Hard Light Productions Forums

Hosted Projects - FS2 Required => Just Another Day => Topic started by: Axem on March 31, 2016, 08:43:15 pm

Title: Just Another Troubleshooting Thread
Post by: Axem on March 31, 2016, 08:43:15 pm
Got problems? Found a bug? Post here and I, or maybe some else, will do our best to help you! :)

Looking for the experimental debug and FRED builds for JAD2.22?
Click here to grab them all! (http://www.mediafire.com/download/dpyiizm5ncnityg/fso_apng.7z)
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on April 01, 2016, 05:54:17 pm
Which Linux build is preferred?
Code: [Select]
./fs2_open_3.7.5_20160401_f4645e3 -mod JAD2-2
Unrecognized command line parameter "-disable_shadows".  Ignoring...
ERROR: "Invalid Species Heroes defined in table entry for ship GTB Rhea Mk2#Proto." at ship/ship.cpp:2202
AL lib: ReleaseALC: 1 device not closed
Ubuntu MATE 14.04 64 bit

Log attached

Quote
Code: [Select]
"WARNING: "Unable to find WEAPON_LIST_TYPE string "Spamming Red Turret" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2841
:D Nice error message

Any idea?

[attachment DELETED!! by Strong Bad]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 01, 2016, 06:25:00 pm
I did reply to that in the other thread, but I'll repost!

Quote
If Windows isn't your thing, you can build your own build with from source using this branch from niffiwan's github repo: https://github.com/niffiwan/fs2open.github.com/tree/apng_jad

Also you appear to be missing jad221_root.vp... This was updated recently, so maybe try running the installer again and hopefully it'll catch that its missing. If its still missing, you can manually download the files here. (http://lazymodders.fsmods.net/releases/campaigns/JAD2-21.rar)

Let me know if you're still having problems.
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on April 02, 2016, 02:30:02 am
Code: [Select]
checking for SDL - version >= 1.2.6... no
*** Could not run SDL test program, checking why...
*** The test program failed to compile or link. See the file config.log for the
*** exact error that occured. This usually means SDL was incorrectly installed
*** or that you have moved SDL since it was installed. In the latter case, you
*** may want to edit the sdl-config script: /usr/bin/sdl-config
configure: error: *** SDL >= 1.2.6 not found!

[attachment DELETED!! by Strong Bad]
Title: Re: Just Another Troubleshooting Thread
Post by: tomimaki on April 02, 2016, 04:44:15 am
Install libsdl1.2-dev
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on April 02, 2016, 05:02:38 am
Also, if this is your first time compiling FSO then you should follow this guide (http://www.hard-light.net/wiki/index.php/Linux). That contains a list of all packages that are required for compiling the engine.
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on April 02, 2016, 06:37:47 am
Now compiling works, thanks. Didn't remind my own Wiki article (some parts of it) for compiling from source.

https://wiki.ubuntuusers.de/Spiele/Freespace_2/Installation/#Vorbereitung

https://wiki.ubuntuusers.de/Spiele/Freespace_2/Installation/#Quellcode

In combination compiling was possible (32bit libraries and the libraries from the HL wiki). 32bit users should also install both respective lists of dependencies.
Title: Re: Just Another Troubleshooting Thread
Post by: jedi19941 on April 05, 2016, 02:39:43 am
Using 3.7.4 build.
No animation appeared. Where it would appear, i was showered with a ton of error message then there's just the dialogue box and the background.
And all model was invisible except for it's engine flames

the attached 3.7.5 apng build shows the animations correctly, but it ignores the screen resolution setting in the launcher and switch to low resolution (1024x768, i think), and models are still invisible.

Switched to 3.7.2 Final build and i could play the fighting level normally. But it still showers me with error everytime dialogues with animations comes up.

Screenshots taken from the apng build

[attachment DELETED!! by Strong Bad]
Title: Re: Just Another Troubleshooting Thread
Post by: niffiwan on April 05, 2016, 04:04:11 am
You'll need to use the apng builds, otherwise (as you've seen) you'll get errors messages all throughout the VN missions.

Can you please grab the apng debug builds from here:

Click here to grab them all! (http://www.mediafire.com/download/dpyiizm5ncnityg/fso_apng.7z)

And then please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 05, 2016, 09:07:17 am
Aw, sorry to hear you're having trouble. :( I hope we can find the problem with those debug builds niffiwan linked to so you can enjoy the mod!
Title: Re: Just Another Troubleshooting Thread
Post by: jedi19941 on April 05, 2016, 10:01:30 am
This showed up when the game was in loading screen half way.
Could not find a usable bitmap (railgun_p) for weapon 'OnlyMyRailgun#LightNovel'!

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
fs2_open_3_7_5_SSE2-DEBUG_apng.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Clicked on YES and the game will crash, hit NO 2 times and it loads normally.
Here's the log.

[attachment DELETED!! by Strong Bad]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 05, 2016, 10:28:06 am
Well shoot, that's just me forgetting to include a graphics file. But it shouldn't be the cause of completely missing models... (Coders, any insights?)
Title: Re: Just Another Troubleshooting Thread
Post by: Spoon on April 05, 2016, 12:28:31 pm
Could not find a usable bitmap (railgun_p) for weapon 'OnlyMyRailgun#LightNovel'!

Brilliant weapon name :lol:
Title: Re: Just Another Troubleshooting Thread
Post by: niffiwan on April 05, 2016, 04:56:48 pm
Could not find a usable bitmap (railgun_p) for weapon 'OnlyMyRailgun#LightNovel'!

You can ignore this warning, it shouldn't cause the issue you're seeing.

I can't see any obvious errors in the logs, and I'm going to assume that all the VPs have been installed corrected (did you use the installer?)

I noticed that your video card isn't exactly a speed demon; one website I read says that its about the same as an Intel HD 4000.  Could you try;

1) updating your video card drivers
2) select "Disable GLSL (Shader) Support in the launcher; on the Advanced Setting tab, under the heading Troubleshooting

I acknowledge that since the models seem to work OK on 3.7.2, this is not likely to be directly caused by your PC; but I'm fairly sure there's been some shader updates since 3.7.2 which might have introduced these issues for you. Disabling GLSL should eliminate the effects of the changes to the shaders.
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on April 05, 2016, 07:02:48 pm
Given that 3.7.2 was pre-deferred renderer, that's almost certainly why the models worked.
Title: Re: Just Another Troubleshooting Thread
Post by: jedi19941 on April 05, 2016, 11:41:11 pm


1) updating your video card drivers
2) select "Disable GLSL (Shader) Support in the launcher; on the Advanced Setting tab, under the heading Troubleshooting.

The second option did fixed it. though now models isn't as pretty.
Is there anyway to get around the fixed 1024x768 resolution?
 
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on April 06, 2016, 12:04:39 am
Let me get this straight... if you try 3.7.4 you get the proper resolution, but the 3.7.5 APNG build is 1024x768?
Title: Re: Just Another Troubleshooting Thread
Post by: jedi19941 on April 06, 2016, 01:48:01 am
That's right. The 3.7.5 APNG just ignore my setting.
Title: Re: Just Another Troubleshooting Thread
Post by: niffiwan on April 06, 2016, 04:19:16 am
You can workaround the resolution issue by setting is manually in the launcher. On the advanced settings tab, in the "Custom Flags" box add this, replacing 1600x900 with your monitors resolution.

Code: [Select]
-res 1600x900

As for losing the "prettiness" with "Disable GLSL (Shader) Support", you could also try these two options instead of that, both separately and together.

Advanced Settings Tab, Troubleshoot section:
  Disable batched model rendering
  Disable geometry shader for effects

Title: Re: Just Another Troubleshooting Thread
Post by: m!m on April 06, 2016, 06:33:57 am
Let me get this straight... if you try 3.7.4 you get the proper resolution, but the 3.7.5 APNG build is 1024x768?
What commit is the APNG build based on? If it includes 09ce1f1846f02c6e2c4061b5dbb5a1384700759f (https://github.com/scp-fs2open/fs2open.github.com/commit/09ce1f1846f02c6e2c4061b5dbb5a1384700759f) then it may cause these issues if, for some reason, Windows decided again that it didn't like the registry path.
Title: Re: Just Another Troubleshooting Thread
Post by: niffiwan on April 06, 2016, 08:30:37 am
It's this branch (https://github.com/niffiwan/fs2open.github.com/tree/apng_jad), based on 3.7.5 and yes it seems to include that commit.
Title: Re: Just Another Troubleshooting Thread
Post by: jedi19941 on April 06, 2016, 10:05:36 am

  Disable batched model rendering
  Disable geometry shader for effects

These options didn't work, both seperately and together. But i'm glad i was able to play without anymore issue. Thank you for your help.
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on April 06, 2016, 10:08:41 am
It's this branch (https://github.com/niffiwan/fs2open.github.com/tree/apng_jad), based on 3.7.5 and yes it seems to include that commit.
:hopping: Damn you Windows registry! I'll submit a PR later today that restores the old behavior and adds a launcher option that allows to switch to the other behavior. That will be enough for the 3.7.4 release and when antipodes gets merged these issues will not be present anymore.
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on April 28, 2016, 03:12:39 pm
I'm encountering a problem with the Xtreme Arcade in the latest version (April 1st) of JAD,

the first dialog box in a mission doesn't show the options to click on (clicking where they should be also doesn't do anything), in the hub I can get around this by cycling targets and then the options show up fine, but in an actual mission I just get stuck in a dialog box with no options and have to quit, restarting the mission/game doesn't help.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 28, 2016, 03:29:13 pm
Thank you for your bug report! It appears I updated something in a script file and never copied the update over to the new files. (My bad)

Could you please download the attached file and place it in /JAD2-2/data/tables (making the folders if they don't exist) and see if it clears up your problem? If it works, I'll be sure to make a quick update to the files. I got the problem reproduced and this fixed it, I'm hoping it'll fix it for you too. :)

[attachment DELETED!! by Strong Bad]
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on April 28, 2016, 03:49:17 pm
That fixed that issue, thanks.

But now for some reason my afterburner doesn't work in endless gauntlet (working in hub), I don't know if that's intentional or not.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 28, 2016, 04:01:44 pm
Yeah, I screwed something up there... I'll, uh, fix that too... :nervous: (This might take slightly longer)
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 28, 2016, 07:52:29 pm
Hooray, I fixed it. You can re-run the installer and it should download the updated vps and all should be good now. :)

Also I apologize for the overrunning text in that box now. Its not a 5 minute fix, but it will be fixed in the next major release...
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on April 28, 2016, 10:51:41 pm
Now I'm getting an error when I either select the JAD 2.22 preview campaign or if I try to load any mission, I attached a screenshot of the error. If I select a campaign the game will continue to run after the error hitting yes or no, but if I'm trying to load a mission hitting yes or no just brings up the same error again.

[attachment DELETED!! by Strong Bad]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 29, 2016, 06:03:22 am
Can you try running the installer one more time? Sometimes it decides to miss a file for some unknown reason... If that doesn't work I'll take a look later today. Sorry for all the troubles with this. :(
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on April 29, 2016, 10:02:57 am
Re-ran the installer, still the same error. I also tried deleting and completely re-downloading JAD 2.2 but that didn't help either.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 29, 2016, 10:31:15 am
Well it was worth a try.

If you could do just one more thing for me that will make tracing this easier. Download the builds at this link (http://www.mediafire.com/download/dpyiizm5ncnityg/fso_apng.7z), run a debug build, then attach fs2_open.log (it'll be in your data directory) to a reply.
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on April 29, 2016, 10:41:48 am
Here's the debug log, I think I did this correctly.

[attachment DELETED!! by Strong Bad]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 29, 2016, 11:10:32 am
Perfect, I'll take a look later today. Thanks for your help and patience! :)
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 29, 2016, 05:24:23 pm
Can you throw this table file in the JAD data/tables directory, just like last time and let me know if it works or not? Make sure it keeps the name zLoadFirst-sct.tbm.

[attachment DELETED!! by Strong Bad]
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on April 29, 2016, 07:10:59 pm
That fixed it, everything else seems to be working, thanks.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 29, 2016, 07:47:41 pm
Sweet! Sorry again for all the trouble. I don't know how this file got loose, its pretty important to a lot of scripts...  :nervous:
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on April 29, 2016, 10:28:40 pm
This is a pretty minor issue, but in endless gauntlet once I beat "the end" the credits rolled and then nothing happened, eventually the music changed but no mission end or further spawns.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 29, 2016, 10:37:25 pm
Yeah, the endless gauntlet sadly, somehow became pretty end-ful. It's something I intend to fix with the next major release.
Title: Re: Just Another Troubleshooting Thread
Post by: hack-wizard on January 01, 2017, 01:43:41 pm
Almost immediately on start (with the apng build executable) I'm getting a LUA ERROR: [string "parsecfg-sct.tbm - On Game Init"]:139: module 'dkjson' not found: (lists a bunch of stuff in a non-existent Lua folder).

What's the deal here, what am I missing?

NOTE: because the fso installer was deciding to be, erm, special and not actually create any folders during the install I was forced to do it manually.  Putting all the 2.1-2 & XA files in the same mod directory is the correct way to do it, right?
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 01, 2017, 02:02:13 pm
I think there was a file missing by accident that I had meant to put back in, but I was waiting until I was all ready for a completely new release with a bunch of new content...

So throw the attached file in the /data/tables/ directory (keeping its name as zLoadFirst-sct.tbm) and it should work... I hope... :nervous:

[attachment deleted by admin]
Title: Re: Just Another Troubleshooting Thread
Post by: hack-wizard on January 01, 2017, 02:19:51 pm
I think there was a file missing by accident that I had meant to put back in, but I was waiting until I was all ready for a completely new release with a bunch of new content...

