Author Topic: Shadows in FSOpen: NewNew Alpha (17. Oct)  (Read 75971 times)

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Offline Sushi

  • Art Critic
  • 211
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
That is alsmost as cool as the bug i have in my cloaking test mission where everything turns to greyscale.

That cloaking bug could be made into a feature of sorts--in Wing Commander III the screen went grayscale if you were cloaked.

I remember that. I also remember thinking that I'd broken some display settings somewhere, and spent hours trying to fix it before realizing that it was the cloak.

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
Ok new Release: http://www.mediafire.com/?82973k495oa3obm
Previews:
Debris: http://youtu.be/jhfA2h444_w?hd=1
Asteroids: http://youtu.be/Ead3nrqrRZE?hd=1

Changelog:
  • Fixed wormhole and explosion clipping
  • Fixed greyscale bug
  • Fixed techroom and mission loadout shadows
  • Fixed big ships not shadowing little ships
  • Added debris and asteroid shadows
  • Dynamic resizing for the shadowmap based on ship bounding box
  • Added external shaders (thanks Zacam)
  • External shaders are loaded again
  • Shadow map size reduced to 2048^2

Have fun!

« Last Edit: October 16, 2011, 12:57:12 pm by Valathil »
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Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
depending on how big the ship is relative to the shadow map size shadows are softer when the resolution is insufficient, look at the asteroid video and look at the little turrets and the shadow they are casting id say that is fairly soft.
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Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
HOTFIX: http://www.mediafire.com/?xa5uo74brl3zq4v

Changelog:

  • Fixed the "All ships in shadow" regression, and through that hopefully the crash
  • Fixed insignias casting shadows
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Offline Nemesis6

  • 28
  • Tongs
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
You need to download the one posted before the hotfix - it has a new set of shaders apparently.

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
Good god that is awesome.

Also I'm not noticing shadows in this new hotfix Build, whether in Tech Room, Ship Lab, or in-mission.
Oops **** I missed the Build on the last page. Now I'm checking it again.

 

Offline Kolgena

  • 211
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
Ok new Release: http://www.mediafire.com/?82973k495oa3obm
Previews:
Debris: http://youtu.be/jhfA2h444_w?hd=1
Asteroids: http://youtu.be/Ead3nrqrRZE?hd=1

Changelog:
  • Fixed wormhole and explosion clipping
  • Fixed greyscale bug
  • Fixed techroom and mission loadout shadows
  • Fixed big ships not shadowing little ships
  • Added debris and asteroid shadows
  • Dynamic resizing for the shadowmap based on ship bounding box
  • Added external shaders (thanks Zacam)
  • External shaders are loaded again
  • Shadow map size reduced to 2048^2

Have fun!



This link? It's broken.

 

Offline Kolgena

  • 211
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
Hmm. How is everyone else getting that first build? I get a connection reset after clicking the mediafire link.

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
Link wasn't working for me either, have a http://www.filesonic.nl/file/2607097011/Shadows_v0.5_Alpha_2.rar mirror
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Echelon9

  • 210
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
Fixed in Valathil's latest shader patch and .sdr file

On topic, and crash report with the useful info.

Code: [Select]
Framebuffer ERROR: Draw buffer attachment point is NONE!
Int3(): From /Users/User/Documents/Coding/fs2open/trunk/fs2_open/projects/Xcode/../../code/graphics/gropengltexture.cpp at line 1624

The real error is being picked up:
- Within the opengl_check_framebuffer() function, by
- vglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) returning
- GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT

Build based on latest trunk build and the revised patch from Valathil. The shadows in-game were rather corrupted, with a largely static set of black hatches.

Interestingly, this was occurring whether or not I had the .sdr files within a mod folder that the engine could find.
[/s]

[attachment deleted by a basterd]
« Last Edit: October 18, 2011, 07:05:00 am by Echelon9 »

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
interesting casue i dont check for framebuffer completeness. This must be from somwhere else like post processing or thrusters
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Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
the 1/2048 thing is just for the Percentage closer filtering im doing in the shader. And if someone gets the super intelligent idea to call that "Soft shadows" then please become an hero

EDIT: Attach: OMG OMG SOFT SHADOWS WTFBBQFBIBRB

[attachment deleted by a basterd]
« Last Edit: October 17, 2011, 04:03:12 pm by Valathil »
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Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
Hell it's MY thread i can triple post whenever i want whatever i want! Whatever, i do what i want!

