow.eff) with 11 frames at 22 fps.
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x19816d20 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x77d1d113 -- "belial.pof"
BMPMAN: Found EFF (missilespew02.eff) with 20 frames at 30 fps.
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0x60bd5c91 -- "helios.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'Longbow.pof'
IBX: Found a good IBX to read for 'Longbow.pof'.
IBX-DEBUG => POF checksum: 0x9ed18a4a, IBX checksum: 0xab339ee0 -- "Longbow.pof"
Loading model 'dirk1pod.pof'
Model dirk1pod.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'dirk1pod.pof'.
IBX-DEBUG => POF checksum: 0xc39767db, IBX checksum: 0xc8c3d73f -- "dirk1pod.pof"
Loading model 'dart.pof'
IBX: Found a good IBX to read for 'dart.pof'.
IBX-DEBUG => POF checksum: 0x5c10bb69, IBX checksum: 0xdfc3e934 -- "dart.pof"
Loading model 'swarmpod.pof'
Model swarmpod.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'swarmpod.pof'.
IBX-DEBUG => POF checksum: 0x52a567ee, IBX checksum: 0xa04f292a -- "swarmpod.pof"
Loading model 'InterceptorT.pof'
IBX: Found a good IBX to read for 'InterceptorT.pof'.
IBX-DEBUG => POF checksum: 0x8d57e22a, IBX checksum: 0x34f751a7 -- "InterceptorT.pof"
Loading model 'DirkPodHC.pof'
Model DirkPodHC.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'DirkPodHC.pof'.
IBX-DEBUG => POF checksum: 0x1a57e9d9, IBX checksum: 0xd238d70f -- "DirkPodHC.pof"
Loading model 'Slammer.pof'
IBX: Found a good IBX to read for 'Slammer.pof'.
IBX-DEBUG => POF checksum: 0xa43d47ec, IBX checksum: 0x99fe9d26 -- "Slammer.pof"
Loading model 'SlammerPOD.pof'
Model SlammerPOD.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'SlammerPOD.pof'.
IBX-DEBUG => POF checksum: 0xb2f95f62, IBX checksum: 0xb2f3ac57 -- "SlammerPOD.pof"
Loading model 'paveway12.pof'
IBX: Found a good IBX to read for 'paveway12.pof'.
IBX-DEBUG => POF checksum: 0xfd1fbe88, IBX checksum: 0x06b8aa20 -- "paveway12.pof"
Loading model 'paveway12rack.pof'
Model paveway12rack.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'paveway12rack.pof'.
IBX-DEBUG => POF checksum: 0x91c338a9, IBX checksum: 0xc0a88b15 -- "paveway12rack.pof"
Loading model 'hellfire.pof'
IBX: Found a good IBX to read for 'hellfire.pof'.
IBX-DEBUG => POF checksum: 0x095d2434, IBX checksum: 0xbf74030a -- "hellfire.pof"
Loading model 'hellfireEXT.pof'
Model hellfireEXT.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'hellfireEXT.pof'.
IBX-DEBUG => POF checksum: 0x80933ea9, IBX checksum: 0xb4bff5af -- "hellfireEXT.pof"
BMPMAN: Found EFF (missilespew03.eff) with 20 frames at 30 fps.
Loading model 'MissileM.pof'
IBX: Found a good IBX to read for 'MissileM.pof'.
IBX-DEBUG => POF checksum: 0x00957668, IBX checksum: 0x7b7e1778 -- "MissileM.pof"
BMPMAN: Found EFF (missilespew01.eff) with 20 frames at 30 fps.
Loading model 'GBU-240.pof'
IBX: Found a good IBX to read for 'GBU-240.pof'.
IBX-DEBUG => POF checksum: 0xb388876a, IBX checksum: 0x7eebd3b1 -- "GBU-240.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'SlammerCluster.pof'
IBX: Found a good IBX to read for 'SlammerCluster.pof'.
IBX-DEBUG => POF checksum: 0x615fcf8e, IBX checksum: 0x41858756 -- "SlammerCluster.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% 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 toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.2% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI shieldft-04.ani with size 112x93 (27.3% wasted)
ANI shieldbt-01.ani with size 112x93 (27.3% wasted)
ANI shieldlancer.ani with size 112x93 (27.3% wasted)
ANI shieldjackal.ani with size 112x93 (27.3% wasted)
ANI shieldwraith.ani with size 112x93 (27.3% wasted)
ANI genericshield.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2519/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Lighting test for WiH
Ugh, yeah, that's a known Mac issue. I don't recall if there was a resolution.

 

Offline Vespene

  • 24
Re: Lighting test for WiH
I see.  I'll investigate further this weekend.  I have the game installed on my Mac at work and I'm not having the issue there.  I'll compare logs between my two Macs.

 

Offline Iss Mneur

  • 210
  • TODO:
Re: Lighting test for WiH
I see.  I'll investigate further this weekend.  I have the game installed on my Mac at work and I'm not having the issue there.  I'll compare logs between my two Macs.

Using -novbo normally helps with clipping issues like that.  Or updating your OpenGL on you machine, which as a mac, I believe is only done by installing OS updates.
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 
I'm terribly sorry for the necromancing this topic, but...
Where I can get this post processing stuff (DL link is dead in OP) ?

Also the question - will it wor with FSO 3.7.1 (or FSO BP 3.7.1) ?

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
The tests have been taken down deliberately. They were intended to nail the final look for War In Heaven, and the final version has been shipped with every WiH release since.
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