So throw the attached file in the /data/tables/ directory (keeping its name as zLoadFirst-sct.tbm) and it should work... I hope... :nervous:

As in the actual master data directory or one I need to create in the mod folder?  Actually sorry, that's a dumb question, and it seems to be working now, thanks man! :)
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 01, 2017, 02:48:48 pm
Should be the mod folder, but root /data/ would work. Its just not recommended since players sometimes leave files that might conflict with other mods there.

Glad to hear it works now. :)
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on January 21, 2017, 10:16:14 pm
Using the latest release of jad 2.21 with the build from the installer causes the launcher (I'm using wxlauncher if it matters) to crash as soon as I hit play, I tried re-downloading everything but had no success, am I missing something?
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 21, 2017, 10:27:39 pm
Sorry to hear that. :(  Can you download this debug build (http://lazymodders.fsmods.net/releases/campaigns/JADDebug.rar) and pastebin (http://pastebin.com/index) the fs2_open.log?
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on January 21, 2017, 10:41:03 pm
It looks like it isn't even editing the fs2_open.log assuming it's the one in freespace2/data
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 21, 2017, 10:44:28 pm
Newer builds are stuffing things like that in your AppData directory. Try looking in C:\Users\USERNAME\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data for the log file.

(Where username is... your username of course :))
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on January 21, 2017, 10:47:43 pm
My C:/Users/USERNAME/AppData/Roaming/HardLightProductions/FreespaceOpen directory is empty.

(where USERNAME is my username)
Title: Re: Just Another Troubleshooting Thread
Post by: Thisisaverylongusername on January 21, 2017, 10:52:36 pm
Delta 1 still calls his MegaDOOM Torpedo (or something to that effect) the Helios Apocalypse.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 21, 2017, 10:57:13 pm
Boyos: That's uh... very weird. What are your general system specs? Are you running a 64 bit operating system?

Thisisaverylongusername: Noted... :sigh:
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on January 21, 2017, 10:58:43 pm
My C:/Users/USERNAME/AppData/Roaming/HardLightProductions/FreespaceOpen directory is empty.

(where USERNAME is my username)
Which version of wxLauncher are you using?
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on January 21, 2017, 11:08:57 pm
I'm running version 0.10.1 of wxlauncher, 64bit windows 7 service pack 1, 16 GB ram, AMD FX6300 six core processor at 3.5GHz, and an Nvidia GTX 760.

I'm also running wxlauncher as administrator.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 21, 2017, 11:13:22 pm
I guess try a wxLauncher test build? 0.12.something?

http://www.hard-light.net/forums/index.php?topic=89162.0

If that works, I'll be sure to add that to the list of requirements.
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on January 21, 2017, 11:19:13 pm
Using the latest test build of wxlauncher fixed it, thanks for the help :)
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 21, 2017, 11:23:59 pm
Good to hear! I hope you enjoy it!

I've added the wxLauncher requirement to the original post so everyone else will be aware.
Title: Re: Just Another Troubleshooting Thread
Post by: Thisisaverylongusername on January 22, 2017, 05:37:46 pm
Why do I not have shields in Pirate Queen Holley?
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 22, 2017, 05:47:52 pm
FRED didn't like the idea of Holley having fun in the sun so it decided to disable her shield subsystem. :nono:

No seriously, something weird happened that unticked the "Has Shield System" box for Holley, and reticking it and saving the mission didn't save that... And it only affected Holley, not her friends so... Yeah. I dunno. Clicking "force shields on" seems to fix it so... I'll upload a fix soonish...

EDIT: Okay, there's a fix available now. Update through the installer to get the update file.
Title: Re: Just Another Troubleshooting Thread
Post by: Lykurgos88 on January 24, 2017, 08:00:37 am
Is it possible to run the new JAD without SDL2? SDL2 takes a constant "left bank" command from my joystick no matter what I do. It makes completing any mission unbearable (http://www.hard-light.net/forums/index.php?topic=92821.0 (http://www.hard-light.net/forums/index.php?topic=92821.0)). The joystick itself is fine (I can play older FS2 SCP builds, Star Citizen, Arma 3 and IL-2 games normally), so the problem must be within the SDL2 integration.

I remember there was a build consisting of APNG support before SDL2. But was the new "movie player" support before or after SDL2?  :wtf:

Any help is greatly appreciated  :(
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on January 24, 2017, 08:04:20 am
The new movie player was added after SDL2. You might need to rebind the joystick axes since the mapping may have changed with SDL2.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 24, 2017, 08:42:35 pm
I'm sorry to hear that, Lykurgos88. :( I don't know how easy it would be to have an SDL2-less build. Also I think there are some scripting IO quirks that required me to change things for SDL2, so even then it might not work correctly. I hope you can get it fixed (or... play mouse and keyboard? (just putting ideas out there! :nervous:))
Title: Re: Just Another Troubleshooting Thread
Post by: FrikgFeek on January 24, 2017, 09:29:56 pm
I bet it's reading your built-in throttle as an axis and ignoring your twist which would cause constant rolling unless the throttle is centred. You could get that fixed by running a virtual stick instead and remapping your real stick onto it.
It's also possible that one of your axii is getting read as a slider which would mean that when centred the game actually reads it as being 50% to the right.
Title: Re: Just Another Troubleshooting Thread
Post by: Lykurgos88 on January 27, 2017, 01:26:54 pm
I bet it's reading your built-in throttle as an axis and ignoring your twist which would cause constant rolling unless the throttle is centred. You could get that fixed by running a virtual stick instead and remapping your real stick onto it.
It's also possible that one of your axii is getting read as a slider which would mean that when centred the game actually reads it as being 50% to the right.

My god.... You are right!  :eek2:

My joystick thrust was sending two commands at the same time: the twist AND the speed. Funny how SDL 2 interpreted this, but I totally managed to fix this after a series of remappings. Thank you very much!

The only downside now is that the force feedback is a bit too powerful. Sometimes when something very intensive happens (like an exploding destroyer next to the player) the joystick goes all limp and I have replug it to get the FF working again. Never happened with older SCP builds. Is there a way to reduce the FF intensity from game registry or something? My joystick apparently can't take this much beating  :lol:

Nevertheless I can play these missions now, FF or not =)
JAD is always super fun, and I expect to be blown away with 2.22  :cool:

PS: I feel like I don't like the PBR super flashiness. Like, at all  :sigh:. Glows are pretty horrible looking now. I guess I have to further decrease ambient lighting and bloom ;P
Title: Re: Just Another Troubleshooting Thread
Post by: FrikgFeek on January 27, 2017, 01:49:27 pm
Set bloom to 40 for a decently flashy but not blinding value. Ambient should depend on campaign but I'd recommend keeping it at or under 60 with HDR builds.
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on January 27, 2017, 04:02:12 pm
The only downside now is that the force feedback is a bit too powerful. Sometimes when something very intensive happens (like an exploding destroyer next to the player) the joystick goes all limp and I have replug it to get the FF working again. Never happened with older SCP builds. Is there a way to reduce the FF intensity from game registry or something? My joystick apparently can't take this much beating  :lol:
I don't think FSO has ever had any convenient levers for altering force-feedback behavior... however, some options along those lines might be a good idea (although you're unlikely to see them in 3.8, since we're in a feature freeze right now).
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 27, 2017, 06:31:22 pm

Nevertheless I can play these missions now, FF or not =)
JAD is always super fun, and I expect to be blown away with 2.22  :cool:

PS: I feel like I don't like the PBR super flashiness. Like, at all  :sigh:. Glows are pretty horrible looking now. I guess I have to further decrease ambient lighting and bloom ;P

I'm glad to hear you got your problems sorted and enjoyed the campaign. :)

Also what FrikgFeek said, my own lighting settings are -no_emissive_light -ambient_factor 60 -bloom_intensity 20 and I found they're pretty good.
Title: Re: Just Another Troubleshooting Thread
Post by: tomimaki on January 28, 2017, 08:24:00 am
I don't see talk between Merv, Holley and Delta 1 at the end The Power of Friendship.
In other words they talk but text doesn't appear. :(
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 28, 2017, 08:53:57 am
That is weird. I tried to reproduce it but nothing... I can only suggest either restarting the mission or restarting the game if that happens.
Title: Re: Just Another Troubleshooting Thread
Post by: Commander Zane on February 22, 2017, 08:02:27 am
So this is weird.

Spoiler:
I'm at the interactive VN sequence where you can switch rooms and talk to different characters. I've run into something where if you do all of Delta 1's interactions first, go to the cafeteria and talk to Meddy, in order, just before the conversation of the third option ends, you can no longer advance. The exact point is when the screen flashes and Meddy says "Silence!" I have to restart the mission after this.

However, if you go straight to Meddy and select the third option first, the conversation can be fully read and you can go through every other character interaction in all three locations.
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on February 22, 2017, 08:16:48 am
I think I am hitting the same issue. It seems that after talking to a few people the "white flash" thing breaks something. This is the Lua error that appears:
Code: [Select]
[string "vs2-sct.tbm - On Game Init"]:252: attempt to perform arithmetic on field 'Line' (a nil value)

stack traceback:
<same file>:22: in function 'NextLine'
<same file>:2582: in function 'Actions'
[... On Action Stopped"]:2: in main chunk
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 22, 2017, 08:20:22 am
Huh...

Very strange, I will look into it when I get home from work today.

(Silly Delta 1, trying to hog all the conversations for himself)
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 22, 2017, 09:12:23 am
Actually I have a feeling this is due to Clippy trying to show up for a hint. It might not crash on any playthrough after the crash, no matter what path you go.
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on February 22, 2017, 10:30:36 am
I can always reproduce the issue if I first talk to Delta 1 and then to Meddy. It happens with other combinations as well but that's the one I can reliably reproduce. I have encountered the crash multiple times now and it still happens so maybe the code that disables Clippy hasn't been executed yet? I'm not sure how you do it but that may be one explanation.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 22, 2017, 10:34:45 am
Blagh, ok. :nono:

Obviously this is the work of an enemy last-minute-bug.
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on February 22, 2017, 10:56:47 am
In the mission "...Get Revengeance" I got both halves of the pass phrase, but when I go to use them the gatekeeper keeps rejecting it, I tried just brute forcing it too and none of the combinations worked.
Title: Re: Just Another Troubleshooting Thread
Post by: Commander Zane on February 22, 2017, 11:09:05 am
In the mission "...Get Revengeance" I got both halves of the pass phrase, but when I go to use them the gatekeeper keeps rejecting it, I tried just brute forcing it too and none of the combinations worked.
Hit this too.

Spoiler:
Tried it in the Tech Room instead of the mission map. The mission saves your previous clues normally, but it appears to still randomize the passphrase of that current mission run.

May not need to be in this spoiler, but I've played the first side-story that was teased before and the Rhea doesn't activate its guns when Delta 1 comments on the ship being equipped with the Prometheus R. You can enable cheats to ~0 from <No Guns> and everything seemed to work beyond that point.

I tried closing the instance of FreeSpace and starting a new one to see if maybe things were just acting up over time, but that didn't do anything for either aforementioned issue.
Title: Re: Just Another Troubleshooting Thread
Post by: Spoon on February 22, 2017, 11:48:51 am
I can confirm the vn not continueing after Meddy saying silence, definitely a last minute bug that snuck in. Because I've went through that vn in all of its revisions (except, clearly, the last minute one) and never had it happen before.

I can't reproduce the pass phrase bug and the rhea's weapon bug though.
Title: Re: Just Another Troubleshooting Thread
Post by: Commander Zane on February 22, 2017, 12:08:44 pm
...Maybe I didn't restart for Artificial Malevolence since it worked after I tried again. Ignore that part.

Here's exactly what I did during ...Get Revengenace

Spoiler:
First playthrough, ran the mission exploring systems that sounded inconspicuous ("...red and black" tipped me off so I went there last). The clue I got was "cheese pasta," and used them to fight Tenth. At this point the head .anis were starting to act up so I closed the game after finishing the mission and started it back up. The start now has two cargo containers that you scan to get the clues early. Because I got cheese and pasta before, that's what I got from the containers. When I went to the junkyard, I was told the passphrase was wrong. Fought Dissy and Miffy, who oddly enough gave me the same clues. That's when I switched to the Tech Room and got "ham sandwich." Start a third time from the mission map. Clues tell me it's "cheese pasta" again; gatekeeper says it's wrong again.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 22, 2017, 12:14:14 pm
Just to let you know how the passphrase system in Get Revegeance works...

Spoiler:
At the start of the mission, if its being run for the first time, or in the tech room, sexps generate a random passphrase. The passphrase is saved to player persistent variables, which means they should be the same in the campaign no matter how many times you restart the mission (in the tech room though, they'll always generate to be new ones). Obviously something's gone super weird...
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on February 22, 2017, 03:14:34 pm
When I played Get Revengeance for the first time I also ran into a head ani bug causing me to restart.

Specifically what I did:

Spoiler:
Picked Alex as my wingmate, went to the location miffy was at. Partway through fighting miffy the headani's stopped showing up and only appeared as a black square. I went to the junkyard but didn't have the complete passphrase so left to the location Henrietta was at. Here the timer didn't display but for the full duration of the timer my fps dropped to about 10, this never happened the other times I tried to play this mission. After that I went to fight Dissy, then when the vn box came up to equip the new weapon the first three choices were normal, but in the fifth space was "chowder" from the 2nd half of the passphrase questions from the gatekeeper, after that was when I restarted the mission and the passphrase I got "ham pasta" didn't work but I never encountered the other problems.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 22, 2017, 07:27:50 pm
I apologize for the inconvenience, most bugs have been fixed (or so I hope, until the next round of silly errors). An update has been posted! Re-run your installer or redownload jad222_root.