NEW RELEASE: http://www.mediafire.com/?n7lxxozz155u29f

Changelog:

  • Fixed ships disappearing in subspace and certain lighting conditions
  • Changed averaging of shadow lookups to gaussian filtering (OMG SOFT SHADOWS)

Have fun!
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Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) NewNew Alpha (17. Oct)
Unlike the last Build, I'm not getting shadows, or normals this time, trying to start a mission or viewing a ship in Ship Lab with thrusters on causes a crash. Using the .sdr's included in the .rar I got this with a Debug.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 25
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\sathanas_bobbtmann_4096.vp' with a checksum of 0x5beeef1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\' ... 249 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\sathanas_bobbtmann_4096.vp' ... 18 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\' ... 77 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Found 26 roots and 14655 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC)
  Capture device: Microphone Array (IDT High Defi
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 5800 Series
  OpenGL Version   : 4.1.11005 Compatibility Profile Context

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

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:118: error(#160) Cannot convert from 'highp 3-component vector of float' to 'highp 2-component vector of float'
ERROR: 0:119: error(#202) No matching overloaded function found dot
ERROR: error(#273) 2 compilation errors.  No code generated


ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling normal maps and height maps!
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:114: error(#160) Cannot convert from 'highp 3-component vector of float' to 'highp 2-component vector of float'
ERROR: 0:115: error(#202) No matching overloaded function found dot
ERROR: error(#273) 2 compilation errors.  No code generated


ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling GLSL model rendering!

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.10
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'Sath-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'boa-shp.tbm' ...
TBM  =>  Starting parse of 'artemistest-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 3321
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '23rdmarlins.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.815 (0.815)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame  0 too long!!: frametime = 2.072 (2.072)
Frame  0 too long!!: frametime = 0.508 (0.508)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 5.066 (5.066)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 98 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x207ec69a -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0x33df5f1d, IBX checksum: 0x219b7714 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0xe958dd8e, IBX checksum: 0xe7ebc929 -- "capital2V-01.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0xdd50d54b, IBX checksum: 0x08265e59 -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0xef205014 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xc5eced1d, IBX checksum: 0x713dda25 -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'Starfield.pof'
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "Starfield.pof"
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x16765db6 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x5a0fae49 -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x19816d20 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x18046fab, IBX checksum: 0xdfae2af9 -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1997/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 477,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
FRM: 1
FE: 1

Class: gtf hercules
FRM: 1
FE: 1

Class: gtf hercules mark ii
FRM: 1
FE: 1

Class: gtf ares
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf loki
FRM: 1
FE: 1

Class: gtf pegasus
FRM: 1
FE: 1

Class: gtf perseus
FRM: 1
FE: 1

Class: gtf myrmidon
FRM: 1
FE: 1

Class: sf mara (terrans)
FRM: 1
FE: 1

Class: gtb artemis
FRM: 1
FE: 1

Class: gtb artemis d.h.
FRM: 1
FE: 1

Class: gtb medusa
FRM: 1
FE: 1

Class: gtb ursa
FRM: 1
FE: 1

Class: gtb zeus
FRM: 1
FE: 1

Class: gtb boanerges
FRM: 1
FE: 1

Class: gtdr amazon
FRM: 1
FE: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtc fenris
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtg zephyrus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gtd orion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: gtcv deimos
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gtc aeolus
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ntf iceni
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ntf boadicea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gti ganymede
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5

Class: gtsg watchdog
FRM: 1
FE: 1

Class: gtsg cerberus
FRM: 1
FE: 1

Class: gtsg alastor
FRM: 1
FE: 1

Class: gtep hermes
FRM: 1
FE: 1

Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: gtsg mjolnir
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvf seth
FRM: 1
FE: 1

Class: gvf horus
FRM: 1
FE: 1

Class: gvf thoth
FRM: 1
FE: 1

Class: gvf serapis
FRM: 1
FE: 1

Class: gvf tauret
FRM: 1
FE: 1

Class: gvb sekhmet
FRM: 1
FE: 1

Class: gvb osiris
FRM: 1
FE: 1

Class: gvb bakha
FRM: 1
FE: 1

Class: gvf ptah
FRM: 1
FE: 1

Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gvg anuket
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gvc aten
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvc mentu
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvcv sobek
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gvd typhon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gvsg ankh
FRM: 1
FE: 1

Class: gvsg edjo
FRM: 1
FE: 1

Class: gvep ra
FRM: 1
FE: 1

Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gvd hatshepsut
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf manticore
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sf astaroth
FRM: 1
FE: 1

Class: sb nephilim
FRM: 1
FE: 1

Class: sb taurvi
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc rakshasa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd ravana
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
FRM: 1
FE: 1

Class: ssg belial
FRM: 1
FE: 1

Class: ssg rahu
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300

Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75

Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105

Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550

Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375

Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100

Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375

Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200

Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI 2_cb_sm1-01_a.ani with size 660x300 (41.4% wasted)
Frame  0 too long!!: frametime = 86.412 (86.412)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0xc444d920 -- "tempest_tech.pof"
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 2.029 (2.029)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Frame  0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
Frame  0 too long!!: frametime = 0.348 (0.348)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_SHIP_SELECT (11)
Entering game at time = 117.569
VALIDATE INFO-LOG:
<EMPTY>

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) NewNew Alpha (17. Oct)
You realize that its just trolling right. Gaussian shadow filtering is in no way "Soft shadows"

and heres an updated main-f.sdr i derped on a vector

Code: [Select]
#ifdef FLAG_LIGHT
varying vec4 shadow_vec;
uniform sampler2DShadow shadow_map;
uniform int n_lights;
#endif

#ifdef FLAG_DIFFUSE_MAP
uniform sampler2D sBasemap;
#endif

#ifdef FLAG_GLOW_MAP
uniform sampler2D sGlowmap;
#endif

#ifdef FLAG_SPEC_MAP
uniform sampler2D sSpecmap;
#endif

#ifdef FLAG_ENV_MAP
uniform samplerCube sEnvmap;
uniform bool alpha_spec;
varying vec3 envReflect;
#endif

#ifdef FLAG_NORMAL_MAP
uniform sampler2D sNormalmap;
varying mat3 tbnMatrix;
#endif

#ifdef FLAG_FOG
varying float fogDist;
#endif

#ifdef FLAG_ANIMATED
uniform sampler2D sFramebuffer;
uniform int effect_num;
uniform float anim_timer;
uniform float vpwidth;
uniform float vpheight;
#endif

varying vec4 position;
varying vec3 lNormal;

#if SHADER_MODEL == 2
  #define MAX_LIGHTS 2
#else
  #define MAX_LIGHTS 8
#endif

#define SPEC_INTENSITY_POINT 5.3 // Point light
#define SPEC_INTENSITY_DIRECTIONAL 3.0 // Directional light
#define SPECULAR_FACTOR 1.75
#define SPECULAR_ALPHA 0.1
#define SPEC_FACTOR_NO_SPEC_MAP 0.6
#define ENV_ALPHA_FACTOR 0.3
#define GLOW_MAP_INTENSITY 1.5
#define AMBIENT_LIGHT_BOOST 1.0

void main()
{
vec3 eyeDir = vec3(normalize(-position).xyz); // Camera is at (0,0,0) in ModelView space
vec4 lightAmbientDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightSpecular = vec4(0.0, 0.0, 0.0, 1.0);
vec2 texCoord = gl_TexCoord[0].xy;

 #ifdef FLAG_SPEC_MAP
vec4 specColour = texture2D(sSpecmap, texCoord);
 #endif

 #ifdef FLAG_LIGHT
  #ifdef FLAG_NORMAL_MAP
// Normal map - convert from DXT5nm
vec3 normal;
normal.rg = (texture2D(sNormalmap, texCoord).ag * 2.0) - 1.0;
   #ifdef FLAG_ENV_MAP
vec3 envOffset = vec3(0.0);
envOffset.xy = normal.xy;
vec3 envReflectNM = envReflect + envOffset;
vec4 envColour = textureCube(sEnvmap, envReflectNM);
   #endif
normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
normal = tbnMatrix * normal;
float norm = length(normal);
// prevent breaking of normal maps
if (length(normal) > 0.0)
normal /= norm;
else
normal = tbnMatrix * vec3(0.0, 0.0, 1.0);
  #else
vec3 normal = lNormal;
   #ifdef FLAG_ENV_MAP
vec4 envColour = textureCube(sEnvmap, envReflect);
   #endif
  #endif