The only major issue still present is odd headani/graphics/files not being loaded behavior. There's not much I can do about it on a mod side of things at the moment. I suspect its a bmpman issue, and I need to help coders debug it. So if you run into weird graphical issues, try a game restart and it should go away.
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on February 23, 2017, 03:44:39 am
I think I found another bug in Get Revengeance (sorry...). You can jump to the junkyard multiple times but when you are already there and jump to it again then you break the mission.

Spoiler:
The storage station is present in the distance but nothing happens when I fly there.

Also, I encountered a CTD when
Spoiler:
fighting against Henrietta (is that her name? You know, the one with the pink ships) in the same mission.
I tried to reproduce it with an attached debugger but it didn't happen again. The last thing I saw before the crash was a HUD gauge with the title "Messages" and that may be related to the crash. Do you have such a HUD gauge and if yes, how do I trigger its activation?

Also, I played this on Linux and so far it works well. Great work!
Title: Re: Just Another Troubleshooting Thread
Post by: JSRNerdo on February 23, 2017, 04:12:50 am
I accidentally made an epic fail in the last mission against the Hyper-Puddin' and it warped off, which gave me no debrief
Title: Re: Just Another Troubleshooting Thread
Post by: Thisisaverylongusername on February 23, 2017, 07:47:02 am
In "Anything is Possible," I start the mission... and absolutely nothing happens.  :confused:
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 23, 2017, 08:42:04 am
m!m: The only gauge I can think of like that would be the retail messages gauge. But that gets auto-hidden on mission start so my scripted message gauge works.

And I'll look into your other issue. That was a tricky part to set up, even with all my testing I'm still not too surprised it can break. :(

JSRNerdo: Epic fail or... post-modern meta easter egg??? (I should fix that)

Thisisaverylongusername: Oh no! I'll take a look for sure later today.
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on February 23, 2017, 12:56:15 pm
I found a couple arcade related bugs. The first is in the endless gauntlet if I take the Iapetus with a cloaking device in the third secondary slot I still get the lightning sword(spear?), and while the name of it doesn't change at max berserk tier I get a version that has the damage, charge up time, and visual effect of the max upgraded version with the lock on time and reload speed of the base version (all while having the cloaking device).

The other was that the HAXase virus secondary doesn't seem to work on anything in the endless gauntlet except the first boss, I tried it on various shivan fighters/bombers and the first two bosses.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 23, 2017, 05:08:02 pm
'Kay, I've made note of your bugs, I will hopefully get those (and the others) resolved tonight!
Title: Re: Just Another Troubleshooting Thread
Post by: Boyos on February 23, 2017, 06:55:58 pm
I found a couple arcade related bugs. The first is in the endless gauntlet if I take the Iapetus with a cloaking device in the third secondary slot I still get the lightning sword(spear?), and while the name of it doesn't change at max berserk tier I get a version that has the damage, charge up time, and visual effect of the max upgraded version with the lock on time and reload speed of the base version (all while having the cloaking device).

The other was that the HAXase virus secondary doesn't seem to work on anything in the endless gauntlet except the first boss, I tried it on various shivan fighters/bombers and the first two bosses.

I tried playing with these some more and it turns out the Haxase virus bug happens after I use it on something, then if I shoot the same enemy I used it on while they're friendly till they become hostile (which also plays the "whose side are you on dialog"), anything else I use it on will just stay hostile.

The cloaking device one happens when I have a cloaking device equipped then once I hit the first berserk level it swaps it to a lightning spear and stays even if I lose berserk.
Title: Re: Just Another Troubleshooting Thread
Post by: Thisisaverylongusername on February 23, 2017, 07:06:22 pm
For the first one, I think the game marked you as a traitor. (What did you expect to happen when you shoot a friendly?)
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 23, 2017, 07:39:10 pm
Yeah, I think it's flagging you as a traitor. I'll be adding No Traitor mission flags to the XA missions where you can use the HAXase. (So just let them work for you! They'll self destruct after like 45 seconds)

Also I managed to fix most of the other bugs reported (just not m|m's messages related crash one, and the gatekeeper one is tricky so I'll look at it closer on the weekend), update will be going up shortly.
Title: Re: Just Another Troubleshooting Thread
Post by: DefCynodont119 on February 24, 2017, 08:30:00 pm
I've got two log files for you, from the latest and 2nd latest nightlies. Game CTDs on start in both cases.

One of them has a "Failed to read flag file" Error as well, but that may be a build-related issue.

Both builds coke up at the font.tbl


Logs attached.

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on February 24, 2017, 08:34:35 pm
I've got two log files for you, from the latest and 2nd latest nightlies.
Uh...
Code: [Select]
FreeSpace 2 Open version: 3.7.5.20160719
Code: [Select]
FreeSpace 2 Open version: 3.7.5.20160705
...No, those aren't even close to the latest nightlies. In fact, they're so old they don't have TTF font support, which is why you're getting this error:
Code: [Select]
fonts.tbl(line 5): Error: Required token = [#End] or [$Font:], found [$TrueType: OpenSans-Regular.ttf].
Try something more recent, like this nightly (http://www.hard-light.net/forums/index.php?topic=93252.0) (and a newer version (https://github.com/scp-fs2open/wxLauncher/releases/) of wxLauncher that supports SDL2 builds).
Title: Re: Just Another Troubleshooting Thread
Post by: DefCynodont119 on February 24, 2017, 08:57:22 pm
Oops, turns out I had the folder sorted differently for no reason whatsoever, And I absentmindedly clicked on the bottom-most build.  :ick:

In other news: Now that I have the correct build selected, I get a "failed to read flag file" followed by a "Stopped working" the instant I run either the Win 64-bit and 32-bit versions of 12c9ba0.


I'll look in to it in a bit just wanted to say sorry for being dumb.
Title: Re: Just Another Troubleshooting Thread
Post by: CKid on February 25, 2017, 03:01:07 pm
Found a small bug in "Almost Anything is Possible". If you die with the cloaking field equipped and do a quick restart, the information panel for it disappears.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 25, 2017, 06:22:28 pm
Thanks for the report. I'll add it to my to-fix list. :)
Title: Re: Just Another Troubleshooting Thread
Post by: Colonol Dekker on February 26, 2017, 01:14:11 pm
Failed to load effect bleb!
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 26, 2017, 02:24:20 pm
I'm going to need more detail than that. :p As far as I can see, the bleb effect is in the mod.

You're sure you have all the latest files? Can you do an fs debug log thing? Does a game restart fix the issue? What part of the zodiac was the moon in when it happened?
Title: Re: Just Another Troubleshooting Thread
Post by: Colonol Dekker on February 26, 2017, 05:46:21 pm
Can you do an fs debug log thing?

tell the ritual to summon el debugulo oh arcane one.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 26, 2017, 06:27:50 pm
Dekker, Dekker, Dekker... You've been here how long? This will not look good for your final exam!

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Just Another Troubleshooting Thread
Post by: Colonol Dekker on February 26, 2017, 07:26:10 pm
What can i say,  yours is the first mod i've installed since 2012, i'm rusty....


[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: niffiwan on February 26, 2017, 07:54:24 pm
What can i say,  yours is the first mod i've installed since 2012, i'm rusty....

You seem to have something wrong with the MediaVPs Radar Icons VP.  Maybe try:
1) rerun the installer
2) download & extract manually
3) delete the VP & move on :)


Code: [Select]
ASSERTION: "max_size > header_offset" at cfile.cpp:1760
 max_size (0) > header_offset in packfile D:\GAMES\Freespace 2\mediavps_2014\MV_RadarIcons.vp
Title: Re: Just Another Troubleshooting Thread
Post by: Colonol Dekker on February 27, 2017, 12:40:04 am
Just wanted to check, (as I said I'm rusty) it wouldn't be in a data2 or data3 would it?
Title: Re: Just Another Troubleshooting Thread
Post by: niffiwan on February 27, 2017, 01:15:26 am
nope; right here: D:\GAMES\Freespace 2\mediavps_2014\MV_RadarIcons.vp  ;)
Title: Re: Just Another Troubleshooting Thread
Post by: Colonol Dekker on February 27, 2017, 01:39:23 am
I'll do a manual install later after work. That installer is....irksome, I find it always updates what I don't want it to, big mods like BP meaning delays to what should be a case of installing JAD and playing JAD.
Title: Re: Just Another Troubleshooting Thread
Post by: Mongoose on February 27, 2017, 05:22:28 pm
You can always uncheck everything except JAD to make sure it downloads first, and then run it again to upgrade everything else.  That does sort of presuppose that you know in advance that other mods will update, though.
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on February 27, 2017, 05:45:47 pm
You can always uncheck everything except JAD to make sure it downloads first, and then run it again to upgrade everything else.  That does sort of presuppose that you know in advance that other mods will update, though.
You can't uncheck anything already installed.
Title: Re: Just Another Troubleshooting Thread
Post by: Mongoose on February 27, 2017, 09:14:00 pm
...so you can't.  I can see things, totally!
Title: Re: Just Another Troubleshooting Thread
Post by: JSRNerdo on February 28, 2017, 07:30:43 pm
The Arrety and Explosion seem to have multiple personality disorder, you can order them to attack random shivans and they'll switch personas from Holley to Anna to generic pilot and so on. It's actually pretty funny!
Title: Re: Just Another Troubleshooting Thread
Post by: Thisisaverylongusername on February 28, 2017, 07:40:36 pm
Arcade Hub: I fly through the Selkie/Iapetus billboards and I don't switch ships.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 28, 2017, 08:12:23 pm
Thanks guys! Bugs noted for my to-fix list! :)
Title: Re: Just Another Troubleshooting Thread
Post by: Commander Zane on February 28, 2017, 09:25:24 pm
The Arrety and Explosion seem to have multiple personality disorder, you can order them to attack random shivans and they'll switch personas from Holley to Anna to generic pilot and so on. It's actually pretty funny!
On that note, tell Hakase to capture one of the ships a second time. Then watch as it docks and flies off with that ship at 90m/s.
Title: Re: Just Another Troubleshooting Thread
Post by: JSRNerdo on February 28, 2017, 09:29:38 pm
The Arrety and Explosion seem to have multiple personality disorder, you can order them to attack random shivans and they'll switch personas from Holley to Anna to generic pilot and so on. It's actually pretty funny!
On that note, tell Hakase to capture one of the ships a second time. Then watch as it docks and flies off with that ship at 90m/s.
Axem: Never ever fix this mission.
Title: Re: Just Another Troubleshooting Thread
Post by: JSRNerdo on March 01, 2017, 06:41:21 am
I successfully ordered the GTC cooker and the GTFr cake pan and poor freighter to attack my targets. They are also schizophrenic and switch between fangirl, Holley, Delta 1, and Anna at will. Not Epsilon 1 though, noticeably!
Title: Re: Just Another Troubleshooting Thread
Post by: CKid on March 01, 2017, 07:29:03 pm
Got killed in the endless gauntlet but instead of getting a debriefing with a score, I got the normal restart/back to Briefing/quit menu. I should point out that I was killed by my own weapons. Does death by friendly fire not count towards getting a debriefing? That damn Lilith just had to turn gold just before my pair of trebs connected.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on March 01, 2017, 08:10:37 pm
Very odd... it shouldn't matter but who knows. That and the weird persona stuff added to my list.
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on March 03, 2017, 11:06:58 am
Pressing the left and right mouse button when inside a visual novel section causes a weird lua error. It's not game breaking or anything like that because you can continue after it just fine.

I also encountered a crash when I ran out of time while fighting the Sathanas "boss" in the endless gauntlet. I would like to investigate what causes that but playing though the entire gauntlet to get to that part is a bit frustrating. Do you have a debug command or something like that for skipping to that section? That would help me very much.

I also found and fixed two bugs while trying to reproduce the crash so thanks for breaking FSO in creative ways :P
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on March 03, 2017, 11:19:19 am
Sweet. Glad JAD can be of help in such ways. :p

There is a debug shortcut to the final boss... I'm at work so I don't have the mission in front of me, but I think it was go into cheat mode with www.freespace2.com and then press 4? It'll either skip to the final boss or just start the bosses without the kill requirement and you can just ~k them quickly.
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on March 03, 2017, 11:22:31 am
Ok, thanks. I'll try that after I fixed the next issue (the descripting length of the Lightning Spear is too long and that causes assertion errors). Also, at least the Dividiel can't be ~k'd. If I do that the health bar stays there but no new boss spawn.
Title: Re: Just Another Troubleshooting Thread
Post by: Colonol Dekker on March 03, 2017, 02:11:51 pm
Put the 2014 radaricon in, (I never used them before, never liked them btu JAD needs them according to last error feedback so put them in) died again,
see attached :C

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on March 03, 2017, 05:16:01 pm
m|m: try out the attached mission file. Turns out I completely disabled the sath shortcut, but its back now. Use cheats and press 4 to activate. Cheats and 1 key was the boss rush start combo, which I guess you found out.

Dekker: Are you using a very recent nightly? Also

Code: [Select]
Searching root pack 'D:\GAMES\Freespace 2\JAD2-2\jad222_assets.vp' ... Failed to read file entry (currently in directory )!
0 files

Is sorta concerning. Try redownloading that file.

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on March 03, 2017, 05:34:37 pm
Dekker: Are you using a very recent nightly?
Clearly not:
Code: [Select]
fonts.tbl(line 5): Error: Required token = [#End] or [$Font:], found [$TrueType: OpenSans-Regular.ttf].
Whatever build that is, it predates TrueType font support.
Title: Re: Just Another Troubleshooting Thread
Post by: Colonol Dekker on March 03, 2017, 05:55:09 pm
Dekker: Are you using a very recent nightly?
Clearly not:
Code: [Select]
fonts.tbl(line 5): Error: Required token = [#End] or [$Font:], found [$TrueType: OpenSans-Regular.ttf].
Whatever build that is, it predates TrueType font support.

fs2_open_3_7_5_SSE2-DEBUG_apng  actually.


redownloading asets now. 
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on March 03, 2017, 05:58:41 pm
fs2_open_3_7_5_SSE2-DEBUG_apng  actually.
So quite old, then, given how long APNG support has been in master. Grab a recent nightly build (http://www.hard-light.net/forums/index.php?board=173.0) instead.
Title: Re: Just Another Troubleshooting Thread
Post by: m!m on March 04, 2017, 02:22:40 am
m|m: try out the attached mission file. Turns out I completely disabled the sath shortcut, but its back now. Use cheats and press 4 to activate. Cheats and 1 key was the boss rush start combo, which I guess you found out.
Thank you! I found the cheats+1 kombo by looking at the mission files :p

EDIT: I found the root cause of the bug and fixed it so thanks again for giving me that alternative mission.
Title: Re: Just Another Troubleshooting Thread
Post by: CT27 on March 07, 2017, 02:01:46 am
I just downloaded JAD and am beginning to play it.

I'm having fun so far but there's a minor issue:  in the second mission (where there's a Hades and a Colossus rams a Sathanas) the Shivan Seraphim bombers launch Cyclops bombs.  Shouldn't it be a Shivan bomb?
Title: Re: Just Another Troubleshooting Thread
Post by: Darius on March 07, 2017, 05:07:17 am
What's the best build to use for this? I'm getting a whole bunch of LUA errors during VN sequences on the 3rd March nightly.

Code: [Select]
LUA ERROR: [string "vs2-sct.tbm - On Game Init"]:678: attempt to index local 'entry' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "vs2-sct.tbm - On Game Init"]:678: in function 'AssignActor'
[string "vs2-sct.tbm - On Game Init"]:729: in function 'Show'
[string "vs2-sct.tbm - On Game Init"]:513: in function 'Show2'
[string "vs2-sct.tbm - On Game Init"]:241: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:269: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:269: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:2094: in function 'CheckTimers'
[string "vs2-sct.tbm - On Frame"]:5: in main chunk
------------------------------------------------------------------

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

Most of them let me hit "Continue" and keep playing but I've now hit a sequence of unending LUA error boxes (in the sequence after we are introduced to the Empress).
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on March 07, 2017, 07:29:34 am
CT27: JAD1 is so old that when I made it, there were no shivan-specific secondaries, so they had all default Terran weapons (just like retail!)

Darius: Oh no, that's definitely new. Try something around Feb 22, they were working when I released. If that doesn't work, post a debug log and maybe I can hunt the issue down.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on March 11, 2017, 04:06:31 pm
Darius: I just tried the latest March 11 nightly and VN scenes seem fine... maybe try again? Let me know if you run into problems.

I uploaded a new update, just the root vps were touched for you guys doing manual installs. I did my best to fix the problems you've all posted and tried to make things a bit less frustrating for you crazy insane people playing insane.
Title: Re: Just Another Troubleshooting Thread
Post by: LaineyBugsDaddy on March 14, 2017, 12:37:21 pm
This may be because I haven't had a chance to get the updated version, or it may be because it's impossible for Holley to not forget her homework, but no matter what I do, I can't get her to remember homework in the escape from high school mission, and I even restarted the campaign and played all the way up to it. But when I did that, it still had something about one of Holley's friends being sensitive about her first kiss, like some variables did not unset when I restarted the campaign.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on March 14, 2017, 05:18:11 pm
no matter what I do, I can't get her to remember homework

If you can figure out how to get her to remember, please let me, her father, and all her teachers know, but until then that's really more of a "feature" of Holley, than a "bug". ;)

I even restarted the campaign and played all the way up to it. But when I did that, it still had something about one of Holley's friends being sensitive about her first kiss, like some variables did not unset when I restarted the campaign.

That is sort of odd though. There's a number of hints and other events that get saved across the campaign when you happen across them so you won't need to redo them during replays. But they should clear on campaign restart... still, I'd take the free hints!
Title: Re: Just Another Troubleshooting Thread
Post by: LaineyBugsDaddy on March 16, 2017, 11:44:34 am
Ok. Thanks. Now I guess I just have to figure out how to beat the butler instead of getting my ass handed to me by him.
Title: Re: Just Another Troubleshooting Thread
Post by: xenocartographer on March 17, 2017, 10:11:55 am
Are your variables players-persistant? Those have been recently (as in last night, I think!) been determined to not reset with the campaign.
Title: Re: Just Another Troubleshooting Thread
Post by: perihelion on May 07, 2017, 08:36:15 pm
Ok, it is entirely possible that I'm just an idiot.  But can someone please tell me how to scroll down on this menu so I can see the missing option to leave this conversation?

Is the fact that I still use an old 4:3 CRT monitor (bite me, it hasn't died on me yet, and I don't throw things away until I have reason to!) and 1152 x 864 resolution a possible contributing factor?

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on May 07, 2017, 09:04:10 pm
Well, technically yes, the resolution is low enough that the script is trying to use a low res version of the message box. I did not realize that the low res version was too short to get all the lines needed for situations like this. That's my fault for not testing hard enough.

http://lazymodders.fsmods.net/files/vn_msgbox1.png

Can you try and save this in [JAD directory]/data/hud and see if it fixes your problem?
Title: Re: Just Another Troubleshooting Thread
Post by: perihelion on May 07, 2017, 09:34:43 pm
YES!  That totally fixed it.
[bows and scrapes]
I am blown away that such a simple fix was all it took. I never would have thought of that in a million years!  You are a marvel and ridiculously fast!
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on May 07, 2017, 10:02:39 pm
Thanks. :) Hope you enjoy the rest of the mod!
Title: Re: Just Another Troubleshooting Thread
Post by: Asteroth on May 10, 2017, 07:12:00 pm
I've got an odd, but unfortunately show stopping bug in JAD 2.21. In Forced Feeding I made it successfully through the first section, only to die in the second one after the hambeast reveals himself (I learned not to get in between him and spicy foods). It luckily seemed to have a checkpoint as when I restarted it it started to play the cutscene at the beginning of the second section, but then it also starts playing the cutscene at the beginning of the first section at the same time! Both sets of messages go concurrently with each other, the poor camera is flung about it all sorts of confusing ways, and when I finally regain control, both the large hambeast and the various cheeses are on the battlefield at once. Clearly it managed to load and play both sections at once without a fatal error. Every time I attempt to load the mission now, it does the same thing.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on May 10, 2017, 07:45:17 pm
Ah, shoot. Sorry for the trouble. I think I managed to fix it. (Looking at it, I wonder if that actually ever worked... :nervous:)

Let me know how the attached mission works for you. Throw it in [YourJADFolder]/data/missions (making the directories if they don't exist)

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: PIe on May 10, 2017, 08:14:01 pm
I'm using FSO 3.8.0 RC1.
After finishing the Beta Tester Counterattack mission of JAD 2.21, FSO threw an error.
Code: [Select]
LUA ERROR: [string "vs2-sct.tbm - On Game Init"]:879: attempt to index field 'Graphic' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "vs2-sct.tbm - On Game Init"]:879: in function 'Show'
[string "vs2-sct.tbm - On Game Init"]:608: in function 'Show2'
[string "vs2-sct.tbm - On Game Init"]:306: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:253: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:310: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:253: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:337: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:253: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:300: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:253: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:290: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:253: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:177: in function 'LoadScene'
[string "vs2-sct.tbm - On Game Init"]:90: in function 'L'
[string "String: VS2:L('m1d_vn')"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Then when going back to the main hall, FSO crashed to desktop.
Replaying the mission didn't cause any problems.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on May 10, 2017, 08:43:04 pm
That's sort of a known code issue, I'm afraid. The game slowly runs out of bmpman slots as you go through missions (even though the game should be freeing them up), and eventually it runs out and gives you wacky headanis or an error like you got. A game restart should fix the problem. But let me know if it comes up consistently in the same spot every time.

(Getting to the bottom of that is a lot of unfun work :()
Title: Re: Just Another Troubleshooting Thread
Post by: Asteroth on May 10, 2017, 09:10:32 pm
Ah, shoot. Sorry for the trouble. I think I managed to fix it. (Looking at it, I wonder if that actually ever worked... :nervous:)

Let me know how the attached mission works for you. Throw it in [YourJADFolder]/data/missions (making the directories if they don't exist)

Well it worked better. Not perfectly, unfortunately. I finished the second section, and then when I assume the mission normally ends (hambeast blew up, some dialogue afterwards), the mission warped back to the beginning of the first section (after the cutscene) very briefly and then went straight into a VN section with Holley and her dad, but no text ever came up, and I could still hear some targeting and battle sounds, as though the first section was still going on in the background.

EDIT: Upon replaying it, it started and played normally all the way through, so it may have just been some weird player variables that were still around the first time.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on May 10, 2017, 09:28:54 pm
Hahaha... Yeah... That make sense in retrospect. I did test the mission too (mostly)! Until the Beta Tester blew up (and before the ending VN part). And I thought "yeeeep, this is good enough, the mission is over by this point. Nothing could go wrong after this..." :nono:

So try the attached mission (I tested through it all the way this time...).

Sorry for the troubles again.

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: Asteroth on May 10, 2017, 10:10:25 pm
Note my edit, upon replaying it did work fine all the way through, although I'm sure an even more ironclad mission always helps.  ;)
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on May 10, 2017, 10:33:15 pm
Yeah, it was a bug that needed to be fixed anyway. Basically there's this variable that tells the mission if we should skip to the boss on replay. Unfortunately, some parts of the mission didn't get that memo, so they tried to chug along like normal (causing the first issue you had). The second issue you had was when you were at the end of the mission, the variable gets reset, and the mission then took that to mean "Oh, let's do these events we missed out on before".

Glad you were able to power through it in any case. :)
Title: Re: Just Another Troubleshooting Thread
Post by: PIe on June 05, 2017, 07:04:09 pm
In JAD 2.21, the Power of Friendship mission, shooting at the Befriendinator with the Starlancer results in an unending mission, since Delta 1 is summoned only when it's at exactly 75%.  However, using the Starlancer causes the hull to go from 80% (for example) to 73% or 74% and skipping over 75%.  I'm guessing that it can be fixed by triggering the rest of the SEXPs when hull is less than 76% rather than equal to 75%, although I haven't bothered actually verifying this.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on June 05, 2017, 07:11:32 pm
You're on the right track. The Befriendinator's supercap ship flag is supposed to stop damage from certain weapons (like the Starlance) at 75%, so the check for 75% should've been correct... I suppose I'll have to look into it then.
Title: Re: Just Another Troubleshooting Thread
Post by: PIe on June 05, 2017, 07:29:27 pm
If it helps, I'm using FSO 3.8.0.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on June 05, 2017, 08:32:29 pm
Okay, I tried some things out. Basically what's happening is the supercap flag on the Befriendinator doesn't exactly cap damage at 75%. After the health is seen to go below 75%, it will stop taking damage. Since the Starlance is powerful enough that it can knock through that 75% and to 73%, we fly through that limit I thought was iron-hard and the mission breaks.

So until I get it fixed fo' real, I'd just suggest using the Prometheus (or something else that isn't the Starlance) to attack the Befriendinator with.
Title: Re: Just Another Troubleshooting Thread
Post by: perihelion on July 20, 2017, 10:33:09 pm
Oh great Axem, I am afraid I've run into a bit of a boo-boo.
Code: [Select]
==========================================================================
Lua Error: LUA ERROR: [string "cmap-sct.tbm - On Game Init"]:98: attempt to index field '?' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: Load
Name of: method
Function type: Lua
Defined on: 54
Upvalues: 0

Source: cmap-sct.tbm - On Game Init
Short source: [string "cmap-sct.tbm - On Game Init"]
Current line: 98
- Function line: 45
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "cmap-sct.tbm - On Game Init"]:98: in function 'Load'
[string "String: CMap:Load('jad222_cmap.cfg')"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
I've finished the main campaign of JAD 2.22 and decided to go back and do some of the side missions.  I just finished the one where you play as the Butler trying to rescue the Princess's pancakes.  Took a few tries, but I finally managed to defeat the onslaught.  Then, after accepting the successful mission outcome and attempting to return to the Mission Selection screen (not sure what you call it, it isn't the main hall, it's the screen you pick missions from), I get a CTD.  From then on, I try to start again and I get to the Main Hall just fine, but after I pick "Play Game" it loads all of the models and then spews the same LUA error at me.

I was initially playing with 3.8.0 RC1.  Tried switching to 3.8.0 RC3; no dice.

i can haz fixors, oh mighty one?  Any additional information I might be able to provide?

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 21, 2017, 05:16:11 pm
I think I know what's causing that, and I don't think it's a fatal error... Does it let you continue? (Maybe press N or something)

Basically the mission gave the script some bad info, and the script is complaining about the bad info. When I encountered it, it did let me through if I just tried to continue through it.