// Valathil's Shadows
vec3 offset[8]; float off = 1.0/2048.0;
offset[0] = vec3(off,off,0.0);
offset[1] = vec3(-off,off,0.0);
offset[2] = vec3(off,-off,0.0);
offset[3] = vec3(-off,-off,0.0);
offset[4] = vec3(0.0,off,0.0);
offset[5] = vec3(0,-off,0.0);
offset[6] = vec3(off,0.0,0.0);
offset[7] = vec3(-off,0.0,0.0);
vec4 sample_a = vec4( shadow2D(shadow_map,shadow_vec.xyz + offset[0]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[1]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[2]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[3]).r );
vec4 sample_b = vec4( shadow2D(shadow_map,shadow_vec.xyz + offset[4]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[5]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[6]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[7]).r );
vec3 sample_c = vec3( dot( sample_a, vec4(0.0625) ), dot( sample_b, vec4(0.125) ), shadow2D(shadow_map,shadow_vec.xyz).r );
float shadow = dot( sample_c, vec3(1.0, 1.0, 0.25) );
//End Shadows

vec3 lightDir;
lightAmbient = gl_FrontMaterial.emission + (gl_LightModel.ambient * gl_FrontMaterial.ambient);
float dist;

#pragma optionNV unroll all
for (int i = 0; i < MAX_LIGHTS; ++i) {
  #if SHADER_MODEL > 2
if (i > n_lights)
break;
  #endif

float specularIntensity = 1.0;
float attenuation = 1.0;
if (i > 0)
shadow = 1.0;

// Attenuation and light direction
  #if SHADER_MODEL > 2
if (gl_LightSource[i].position.w == 1.0) {
  #else
if (gl_LightSource[i].position.w == 1.0 && i != 0) {
  #endif
// Positional light source
dist = distance(gl_LightSource[i].position.xyz, position.xyz);
lightDir = (gl_LightSource[i].position.xyz - position.xyz);

  #if SHADER_MODEL > 2
if (gl_LightSource[i].spotCutoff < 91.0) {  // Tube light
float beamlength = length(gl_LightSource[i].spotDirection);
vec3 beamDir = normalize(gl_LightSource[i].spotDirection);
// Get nearest point on line
float neardist = dot(position.xyz - gl_LightSource[i].position.xyz , beamDir);
// Move back from the endpoint of the beam along the beam by the distance we calculated
vec3 nearest = gl_LightSource[i].position.xyz - beamDir * abs(neardist);
lightDir = nearest - position.xyz;
dist = length(lightDir);
}
  #endif

lightDir = normalize(lightDir);
attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + (gl_LightSource[i].linearAttenuation * dist) + (gl_LightSource[i].quadraticAttenuation * dist * dist));
specularIntensity = SPEC_INTENSITY_POINT;

} else {
// Directional light source
lightDir = normalize(gl_LightSource[i].position.xyz);
specularIntensity = SPEC_INTENSITY_DIRECTIONAL * shadow;
}
vec3 half_vec = normalize(lightDir + eyeDir);

// Ambient and Diffuse
lightAmbient += (gl_FrontLightProduct[i].ambient * attenuation) * shadow;
lightDiffuse += (gl_FrontLightProduct[i].diffuse * (max(dot(normal, lightDir), 0.0)) * attenuation) * shadow;

// Specular
float NdotHV = clamp(dot(normal, half_vec), 0.0, 1.0);
lightSpecular += ((gl_FrontLightProduct[i].specular * pow(NdotHV, gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
}

lightAmbientDiffuse = lightAmbient + lightDiffuse;
 #else
lightAmbientDiffuse = gl_Color;
lightSpecular = gl_SecondaryColor;
 #endif

 #ifdef FLAG_ANIMATED
vec2 distort = vec2(cos(position.x*position.w*0.005+anim_timer*20.0)*sin(position.y*position.w*0.005),sin(position.x*position.w*0.005+anim_timer*20.0)*cos(position.y*position.w*0.005))*0.03;
 #endif

 // Base color
 #ifdef FLAG_DIFFUSE_MAP
  #ifdef FLAG_ANIMATED
vec4 baseColor;
if (effect_num == 2) {
baseColor = texture2D(sBasemap, texCoord + distort*(1.0-anim_timer));
} else {
baseColor = texture2D(sBasemap, texCoord);
}
  #else
vec4 baseColor = texture2D(sBasemap, texCoord);
  #endif
 #else
vec4 baseColor = gl_Color;
 #endif

vec4 fragmentColor;
fragmentColor.rgb = baseColor.rgb * max(lightAmbientDiffuse.rgb * AMBIENT_LIGHT_BOOST, gl_LightModel.ambient.rgb - 0.425);
fragmentColor.a = baseColor.a;

 // Spec color
 #ifdef FLAG_SPEC_MAP
fragmentColor.rgb += lightSpecular.rgb * (specColour.rgb * SPECULAR_FACTOR);
fragmentColor.a += (dot(lightSpecular.a, lightSpecular.a) * SPECULAR_ALPHA);
 #else
fragmentColor.rgb += lightSpecular.rgb * (baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP);
 #endif