But this weekend I will do my best to bring out a patch to fix that and an array of other bugs still lingering around!
Title: Re: Just Another Troubleshooting Thread
Post by: perihelion on July 22, 2017, 10:32:58 pm
Well I'll be.  Yes, that definitely worked.  I never even thought to let it continue since that almost never works!
Thanks, Axem!
Title: Re: Just Another Troubleshooting Thread
Post by: woutersmits on July 31, 2017, 04:09:59 am
Code: [Select]
Warning: Duplicate sound name "PowerupAburn" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Duplicate sound name "PowerupInvuln" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Duplicate sound name "LowHealth1" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Duplicate sound name "LowHealth2" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Duplicate sound name "beamcannon1" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Duplicate sound name "beamcannon2" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Duplicate sound name "railgun1" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Duplicate sound name "railgun2" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
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fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Duplicate sound name "railgun3" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: 221-wep.tbm(line 5420):
Warning: Weapon description line 3 is too long. Maximum is 50.
File: parselo.cpp
Line: 288

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: 221-wep.tbm(line 5529):
Warning: Weapon description line 4 is too long. Maximum is 50.
File: parselo.cpp
Line: 288

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: 221-wep.tbm(line 6540):
Warning: Weapon description line 4 is too long. Maximum is 50.
File: parselo.cpp
Line: 288

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon Beta NotAsMegaDirect - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreaWarning: Too many beam sections for weapon Blue LSlowDirect - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
dStart + 33 bytes
Warning: Too many beam sections for weapon Blue LSlowDirect - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon Blue LSlowDirect - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon Blue LSlowDirect - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytesWarning: Too many beam sections for weapon PinkBeamLarge - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge#Short - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge#Short - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge#Short - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge#Short - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLarge#Short - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamMedium - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamMedium - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamMedium - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLight - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLight - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLight - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Warning: Too many beam sections for weapon PinkBeamLight - max is 5
File: weapons.cpp
Line: 2325

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC3_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
LUA ERROR: [string "vs2-sct.tbm - On Game Init"]:767: bad argument #1 to 'lower' (string expected, got boolean)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: Show
Name of: method
Function type: Lua
Defined on: 685
Upvalues: 0

Source: vs2-sct.tbm - On Game Init
Short source: [string "vs2-sct.tbm - On Game Init"]
Current line: 740
- Function line: 56
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[C]: in function 'lower'
[string "vs2-sct.tbm - On Game Init"]:767: in function 'Show'
[string "vs2-sct.tbm - On Game Init"]:513: in function 'Show2'
[string "vs2-sct.tbm - On Game Init"]:241: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:259: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:286: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:2062: in function 'Actions'
[string "vs2-sct.tbm - On Action Stopped"]:2: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
LUA ERROR: [string "vs2-sct.tbm - On Game Init"]:767: bad argument #1 to 'lower' (string expected, got boolean)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: Show
Name of: method
Function type: Lua
Defined on: 685
Upvalues: 0

Source: vs2-sct.tbm - On Game Init
Short source: [string "vs2-sct.tbm - On Game Init"]
Current line: 740
- Function line: 56
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[C]: in function 'lower'
[string "vs2-sct.tbm - On Game Init"]:767: in function 'Show'
[string "vs2-sct.tbm - On Game Init"]:513: in function 'Show2'
[string "vs2-sct.tbm - On Game Init"]:241: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:245: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:245: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:286: in function 'ProcessLine'
[string "vs2-sct.tbm - On Game Init"]:193: in function 'NextLine'
[string "vs2-sct.tbm - On Game Init"]:2062: in function 'Actions'
[string "vs2-sct.tbm - On Action Stopped"]:2: in main chunk
------------------------------------------------------------------

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

Moved to code tags for mobile users - Axem

it happening afther ive beated the first mission
and it keeps getting error's
on cutscene its really wierd how to fixthat
axem when im trying to get it the update it says on installer fso that isnt realesed yet to download

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 31, 2017, 07:04:15 pm
Okay, it looks like you had some VP files that were old and not required anymore, which is why you were getting warnings about duplicate sound names, and beam sections having too many sections. I have told the installer now to delete those old and obsolete VPs, so if you do an update on the installer, it should delete the bad files.

Or if you want to delete them yourself, you should delete these files:
i_jad222pv_assets.vp
i_jad222pv_root.vp
jadxa_assets.vp
jadxa_root.vp

The contents of those files are now part of others that are now part of the installation.

There will still be a few warnings about "Weapon description line is too long. Maximum is 50."

I'm not going to fix that right now. Its a very minor problem and won't affect gameplay at all. The custom font I use fits everything in correctly anyway. You'll avoid those warnings if you chose a release build instead of the fast-debug build. Debug builds should only be used to diagnose issues you are having with normal release builds.

Quote
axem when im trying to get it the update it says on installer fso that isnt realesed yet to download

Are you talking about this note that appears?

"Use either a 3.8.0 RC build, or go grab the most recent nightly build from HLP!"

Yes, 3.8.0 isn't officially out and on the installer yet, that's why I put the link to the SCP forum, so people know where to find the link to the RC build. JAD won't work with 3.7.4 so I need to make sure people know how they can play it without any issues.

(Also in the future, copy paste all your warnings and errors to pastebin.com (http://Pastebin.com) and paste the link, it will take up a lot less space for people viewing the thread :))
Title: Re: Just Another Troubleshooting Thread
Post by: Darius on July 31, 2017, 08:50:53 pm
Actually Axem, can I request you or the poster modify the post to put the contents in [ code ] tags. That was a painful scroll on mobile :(
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 31, 2017, 09:04:05 pm
Your wish has been granted!
Title: Re: Just Another Troubleshooting Thread
Post by: hack-wizard on November 27, 2017, 03:52:32 pm
So I'm getting a ton of Error: VN: failed to load image with filename 'h_hol_(insert various names here)' when playing with FSO 3.8.0-2 over Knossos 0.6.1...
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on November 27, 2017, 05:17:29 pm
Oh no!

Which mission?

Edit: Nevermind, I think I see the issue. Will work on a fix tonight!
Title: Re: Just Another Troubleshooting Thread
Post by: hack-wizard on November 27, 2017, 05:44:33 pm
Right after the first, and everything subsequent.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on November 27, 2017, 08:41:29 pm
Okay so, I'm pretty sure I fixed the problem. Please download the attached file and place it in your Knossos Data folder structure
Code: [Select]
...\FS2\jad2_21-2.2.1\data\tables\ making the folders if they don't already exist.

If you can confirm that this fixes your problem, I'll make an update to get this fixed. (Note the update is going to wait until the next Knossos beta because as its set up right now, Knossos will want me to reupload everything and want you to redownload everything.)

[attachment stolen by Russian hackers]
Title: Re: Just Another Troubleshooting Thread
Post by: hack-wizard on November 28, 2017, 12:26:22 am
OK, that's making it outright crash now :(

I'm removing that from there since having to hit debug repeatedly is annoying but not fatal.... aaand now it's giving me the errors and crashing at the same time.  What in the FRED-damn universe is this thing's problem???
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on November 28, 2017, 06:22:09 pm
Okay, so delete that file from where you put it and just update Knossos to 0.7.1 and update JAD2.21 and the problem should be fixed. If not run a Fast Debug build and upload a debug log to pastebin. (Debug log will be in a directory similar to C:\Users\[USERNAME]\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\fs2_open.log)
Title: Re: Just Another Troubleshooting Thread
Post by: hack-wizard on November 28, 2017, 08:05:06 pm
Seems to be working now, thanks man!
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on November 28, 2017, 08:39:02 pm
Nice :yes:
Title: Re: Just Another Troubleshooting Thread
Post by: legacytyphoon on November 29, 2017, 05:26:09 am
I seem to be running into the same issue as hack-wizard.  On the first VN sequence of the game it has an error and can't find certain files like title_holleyB, title_holleyA, title_MervB, etc.
https://pastebin.com/vG4rZbvQ
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on November 29, 2017, 07:35:32 am
Are you using the version on Knossos or from the FSO Installer? Knossos should work but I haven't updated the Installer files yet (will be doing that tonight!)

EDIT: (Actually I can see from your debug log its the installer, so hang tight!)
Title: Re: Just Another Troubleshooting Thread
Post by: legacytyphoon on November 29, 2017, 04:39:19 pm
Thanks for the reply.  If i get impatient enough I may try out Knossos.  Looks all fancy and posh.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on November 29, 2017, 08:02:55 pm
Yeah, it's a wonderful program! Super easy to get stuff installed and uploaded. Its just a bit of a shame that you need to basically redownload all your past mods, but atleast user data is still saved.

Anyway, FSO Installer files now updated!
Title: Re: Just Another Troubleshooting Thread
Post by: CT27 on January 15, 2018, 02:59:54 pm
I PMed Axem about this but I'll ask here too in case anyone has any ideas:

I ran the FSO Installer recently to see if there were any updates for any of my campaigns and I had a problem with JAD 2.21.  I got this message:

"The following error was encountered:

Just Another Day 2.21:  You Are Not Alpha 1:  The has value for 'jad221_root.vp' did not agree with the expected value.  This could indicate a corrupted download or a problem with the mod.  If this problem persists over multiple attempts, contact the mod author for assistance.  The file has been deleted'


Up until I tried this today I haven't had any technical problems with JAD 2.2 campaigns.
Title: Re: Just Another Troubleshooting Thread
Post by: AdmiralRalwood on January 15, 2018, 08:37:15 pm
...And when you ran the installer again, did it happen again?
Title: Re: Just Another Troubleshooting Thread
Post by: CT27 on January 15, 2018, 08:56:25 pm
...And when you ran the installer again, did it happen again?

Yes, I ran the Installer a few times in a row, and each time the cycle repeated.  It downloaded the 'root' file for 2.21 but then it gave that error message and after a while of the top line saying 'computing hash values' the top line icon for 2.21 on the Installer had the red dot light up after a minute or two each time.  When I went to the next screen I saw that error message I posted.


However, I encountered a unique work around.  I ran the Installer again...after the root file was finished downloading it went to the computing hash values phrase...before it was finished with that phase of the installation I hit 'cancel' on the Installer.  I looked in the JAD 2.2 folder and I had the 'root' file for 2.21 without getting that error message on the Installer.  I loaded up the campaign and I was able to play JAD 2.21 now.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 15, 2018, 09:24:39 pm
Weird, the jad221 root md5 doesn't match with the installer file. Maybe I forgot to update that one from a previous version. I'll fix it tomorrow.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 16, 2018, 07:30:40 pm
Okay, the file hash should be fixed now.
Title: Re: Just Another Troubleshooting Thread
Post by: CT27 on January 17, 2018, 08:21:56 pm
Okay, the file hash should be fixed now.

It worked.  Thank you.
Title: Re: Just Another Troubleshooting Thread
Post by: JSRNerdo on April 12, 2018, 07:10:26 pm
Playing Cowboy Delta Star on the latest nightly, I managed to blow up Holley's ship after making the -hojo fighters run away and before the doge.

I can't believe Holley is now dead and is haunting Command to send messages
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on April 12, 2018, 08:05:49 pm
Murderer.

I'll have you summarily executed for this.
Title: Re: Just Another Troubleshooting Thread
Post by: TheLocalTechPriest on July 06, 2018, 10:33:26 pm
Speaking of Cowboy Delta Star, it seems that GM Holley's secret weapon is powerful enough to destroy reality.
...or the beginning of the boss fight is causing the game to crash.  Could be either, tbh.

Code: [Select]
ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 162 bytes
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_x64_AVX-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Same results with the most recent 3.8.1 nightly.

And here's the fs2_open.log (https://pastebin.com/b3GqsVHU) to go with the above error message.

EDIT: Almost forgot to mention that I'm using Knossos.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 07, 2018, 04:03:12 am
We thank the Adeptus Mechanicus for reporting this manifestation of chaos. By the Emperor's grace, it will be purged.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 08, 2018, 03:06:48 am
The heresy has been purged and a new update will be dropped tomorrow.

That issue will be fixed, along with an assortment of other small and mostly harmless (but still annoying) things.
Title: Re: Just Another Troubleshooting Thread
Post by: Spoon on July 08, 2018, 03:32:32 pm
Omnissiah be praised, the warp corrupted POOCHIE's have been terminated.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 08, 2018, 05:56:17 pm
Knossos has the update now. FSO installer will get it later in the day.
Title: Re: Just Another Troubleshooting Thread
Post by: TheLocalTechPriest on July 08, 2018, 07:44:05 pm
May the Omnissiah's blessings be upon you.
Title: Re: Just Another Troubleshooting Thread
Post by: Volta on July 11, 2018, 01:09:20 pm
Hello, i am not sure if i am doing this error report correctly so please bear with me since just joined recently  :p

I have a problem with the VN part of the 'Escape from high school' mission and i also have massive performance problems with the APGN part of the Mod (Especially the Visual Novel events in general since the FPS drops to 20 to even 12 fps or worser depending how many people are on screen).

The interrogation part seems to just not work at all for some reason and just throws a debug error on me.
I never had a problem in this mission in the past because i played part 2 when it came out, maybe this new update makes some problems?

Gonna dump some logs here

The FS2 log: https://pastebin.com/21BM3yMZ
Ninth beta tester bug (happens only when i run on debug mode): https://pastebin.com/HpHT6P4w
interrogation: asking a person: https://pastebin.com/ch0PhF3X
interrogation: press statement: https://pastebin.com/nb7DwG4E
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 11, 2018, 02:02:33 pm
Oh no. :( I will take a look later tonight and try to rectify the issue.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 12, 2018, 01:48:14 am
Okay, I think I fixed the problem and possibly improved some performance. Let me know if the VN scenes work smoother for you. The first time an animation plays, there will always be a little big of lag, but after it loops through it tends to get better.

Actually I did forget to fix that Ninth Beta Tester LOD mismatch warning, but its harmless. You can just hit continue and the game won't suffer.
Title: Re: Just Another Troubleshooting Thread
Post by: Volta on July 14, 2018, 05:42:48 pm
I got another crash but this time it's the 'Get Revengance' mission, i can't advance where i can choose which pilot i want to take with me right at the start of the mission to fight the tenth beta tester.
Am i the only person who has those crashing issues? i mean it's strange that nobody reports these at all  :nervous:

It crashes on both the normal and debug build but i used the debug build again to get more info out of the error : https://pastebin.com/rcGmSeZX
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 14, 2018, 06:08:20 pm
Ack, no. That's my bad. There was a config file that was missed during the last export... Should all be good on Knossos now... (I hope :nervous: )
Title: Re: Just Another Troubleshooting Thread
Post by: Volta on July 15, 2018, 05:36:54 pm
I finished the game again without any problems now  :yes:

But i found another bug in the 'Escape from high school' mission if you advance to the school to catch the ninth beta tester without the conversation text being finished (extra problematic for people that want to rush it and have text to speech on by default) it just cuts to a blackscreen and not even restarting seems to fix the issue, the only way to fix it is to restart the game but then again you can avoid it by not rushing super fast.

And now to JADXA: is it normal that i can't choose alex's ship in any of the arcade missions? i was pretty sure i could play as him in the pre-knossos builds.
I also suffered a crash on the reflection boss when i shoot like a full load of rainbow rockeye missiles on him when he was reflecting my shoots.
I don't think i noticed anything else right now, so if you excuse me i am gonna see a doctor before i become also infected by the beta tester virus  :lol:

Thanks for making such crazy wonderful mods!
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on July 15, 2018, 05:52:30 pm
Glad you were able to complete it. :) The Selkie should be available... I'll add that issues and the one with the Ninth to my to-fix list to look at in the next week or so.
Title: Re: Just Another Troubleshooting Thread
Post by: Campel on November 08, 2018, 09:37:33 am
Got this Error as i wanted to start the Game, pls help. Need to safe the Galaxy with Alpha 1!

https://fsnebula.org/log/5be456accb0d335702013955
Title: Re: Just Another Troubleshooting Thread
Post by: PIe on November 08, 2018, 09:55:55 am
You need to use a nightly build.  Until this is fixed, change preferred stability to nightly in Knossos settings.
Title: Re: Just Another Troubleshooting Thread
Post by: Campel on November 09, 2018, 04:21:41 am
Thank you, it worked  :D
Title: Re: Just Another Troubleshooting Thread
Post by: perihelion on December 24, 2019, 09:08:05 pm
Just saw the release thread for 2.23!  HYPE GOT!!

So... for some reason I still cannot figure out, I have not been able to get Knossos to work properly on my Linux Mint install.  It runs.  It even installs and runs a significant fraction of the mods available.  But not JAD 2.X, Blue Planet, or a slew of others.  I've been able, by bits and pieces, to get things to work by using the FreeSpaceOpenInstaller.jar, a deb install of wxLauncher I managed to find.  For a couple of mods that are only offered on the Knossos platform, I figured out how to download the files manually from Nebula and concoct my own mod.ini files.

Of course, I'd love to figure out what the heck is up with Knossos and Mint, but for right now, I settle for knowing what the new 2.21, 2.22, and 2.23 dependencies are so I can download what I need and write my own mod.ini's.  Can you give me any pointers?

Thanks, and you are AWESOME!!
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 24, 2019, 09:13:07 pm
'Kay, so to run the latest JAD (I just released updates for 2.21 and 2.22, so make sure to get those!), you need FSO19 RC2 (https://www.hard-light.net/forums/index.php?topic=96165.0) and the latest MediaVPs (https://www.hard-light.net/forums/index.php?topic=96034.0).

My recommended command line is:
-emissive_light -post_process -soft_particles -fxaa -fb_thrusters -enable_shadows -no_vsync -dualscanlines -targetinfo -3dwarp -warp_flash -fullscreen_window -output_scripting -missile_lighting -ambient_factor 60 -bloom_intensity 30

I hope that's enough. I'm exhausted in doing the final prep, so if you don't have things all cool by tomorrow, we can figure something out.
Title: Re: Just Another Troubleshooting Thread
Post by: perihelion on December 24, 2019, 11:28:29 pm
Worked like a champ!  Thanks, and merry Christmas!
Title: Re: Just Another Troubleshooting Thread
Post by: FrikgFeek on December 25, 2019, 04:55:04 am
So in M10B CAAAAAAAAKE EEEEEAAAATERRRRRRRR I'm getting retail wingman and command persononas(retail command for ships jumping in - hostile configuration and a retail pilot persona telling me to evade from "Holley"). Holley also got a few other JAD persona speaking as her though a few messages were actually using the correct Holley persona.

This breaks my immersion and makes the campaign literally unplayable, plsfix.
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on December 25, 2019, 06:16:51 am
Forced Feeding has auto-messages as well.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 25, 2019, 08:16:55 am
So in M10B CAAAAAAAAKE EEEEEAAAATERRRRRRRR I'm getting retail wingman and command persononas(retail command for ships jumping in - hostile configuration and a retail pilot persona telling me to evade from "Holley"). Holley also got a few other JAD persona speaking as her though a few messages were actually using the correct Holley persona.

This breaks my immersion and makes the campaign literally unplayable, plsfix.

Holley is just doing impersonations to impress Anna. It is a talent never mentioned before and never mentioned again after.

It looks like something is super borked with the messages.tbl. I have no idea what so I'm just going to disable built in messages there for now. The mission after is probably going to have issues too...

I'll release a patch for that tomorrow unless you find some game halting bug that doesn't let you pass.

Forced Feeding has auto-messages as well.

That makes sense though, doesn't it? There's lots of wingmen there.

Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on December 25, 2019, 09:08:43 am
I thought something like built in messages would be condemned in JAD.  :p
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on December 25, 2019, 09:19:07 am
Anyway, in "The Power of Friendship" I'm immediatly dumped into DB once Delta 1 arrives, telling me that Holley died (even with full hull); yet I'm able to proceed to the next mission and find her pretty much alive.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 25, 2019, 09:30:49 am
She's just faking being sick!
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on December 25, 2019, 11:18:57 am
Which MediaVPS? Which build? What should the mod.ini look like (using Ubuntu 16.04 here, so Knossos doesn't work...)?

Thanks for answering and providing the mod.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 25, 2019, 11:36:58 am
'Kay, so to run the latest JAD (I just released updates for 2.21 and 2.22, so make sure to get those!), you need FSO19 RC2 (https://www.hard-light.net/forums/index.php?topic=96165.0) and the latest MediaVPs (https://www.hard-light.net/forums/index.php?topic=96034.0).

My recommended command line is:
-emissive_light -post_process -soft_particles -fxaa -fb_thrusters -enable_shadows -no_vsync -dualscanlines -targetinfo -3dwarp -warp_flash -fullscreen_window -missile_lighting -ambient_factor 60 -bloom_intensity 30

(Though you can remove -fxaa and -enable_shadows if its too much for your system.

I hope that's enough. I'm exhausted in doing the final prep, so if you don't have things all cool by tomorrow, we can figure something out.

You can just throw all the JAD VPs in the same folder and use this as a mod.ini

Code: [Select]
[launcher]
modname      = Just Another Day 2.2;
image255x112 = jad22bitmap.bmp;
infotext     = Only one girl can save the universe from suddenly appearing demigods, mysterious shadowy councils and internet in-jokes. And that girl is... 19th century English Computer Programmer Forerunner, Augusta Ada Lovelace! Or some ditz named Holley. Whoever's available.;
website      = http://www.hard-light.net/wiki/index.php/Just_Another_Day;

[multimod]
secondarylist = mediavps40x;

Where mediavpsvp40x is the folder where you have the latest mediavps.
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on December 25, 2019, 12:35:54 pm
Did the same (manual install, all VPs in 1 folder), works fine so far.
Title: Re: Just Another Troubleshooting Thread
Post by: Searinox on December 25, 2019, 04:58:14 pm
Hi everybody, I just fresh downloaded JAD 2.21 and when I try to play the campaign, I get a black screen and (apparently) an error for every text box that should appear but doesn't. The error are all the same:
Code: [Select]
LUA ERROR: [string "vs2-sct.tbm - On Frame"]:3273: attempt to index global 'Scroll' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "vs2-sct.tbm - On Frame"]:3273: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
After clicking continue for a while, music started playing, then, more errors. Any help is appreciated. Thanks.
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on December 25, 2019, 05:11:40 pm
You need the recent most build to play (19-RC2).
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 25, 2019, 05:28:51 pm
Agh. There's a script file that got tied in with the Visual Novel script that's in JAD2.21 that is in with the JAD2.23 files. So the fix is just to have the 2.23 files loaded (all the missions and campaigns from the past releases are there).

That is something I'll have to fix though in a patch. Sorry for the trouble!
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on December 25, 2019, 09:53:28 pm
Did you disable skipping missions for the campaign? I rammed my fighter into a station 5 times in a row but after clicking on "skip" I'm still on the same mission.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 25, 2019, 10:11:45 pm
If you're stuck in the campaign, traditional failure skipping won't work because of the way the mission selection map unlocks missions. It needs to be a full and total mission completion for it to count. There is a way you can still skip missions though. The mission select screen will have all missions unlocked if you enter it on the lowest difficulty. So go into the mission on the lowest difficulty and then bump it back up to what you usually play in. Just keep in mind that difficulty unlock isn't permanent.
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on December 28, 2019, 12:54:27 pm
Running Ubuntu 16.04 with the recommended build it crashes when creating a new pilot. Log attached.

Ideas?

[attachment eaten by a Shivan]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 28, 2019, 04:25:48 pm
From the debug log I see JAD isn't even being loaded. It's just retail files so I think the problem lies with something outside of the mod.

Also pilot files are a lot more robust now, you can use the same pilot file for all campaigns.
Title: Re: Just Another Troubleshooting Thread
Post by: Cyborg17 on December 28, 2019, 07:22:57 pm
He's right, you do not need to create a myriad of pilots any longer.

Did you get to the point where you are able to type in the name?

Alternatively, are you able to select another pilot, go to the barracks screen and then attempt to create a pilot that way?

All the log is telling me is that you are on the selection screen, and that one of your pilots got converted from the old version to the new version.
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on December 30, 2019, 11:54:15 am
Yes, its the selection screen. When I try to delete an old pilot (max. number reached!) it crashes. Maybe thats the problem here, that the build cannot handle that?
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on December 30, 2019, 11:58:29 am
Ok, I just took another pilot, but JAD is not even showing up in the campaign room
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on December 30, 2019, 12:03:32 pm
You can delete pilot files by moving them out of the data/players folder. Make sure that your latest selected pilot is still there though, I know that it messed with the registry at some point.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 30, 2019, 12:20:59 pm
From your original debug log, there were no JAD files being loaded at all, just the retail files. What are you using to launch FreeSpace?
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on December 31, 2019, 05:21:15 am
I am using wxlauncher 0.9 from the Ubuntu repository. Newer versions do not work because of dependency hell
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on December 31, 2019, 07:32:21 am
I'm using 5.5g for everything, so "old launcher" can't be the reason why JAD isn't loaded.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 31, 2019, 08:48:39 am
No mod.ini is provided by default. Do you have a mod.ini as described in this post? (https://www.hard-light.net/forums/index.php?topic=91784.msg1891101#msg1891101)
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on December 31, 2019, 10:53:31 am
I did. The folder was named "MediaVPs_4.0", I renamed it to "MediaVPs_40" without "." and adjusted the mod.ini accordingly. Didnt work, same crash

ls -l shows

Code: [Select]
-rw-rw-r-- 1 oliver oliver  386790631 Dez 25 02:53 jad223_anime.vp
-rw-rw-r-- 1 oliver oliver 1521772952 Dez 25 02:53 jad223_assets.vp
-rw-rw-r-- 1 oliver oliver    2785769 Dez 25 03:28 jad223_root.vp
-rw-rw-r-- 1 oliver oliver        484 Dez 31 17:49 mod.ini
Title: Re: Just Another Troubleshooting Thread
Post by: FrikgFeek on December 31, 2019, 10:55:05 am
Well your log clearly states that no cmdline flags have passed. Your launcher can't actually launch FSO properly and seems to just be launching it in full retail mode.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on December 31, 2019, 11:39:14 am
Also you'll need jad2.21 files and jad2.22 files as well (unless those are just cut off from the listing here)

I used wxLauncher for development of JAD, so I don't know exactly why it might not work. But I'm pretty sure its not a JAD specific problem, there's something else going on.
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on January 01, 2020, 05:39:40 am
No, they weren't cut off, installed 2.21 and 2.22 files to the same folder. Now it crashes even at the loading screen. Log attached

[attachment eaten by a Shivan]
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on January 01, 2020, 05:46:28 am
According to the log neither JAD nor the MVPs are loaded.
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on January 01, 2020, 06:16:51 am
From terminal
Code: [Select]
./fs2_open_19_0_0_RC2_x64.AppImage -mod JAD-2.23
FSO is running in legacy config mode. Please either update your launcher or copy the configuration and pilot files to '/home/oliver/.local/share/HardLightProductions/FreeSpaceOpen/' for better future compatibility.
Aborted (core dumped)
Obviously, it doesn't work with wxlauncher 0.9
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on January 01, 2020, 06:20:32 am
Debug build from terminal
Code: [Select]
./fs2_open_19_0_0_RC2_x64-FASTDBG.AppImage -mod JAD-2.23
FSO is running in legacy config mode. Please either update your launcher or copy the configuration and pilot files to '/home/oliver/.local/share/HardLightProductions/FreeSpaceOpen/' for better future compatibility.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 3 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 4 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 5 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 7 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 8 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 9 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
Trace/breakpoint trap (core dumped)
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on January 01, 2020, 06:29:45 am
Are you using Knossos in combination with a wxLauncher?
Title: Re: Just Another Troubleshooting Thread
Post by: FrikgFeek on January 01, 2020, 08:02:46 am
Trying to manually launch with -mod JAD 2.23 won't work, you need MVPs too(and JAD 2.21 and 2.22 if the .vps aren't in the same folder). So your cmdline needs to be at least -mod JAD 2.23,MediaVPS_40.