 // Env color
 #ifdef FLAG_ENV_MAP
vec3 envIntensity = (alpha_spec) ? vec3(specColour.a) : specColour.rgb;
fragmentColor.a += (dot(envColour.rgb, envColour.rgb) * ENV_ALPHA_FACTOR);
fragmentColor.rgb += envColour.rgb * envIntensity;
 #endif

 // Glow color
 #ifdef FLAG_GLOW_MAP
fragmentColor.rgb += texture2D(sGlowmap, texCoord).rgb * GLOW_MAP_INTENSITY;
 #endif

 #ifdef FLAG_FOG
fragmentColor.rgb = mix(fragmentColor.rgb, gl_Fog.color.rgb, fogDist);
 #endif

//Commented out. If HDR makes a comeback, we may need this.
//fragmentColor.a = clamp(fragmentColor.a ,0.0,1.0);

 #ifdef FLAG_ANIMATED
if (effect_num == 0) {
float shinefactor = 1.0/(1.0 + pow((fract(abs(gl_TexCoord[0].x))-anim_timer) * 1000.0, 2.0)) * 1000.0;
gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
gl_FragColor.a = fragmentColor.a * clamp(shinefactor * (fract(abs(gl_TexCoord[0].x))-anim_timer) * -10000.0,0.0,1.0);
}
if (effect_num == 1) {
float shinefactor = 1.0/(1.0 + pow((position.y-anim_timer), 2.0));
gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
#ifdef FLAG_LIGHT
gl_FragColor.a = fragmentColor.a;
#else
// ATI Wireframe fix *grumble*
gl_FragColor.a = clamp((position.y-anim_timer) * 10000.0,0.0,1.0);
#endif
}
if (effect_num == 2) {
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
gl_FragColor.a = fragmentColor.a;
float cloak_interp = (sin(position.x*position.w*0.005+anim_timer*20.0)*sin(position.y*position.w*0.005)*0.5)-0.5;
#ifdef FLAG_LIGHT
gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,fragmentColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#else
gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*lNormal.xy).rgb,fragmentColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#endif
}
 #else
gl_FragColor = fragmentColor;
 #endif
}
« Last Edit: October 17, 2011, 05:22:12 pm by Valathil »
┏┓╋┏┓╋╋╋╋╋╋╋╋╋┏┓
┃┃╋┃┃╋╋╋╋╋╋╋╋╋┃┃
┃┃┏┫┃┏┳━━┓┏━━┓┃┗━┳━━┳━━┳━━┓
┃┃┣┫┗┛┫┃━┫┃┏┓┃┃┏┓┃┏┓┃━━┫━━┫
┃┗┫┃┏┓┫┃━┫┃┏┓┃┃┗┛┃┗┛┣━━┣━━┃
┗━┻┻┛┗┻━━┛┗┛┗┛┗━━┻━━┻━━┻━━┛

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) NewNew Alpha (17. Oct)
I'm using the .sdr files from the second Alpha with the third Alpha's .exe for now and it works, and there's no more disappearing ships in Subspace, two thumbs up. :D

 

Offline Echelon9

  • 210
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) New Alpha (16. Oct)
Hell it's MY thread i can triple post whenever i want whatever i want! Whatever, i do what i want!

NEW RELEASE: http://www.mediafire.com/?n7lxxozz155u29f

Changelog:

  • Fixed ships disappearing in subspace and certain lighting conditions
  • Changed averaging of shadow lookups to gaussian filtering (OMG SOFT SHADOWS)

Have fun!
Valathil, this latest patch doesn't cause the frame buffer related crashes I was seeing previously on Mac. Thanks!
Working great here on this system.

 

Offline Nemesis6

  • 28
  • Tongs
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) NewNew Alpha (17. Oct)
I found a little bug - Watch as the fighter's shadow disappears as I get closer to the object that the shadow is cast upon:

http://www.mediafire.com/?bhqhjvaheq1klc7

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) NewNew Alpha (17. Oct)
I found a little bug - Watch as the fighter's shadow disappears as I get closer to the object that the shadow is cast upon:

http://www.mediafire.com/?bhqhjvaheq1klc7

Ahh yes i think i know whats causing it. I didnt think of that when writing the filter. Thanks
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Offline Lester

  • 27
Re: Shadows in FSOpen (formerly Not-so-secret Secret Project) NewNew Alpha (17. Oct)
Sorry if I'm late, but shadows don't appear to work on my end. Only the first release works, the other two drain on performance, but just aren't being shown. I'm running on an ATI 2600pro.