Your log again shows:
FreeSpace 2 Open version: 19.0.0.RC2
Passed cmdline options:
  <none>

Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on January 01, 2020, 09:06:41 am
Code: [Select]
/home/oliver/Freespace2/fs2_open_19_0_0_RC2_x64-FASTDBG.AppImage -mod JAD-2.23,MediaVPs_40 -nomotiondebris -3dshockwave -post_process -soft_particles -fxaa -smaa -fb_explosions -fb_thrusters -enable_shadows -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -mipmap -missile_lighting -snd_preload -no_glsl -spec -glow -env -normalThis is how the commandline looks in wxlauncher
Title: Re: Just Another Troubleshooting Thread
Post by: FrikgFeek on January 01, 2020, 10:01:35 am
Well clearly your launcher isn't passing those flags onto the game itself since it's launching with no commandline parameters. You said you use wxL 0.9, I'm pretty sure that one doesn't have proper SDL support which has been in master since 3.8 so you need to switch to a newer version of wxL or use Knossos.
Or if you want to you could write the commandline manually but that's a huge PITA.
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on January 01, 2020, 10:30:46 am
If wxLauncher doesn't work, maybe just try the 5.5g one. Editing the cfg file isn't that hard though (atleast when you have an idea what you're doing).
Title: Re: Just Another Troubleshooting Thread
Post by: niffiwan on January 01, 2020, 06:10:33 pm
5.5g is Windows only & won't run on Linux (unless you want to try Wine but that's just adding needless complexity)

Code: [Select]
/home/oliver/Freespace2/fs2_open_19_0_0_RC2_x64-FASTDBG.AppImage -mod JAD-2.23,MediaVPs_40 -nomotiondebris -3dshockwave -post_process -soft_particles -fxaa -smaa -fb_explosions -fb_thrusters -enable_shadows -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -mipmap -missile_lighting -snd_preload -no_glsl -spec -glow -env -normalThis is how the commandline looks in wxlauncher

What happens if you run that command line from a terminal, when you've cd'd to the correct FS2 directory? e.g. from a knossos install it's probably called "FS2", and it'll have all the retail VPs plus the mod dirs in it.
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on January 02, 2020, 12:18:40 pm
Code: [Select]
FSO is running in legacy config mode. Please either update your launcher or copy the configuration and pilot files to '/home/oliver/.local/share/HardLightProductions/FreeSpaceOpen/' for better future compatibility.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL TFSO is running in legacy config mode. Please either update your launcher or copy the configuration and pilot files to '/home/oliver/.local/share/HardLightProductions/FreeSpaceOpen/' for better future compatibility.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 3 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 4 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 5 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 7 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 8 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 9 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 10 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 11 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 9 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) stored in VIDEO memory has been updated.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 9 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.

ype:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 3 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 4 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 5 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 7 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 8 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 9 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 10 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 11 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 9 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) stored in VIDEO memory has been updated.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:UnknownMessage:Buffer detailed info: Buffer object 9 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.

Log attached

[attachment eaten by a Shivan]
Title: Re: Just Another Troubleshooting Thread
Post by: Mito [PL] on January 02, 2020, 01:07:17 pm
1. Okay, why not just run it from Knossos, then? Knossos based FSO install just copies a couple files from your FS2 install and both Knossos and wxLauncher based installations can coexist.

2.
Code: [Select]
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 315/PCIe/SSE2
  OpenGL Version   : 3.3.0 NVIDIA 340.107
Huh. If I'm right, this graphics card is actually slower than most Intel integrated graphic chips. Also I think it has got 512MB of VRAM which I'm pretty sure won't be enough... How in the world did you manage to play other campaigns on it, especially with these flags?

Also I'm pretty sure -no_glsl doesn't work for quite a bit now.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 02, 2020, 01:25:28 pm
JAD is particularly graphics and memory intensive (lots of ships, effects, and not to mention animated png sprites) so it wouldn't surprise me that your system may not have the ability to play it if that's the video card its trying to run on. Does playing just with the mediavps work?
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on January 02, 2020, 02:04:56 pm
JAD is particularly graphics and memory intensive (lots of ships, effects, and not to mention animated png sprites) so it wouldn't surprise me that your system may not have the ability to play it if that's the video card its trying to run on. Does playing just with the mediavps work?

Launching the game probably isn't the problem, just what comes afterwards is...
Title: Re: Just Another Troubleshooting Thread
Post by: praseodym on January 02, 2020, 03:04:57 pm
Even Blueplanet works with the MediaVPs 4.0, however, Knossos cannot run on 16.04, the repository works with 17.04 onwards
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on January 02, 2020, 03:39:03 pm
If you managed to get BP with MVP-4-0 to work with that, couldn't you just drop the files into the BP folder?
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 02, 2020, 03:41:50 pm
I have only one other shot in the dark.

Can you make the directory
Code: [Select]
/home/oliver/Freespace2/JAD-2.23/data/tables
And put the attached table file in there?

There was an issue with WoD not working because older AMD cards didn't work with TTF fonts. The workaround was telling the game to use just the old style default vf fonts. I can't guarantee everything will look as nice, but it might stop the crashing.

[attachment eaten by a Shivan]
Title: Re: Just Another Troubleshooting Thread
Post by: niffiwan on January 02, 2020, 03:59:03 pm
Given these errors below in the log you could also try removing the '-fxaa' & '-smaa' flags (if fact I'm pretty sure they're not meant to be used together!), and maybe even lowering the resolution a bit? e.g. add -res 1200x900 (or some other value that'll work OK on your monitor, maybe running in a window with the -window flag might also be useful)

I'd also recommend removing these flags, at best they don't do anything, at worst they'll cause issues:
  -mipmap
  -enable_shadows (this really hurts performance on an old video card)
  -spec (doesn't do anything)
  -glow (doesn't do anything)
  -normal (doesn't do anything)
  -env (doesn't do anything)
  -missile_lighting (doesn't do anything)

Also, can you find a more recent version of the nVidia drivers available in Ubuntu repo's? 340.107 is pretty old, I have 390.116 installed (admittedly that's from Mint 19/Ubuntu 18.04)

Code: [Select]
  Initializing SDL video...
Initializing OpenGL graphics device at 1600x1200 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadMatch (invalid parameter attributes)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 315/PCIe/SSE2
  OpenGL Version   : 3.3.0 NVIDIA 340.107
Title: Re: Just Another Troubleshooting Thread
Post by: tomimaki on January 03, 2020, 07:18:37 am
Also, can you find a more recent version of the nVidia drivers available in Ubuntu repo's? 340.107 is pretty old, I have 390.116 installed (admittedly that's from Mint 19/Ubuntu 18.04)
390.116 will not work with GeForce 315. Nvidia dropped support for anything older than GeForce 400 Series in this driver.
Title: Re: Just Another Troubleshooting Thread
Post by: SL1 on January 11, 2020, 11:55:19 pm
I keep getting a crash during what I presume is the final boss fight of JAD 2.23.

Spoiler:
It happens a few seconds after Henrietta's core falls to 0 percent hull.

I'm using the Knossos version. Aside from some minor HUD tweaks, I haven't done anything to the files, so I don't know what might be the problem.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 12, 2020, 07:45:21 am
Ah shoot, that's very unfortunate. :( Was there any error message that came up, or just a flat crash to desktop? How many times in a row has it happened? Are you using that special fonts table?

And can you get me a debug log of just you starting JAD? No need to play the mission or anything. Winning that mission with debug on... that would be very painful...
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on January 12, 2020, 10:58:10 am
I think I had a similar problem there too; something related to the VN script. IIRC it bounced to desktop but I was able to continue.
Title: Re: Just Another Troubleshooting Thread
Post by: Thisisaverylongusername on January 12, 2020, 11:12:34 am
I had one crash while it was loading the boss title and another crash after the battle. The third time I finished the whole thing without crashing.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 12, 2020, 11:15:39 am
There are still bugs with bitmap loading and stuff, so those may come up if you play for too long. Just restarting the game will cause them to go away (for a little bit anyway). I did try and make all checkpoints bring you as close to where you may have died, so hopefully not too much progress is lost.
Title: Re: Just Another Troubleshooting Thread
Post by: CKid on January 12, 2020, 12:06:34 pm
Quick question, were you playing as Holley or Delta 1? I just did a replay earlier this week and it happened to me as Delta 1. I ended up replaying as Holley and it worked fine.
Title: Re: Just Another Troubleshooting Thread
Post by: Thisisaverylongusername on January 12, 2020, 12:26:38 pm
Mine went the other way around; I played as Holley for the first two attempts, but for my third I switched to Delta 1 to make things go faster, and that worked.
Title: Re: Just Another Troubleshooting Thread
Post by: SL1 on January 12, 2020, 06:45:40 pm
Ah shoot, that's very unfortunate. :( Was there any error message that came up, or just a flat crash to desktop? How many times in a row has it happened? Are you using that special fonts table?

And can you get me a debug log of just you starting JAD? No need to play the mission or anything. Winning that mission with debug on... that would be very painful...

Flat crash to desktop. I've tried it three times, with the same result each time. I don't think I'm using a special fonts table, unless that's the default for the Knossos version. The only table I messed with was the one for HUD gauges, to replace the lead indicator with the lead sight and move the talking head gauge closer to the scripted message gauge.

Here's the debug log:
https://fsnebula.org/log/5e1bbc04cb0d330e698b7ee2

Edit: One other thing. When I launched the debug build to get the log, this error message came up:

Quote
Warning: $Rotation time too low; this will disable rotational collisions. All three variables should be >= 1.39
Fix this in ship 'GTF Ezechiel#Omega'

File: ship.cpp
Line: 5230


Quick question, were you playing as Holley or Delta 1? I just did a replay earlier this week and it happened to me as Delta 1. I ended up replaying as Holley and it worked fine.

I was playing as Delta 1.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 12, 2020, 06:51:28 pm
There's like nothing in the debug log that seems out of place. Good video card, good screen resolution... :blah:

Can you post that lead indicator table? I want to try it and see if causes me to crash to.

Try the mission as Holley and if you still crash then I'll give you a special mission file that will skip the fight and bring you to the post fight scene with stunning plot twists (hopefully without crashes!)
Title: Re: Just Another Troubleshooting Thread
Post by: SL1 on January 12, 2020, 07:03:35 pm
There's like nothing in the debug log that seems out of place. Good video card, good screen resolution... :blah:

Can you post that lead indicator table? I want to try it and see if causes me to crash to.

Try the mission as Holley and if you still crash then I'll give you a special mission file that will skip the fight and bring you to the post fight scene with stunning plot twists (hopefully without crashes!)

I don't know if you're seeing it now, but I edited my post to add an error message I got when launching the debug build. That might be relevant, too.

Here's the lead indicator table as well. You might not remember, but you actually helped me set this up a while ago. Thanks again for that. I enjoy the game a lot more with it.


Edit: Okay. This might be all my fault. I didn't do anything with font tables in JAD itself, but I did have a different font table in the MediaVPs folder, because I was finding the default font too small in regular campaigns. I didn't quite know what I was doing, but there was one campaign I downloaded (I think it was Storm Front) that had a larger font, so I just copied all its font stuff into MediaVPs, and it worked. I tried deleting that table, and when I opened the JAD mission again, I got a checkpoint menu, which I wasn't getting before. Before I deleted that table, I was having to restart from the beginning every time.

I'll have to try it again now. If it turns out that that table was the problem, then I'm really sorry for bothering you guys with this.




[attachment eaten by a Shivan]
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 12, 2020, 07:24:31 pm
*Crosses fingers*

(That debug error you got is harmless so you can just continue through it.)
Title: Re: Just Another Troubleshooting Thread
Post by: SL1 on January 12, 2020, 07:32:09 pm
Looks like the font table wasn't the problem. I just got the same crash without it. Time to try the mission as Holley, I suppose.
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on January 12, 2020, 07:41:34 pm
Warning: $Rotation time too low; this will disable rotational collisions. All three variables should be >= 1.39
Fix this in ship 'GTF Ezechiel#Omega'

File: ship.cpp
Line: 5230

Not that it would be really heavy but I had a number of things that threw out warnings (missing MOI data, some not found subsystems IIRC)... dunno if it has been fixed yet.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 12, 2020, 07:48:33 pm
I think the models missing MOI data are no collide objects that PCS2 can't calculate the MOI because they're not continuous objects. And maybe a skybox or two. I did make sure the models that needed the MOI had it though.

The missing subobjects one, yeah, I just couldn't bother to fix that. I know it says the game may crash but I don't think that ship is in this mission we're having trouble with and the mission doesn't do anything with the missing subsystems. I never hit any crash that I suspected was related to it. I think there's one or two like that.
Title: Re: Just Another Troubleshooting Thread
Post by: Nightmare on January 12, 2020, 08:06:09 pm
Allrighty. :) Just in case you want to get rid of the MOI debug warnings, the simplest way is to make them in PCS, then click on a different category (turrets, subsystem or whatever) so you have a MOI of 0s and 1s. It doesn't do anything bad but AFAIK but the warning is no more.
Title: Re: Just Another Troubleshooting Thread
Post by: OverDhill on January 12, 2020, 08:08:26 pm
Just for information only

If you run multiple controllers and use Vjoy with Windows 10 then devreorder is your best option to get Vjoy in the top 4 slots since for me Windows 10 scrambled all 7 of mine and put the Vjoy an stick at 5 and 7


All is working well now
Title: Re: Just Another Troubleshooting Thread
Post by: SL1 on January 12, 2020, 08:16:01 pm
Unfortunately, playing as Holley doesn't work for me either. Still crashing.
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 12, 2020, 08:55:15 pm
Kay, please put this in /data/missions in your jad223 folder.

This is the mission with a debug flag on that automatically defeats the boss after a few seconds of the fight starting. If it still crashes, try the debug build and let me know what errors crop up from that.

[attachment eaten by a Shivan]
Title: Re: Just Another Troubleshooting Thread
Post by: SL1 on January 13, 2020, 03:19:24 am
Kay, please put this in /data/missions in your jad223 folder.

This is the mission with a debug flag on that automatically defeats the boss after a few seconds of the fight starting. If it still crashes, try the debug build and let me know what errors crop up from that.

Thanks. After I got past that point, there were no more problems. Man, I was way off about that being the final boss fight.

Really great campaign. I know I've been all complaints so far, but I enjoyed the campaign a great deal. The next time I'm introducing someone to FS2, I'm going to point to JAD as an example of how far the community has pushed the engine to do things it was never intended to do (as well as it just being very entertaining).
Title: Re: Just Another Troubleshooting Thread
Post by: DefCynodont119 on January 13, 2020, 10:13:59 pm
Uhmm. .

https://www.hard-light.net/forums/index.php?topic=91783.0

All the links in the main post have 404'ed. . . Can't download. .  :(
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 13, 2020, 10:40:48 pm
Everything is fine, just a slight url malfunction. Situation normal. No need to panic!
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 14, 2020, 06:59:10 pm
Also forgot to mention...

Thanks. After I got past that point, there were no more problems. Man, I was way off about that being the final boss fight.

Really great campaign. I know I've been all complaints so far, but I enjoyed the campaign a great deal. The next time I'm introducing someone to FS2, I'm going to point to JAD as an example of how far the community has pushed the engine to do things it was never intended to do (as well as it just being very entertaining).

I'm glad that worked out! And I'm even more glad you really enjoyed it! :)
Title: Re: Just Another Troubleshooting Thread
Post by: DefCynodont119 on January 16, 2020, 08:14:18 pm
OK, finely got around to installing, I put all the VPs in one mod folder and jad2.1 and 2.2 work fine, but 2.3 gives a blank screen and crash in the campaign room and extreme arcade (incorrectly) says my screen res is too low. .

(I have 1280x1024)

I would post the whole log file, but um I can't seem to create one. . . .   which has never happened before and is terrifying in it's own right. .



Code: [Select]
Assert: "handle >= 0"
File: bmpman.cpp
Line: 110
Invalid handle -1 passed to bm_get_slot!

ntdll.dll! ZwWaitForSingleObject + 10 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 156 bytes
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 13 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

[ This info is in the clipboard so you can paste it somewhere now ]


Use Debug to break into Debugger, Exit will close the application.

ntdll.dll! ZwWaitForSingleObject + 10 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 156 bytes
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20191212_da1634c_x64_SSE2-FASTDBG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 13 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on January 16, 2020, 09:40:51 pm
Ugh, I forgot to commit the file so it never got in the update. AAAAAAAAAAAAAAAAAAHHHHH

So take the attachment and throw it in yourjad223folder/data/interface and you should get a mainhall. Just a little clipped.

Also I'd recommend to use FSO 19.0 RC2. It was released on Dec 24 and its a bit newer than your nightly.

[attachment eaten by a Shivan]
Title: Re: Just Another Troubleshooting Thread
Post by: DefCynodont119 on January 16, 2020, 10:09:30 pm
Alright! it's working now! (except for the extreme arcade but meh)

I will tell you how awesome it is once I finish it.
Title: Re: Just Another Troubleshooting Thread
Post by: Commander Zane on February 22, 2020, 12:21:03 pm
Since I got my new rig set up and everything configured again for FS2, I got back to JAD and figured out what was going on in Neon Genesis Volition.

Previously, I wasn't able to complete the mission because:
Spoiler:
When attacking Crunchr Team, the bridge subsystem must be destroyed to allow for directive progression. On previous attempts, I just took the time to Progressive Chainsaw them to death which are not considered mission kills.

It could be my fault for using such brutish tactics, but I figured out how to continue progressing and reached the end. Absolutely incredible way to end JAD, absolutely incredible mod from beginning to end, and thanks for the shout-out! <3
Title: Re: Just Another Troubleshooting Thread
Post by: Axem on February 22, 2020, 01:52:21 pm
Well, my bad on that one. I didn't think anyone would be grinding them all the way down into dust. :nervous: Glad to hear you got past it anyway and super glad you really enjoyed yourself. :)
Title: Re: Just Another Troubleshooting Thread
Post by: tomimaki on February 15, 2021, 04:05:38 am
I got error messages in JAD 2.22 on nightly release build.
I'm guessing this line:
Code: [Select]
$Subsystem: turret14,1,0.8.0should look like this:
Code: [Select]
$Subsystem: turret14,0.8,1.0Funny thing, FSO 21 debug build sees nothing wrong with this line. :eek2:

[attachment deleted to save space]
Title: Re: Just Another Troubleshooting Thread
Post by: Svedal on February 15, 2021, 08:20:20 am
I got error messages in JAD 2.22 on nightly release build.
I'm guessing this line:
Code: [Select]
$Subsystem: turret14,1,0.8.0should look like this:
Code: [Select]
$Subsystem: turret14,0.8,1.0Funny thing, FSO 21 debug build sees nothing wrong with this line. :eek2:

There's something quite similar to this with FSport as well--had a 0.1.5 somewhere in weapons.tbl. Works before a certain nightly, not afterwards.

Asteroth suggested maybe float parsing has changed and thus is no longer making sense of nonsense.
Title: Re: Just Another Troubleshooting Thread
Post by: Betamatcen on March 07, 2021, 02:09:21 pm
I was playing the JAD Trilogy and the JAD 2.2 series on the latest version of FSO (using Knossos)
and I noticed a lot of glitches and oversights that should probably be fixed.
I cataloged these following issues:


JAD

Level 2:
 
When the Colossus crashes into the Sathanas, it creates a bunch
of shockwaves that last a very long time, are too slow, and is very hard to
look at due to the bright light from the shockwaves.

JAD3:SoaP

Level 6:

A extra cutscene is supposed to trigger if the player does not escape
the supernova on the way to the Knossos, or get killed by FRED
but does not get called. Here is the cutscene:
 
https://www.youtube.com/watch?v=wgmuDtQlTLY

JAD2.21

Fly like you want to win:

The race against Delta 1 is way too rigid, and a single mistake can
make you fail the mission. There should be more room for error.
(Maybe decrease Delta 1's speed?)

JAD2.22

Meet cute:

When the Sentinels start shooting beams at you, if they hit you
they do a CRAZY amount of damage, and can kill you in like 3 hits
regardless of difficulty! Playing this level on easier difficulty levels
does not help at all! This makes the level VERY hard and frustrating!
It should probably be dialed back in the damage department.
I had to use cheats just to beat this level! (And I play on Very Easy!)


Just on the side, I think the cutscenes for JAD3:SoaP should be in
the tech room to watch including the unused cutscene. (See above for
info on cutscene in question.)Also, the 42nd Hitchhikers squad insignia
does not show up in the insignia list, of all the insignias there is one that
seems to not be visible, instead there is a blank slot. I assume that's supposed
to be the insignia for JAD.


These are all the glitches and oversights I could find during my playthrough.
It would be nice if these could be fixed.

Thanks!
Title: Re: Just Another Troubleshooting Thread
Post by: Boomer20 on March 22, 2021, 10:49:38 pm
I'm getting a bug in JAD 2.23 where I am now constantly dying with the reason being "*player* was killed by collision with player one."

The first time it happened just after I collided with
Spoiler:
Henrietta (as a light ball with less than 35%) while she was beaming.
Subsequent retries just have me dying almost instantly or when I get to the same point as I was at.

I've attached a log but I don't know if it will help or not.
Also JAD 2.23 seems to spew a few errors on mission loading.

[attachment deleted to save space]
Title: Re: Just Another Troubleshooting Thread
Post by: ShivanSlayer on April 18, 2021, 08:39:40 pm
IN Jad 2.23, I get a bug during the fight with Henrietta where I randomly die and it says I was killled in a collision with Player 1, and it happens again if I restart.  This never happened on either of my 2 previous playthroughs
Title: Re: Just Another Troubleshooting Thread
Post by: Boomer20 on April 21, 2021, 05:32:01 am
IN Jad 2.23, I get a bug during the fight with Henrietta where I randomly die and it says I was killled in a collision with Player 1, and it happens again if I restart.  This never happened on either of my 2 previous playthroughs

This is the same problem I encountered. Once it happens you can't restart the mission at all from any checkpoint. You have to boot out and try again. The way I managed to beat the level was to never fly straight (or directly away) at (from) Henrietta in the final 33% of her health and only use Harpoon Type REXs as they insta lock and get your wingmen to shoot her. Doesn't solve the bug but allowed me to beat it. The game log doesn't seem to show anything either except maybe something to do with calling a beam attack when I die but I'm not experienced at looking at logs.

Shame as it was a really fun mission.
Title: Re: Just Another Troubleshooting Thread
Post by: yusep on May 27, 2021, 01:41:06 pm
Hey guys, Im having a problem trying to run Just Another Day 2.21
Just reinstalled Windows 10 and Knossos / FS2 GoG / Mods etc and im getting the same error.
This is the log file:
https://fsnebula.org/log/60afe65c8d05c6fc56391303 (https://fsnebula.org/log/60afe65c8d05c6fc56391303)
This is the error:
(https://i.ibb.co/P4M1W0S/Error.png) (https://imgbb.com/)
Runnin Knossos default installation with FSO 21.2.0
Title: Re: Just Another Troubleshooting Thread
Post by: Metaphor322 on June 01, 2021, 01:41:05 pm
Hey guys, Im having a problem trying to run Just Another Day 2.21
Just reinstalled Windows 10 and Knossos / FS2 GoG / Mods etc and im getting the same error.
This is the log file:
https://fsnebula.org/log/60afe65c8d05c6fc56391303 (https://fsnebula.org/log/60afe65c8d05c6fc56391303)
This is the error:
(https://i.ibb.co/P4M1W0S/Error.png) (https://imgbb.com/)
Runnin Knossos default installation with FSO 21.2.0

Having the same issue "Unable to find weapon class Epsilon 1 in stuff_int_list!"
Title: Re: Just Another Troubleshooting Thread
Post by: butter_pat_head on October 12, 2021, 08:36:32 pm
This is my first time re-playing JAD 2.21 since its original release (before the VN content) and I've got a bug in 'Operation: Taco-Get'.  After scanning the container I should get the objective to press Alt-X, but instead it says 'NONE' and I can't initiate docking.

I'm also seeing a bit of screen flickering during the VN segments.  It seems to be when animation frames are being shown for the first time.

Latest everything installed via Knossos.
Title: Re: Just Another Troubleshooting Thread
Post by: Lafiel on October 13, 2021, 12:23:45 am
This is my first time re-playing JAD 2.21 since its original release (before the VN content) and I've got a bug in 'Operation: Taco-Get'.  After scanning the container I should get the objective to press Alt-X, but instead it says 'NONE' and I can't initiate docking.

I'm also seeing a bit of screen flickering during the VN segments.  It seems to be when animation frames are being shown for the first time.

Latest everything installed via Knossos.

Can you tell me where it says NONE?
In the Objectives?
If so, you've most likely unbound the Action used to trigger the docking sequence. As far as I can tell, JAD appropriated "(Mutliplayer) Observer Zoom to Target" for this. Can you try to bind this to something, like Alt-X, and try again?
Title: Re: Just Another Troubleshooting Thread
Post by: butter_pat_head on October 13, 2021, 09:34:58 am
Can you tell me where it says NONE?
In the Objectives?
If so, you've most likely unbound the Action used to trigger the docking sequence. As far as I can tell, JAD appropriated "(Mutliplayer) Observer Zoom to Target" for this. Can you try to bind this to something, like Alt-X, and try again?
The objective list, yes.  I did as you suggested.  "(Mutliplayer) Observer Zoom to Target" was unbound so I set it to Alt-X and it worked.  Thanks.
Title: Re: Just Another Troubleshooting Thread
Post by: Andy H.K. on October 10, 2023, 12:21:17 pm
Need help... I was playing mission "neon genesis volition" in JAD 2.23, after defeating MP beta tester and collecting all cores, encountered CTD during the cutscene where holley power up(?) with wings around her fighter, playing on FSO 23.2.0 RC9 and Mediavps 4.6.x. Playing in fast debug gave me 2 errors during the cutscene
Title: Re: Just Another Troubleshooting Thread
Post by: Colonol Dekker on October 12, 2023, 02:04:55 am
 :wtf:  The ezechiel debris isn't a valid submodel?