Hard Light Productions Forums

Hosted Projects - FS2 Required => Blue Planet => Topic started by: The E on August 10, 2010, 07:51:22 am

Title: The BP2 Optional Extras thread
Post by: The E on August 10, 2010, 07:51:22 am
Wherein we distribute stuff created by the team, but which wasn't included in the main release.

Starting off: Radar Icons (http://blueplanet.fsmods.net/E/bp2-radaricons.7z) for (almost) all ships in BP and BP2. Note that Galemps radaricons set (http://mvp.fsmods.net/3612/MV_RadarIcons_3612.zip) needs to be in your MediaVPs_3612 folder.

To install, simply put the vp included here into your blueplanet2 directory.
Title: Re: The BP2 Optional Extras thread
Post by: Mongoose on August 20, 2010, 01:09:11 am
Ooh, almost missed this. :yes: Do you have a version that works with AoA too?  I tried copying this to my blueplanet folder as well, but it didn't seem to take.

(Note to self:  hurry up and finish AoA replay.  Consume WiH goodness.  Catch up on massive backlog of folder posts.)
Title: Re: The BP2 Optional Extras thread
Post by: SpardaSon21 on August 20, 2010, 01:24:15 am
The E, do you mind slapping a sticky on this so people don't miss it?
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on November 21, 2010, 09:54:46 am
Is it just GTVA ships that show up? None of the UEF ships have their own icons on radar.

EDIT: Tell a lie Frigates show up but fighters don't.
Title: Re: The BP2 Optional Extras thread
Post by: The E on November 21, 2010, 10:09:11 am
Screenshot please?
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on November 21, 2010, 04:34:39 pm
The UEF Frigates show up but none of the fighters do.

(http://img832.imageshack.us/img832/5066/screen0020.png)
Title: Re: The BP2 Optional Extras thread
Post by: Goblix on November 22, 2010, 03:26:54 am
I also have this issue, no idea what is causing it.
Title: Re: The BP2 Optional Extras thread
Post by: Kolgena on November 22, 2010, 09:23:55 am
Will the icons scale nicely (ie, get smaller) with the custom HUD_gauges on Ant7?
Title: Re: The BP2 Optional Extras thread
Post by: The E on November 22, 2010, 09:26:25 am
They scale with the rest of the radar.
Title: Re: The BP2 Optional Extras thread
Post by: Commander Zane on November 22, 2010, 09:55:59 am
I also have this issue, no idea what is causing it.
I originally thought the pack didn't include the fighters, but after looking inside the .vp, I'm not sure...since the same thing happens to me.
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on November 22, 2010, 11:09:21 am
I also have this issue, no idea what is causing it.
I originally thought the pack didn't include the fighters, but after looking inside the .vp, I'm not sure...since the same thing happens to me.

I also looked in the VP whch is why I'm confused as to why the fighters don't show up. Also the Durga bomer is marked as having an 'unsupported texture type' in the vp, not sure what that means.
Title: Re: The BP2 Optional Extras thread
Post by: Arcalane on November 23, 2010, 02:59:53 pm
I forgot to upload this! It's a 'plug and play' version of the cockpits mod, for those of you wanting more immersion without having to figure out how to splice things together yourself. Just drop it in your FS2 folder, unzip. You should get a folder called 'cockpitmod', with 'data' and a bunch of stuff under that. Add "-mod cockpitmod" to your extra options in the launcher, apply and run.

It should work with all of the stock Terran and UEF ships, in the classic FS2 campaign, AoA and WiH. It should also work in other campaigns that see you flying the stock terran ships, but I have not extensively tested it though, so I cannot ensure compatability with all strikecraft, campaigns and installs blah blah legalese.

Download dem cockpits! (http://www.box.net/shared/yot3cva2xv) 125 downloads and counting!

Also I'm not a coder so I can't fix it if it is broken with anything.
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on November 23, 2010, 04:01:08 pm
While quite pretty I simply can't fly with cockpits on. The Herc II and Perseus are like being trapped in a bubble and the UEF ones make the radar really hard to make out, even in 2d. Still pretty though. :)

E, can you rectify the radar icons? I'll donate my first born child if you can, as it is I'm already naming it after you for the nameplate help.
Title: Re: The BP2 Optional Extras thread
Post by: The E on November 23, 2010, 04:13:47 pm
Nope, sorry. The icons show up fine for me, not sure why they don't work for you. You should try extracting the files from the vp and converting them to tga.
Title: Re: The BP2 Optional Extras thread
Post by: Arcalane on November 23, 2010, 04:23:40 pm
While quite pretty I simply can't fly with cockpits on. The Herc II and Perseus are like being trapped in a bubble and the UEF ones make the radar really hard to make out, even in 2d. Still pretty though. :)

Yeah, I won't deny the Herc II cockpit is pretty goofy, but I haven't had any issues with the Perseus', or the radars in the UEF ones. One of my favourite features is how you can see two of your primary guns - plus the switching animations! - if you use first person + cockpit mods in the Kentauroi.
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on November 23, 2010, 05:00:58 pm
Nope, sorry. The icons show up fine for me, not sure why they don't work for you. You should try extracting the files from the vp and converting them to tga.

Do I convert them then stick them back in the vp? Cos I don't really know how to do that.
Title: Re: The BP2 Optional Extras thread
Post by: The E on November 23, 2010, 05:03:25 pm
No, they should be placed in blueplanet2\data\maps
Title: Re: The BP2 Optional Extras thread
Post by: Dragon on November 23, 2010, 05:21:00 pm
I think that size of the image can be the issue.
I'm having the same problem and all icons that ever worked for me were the size of Galemp's ones.
BP ones are bigger (they have higher resolution) and I know that this can matter for HUD elements.
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on November 23, 2010, 05:30:33 pm
I'm using 1440x900, what are you using Dragon?
Title: Re: The BP2 Optional Extras thread
Post by: Ypoknons on December 03, 2010, 11:55:53 pm
I'm using The E's HUD settings for 1400x900 with antipodes 7 (at 1920x1200) and icons work quite well. A bit smaller than before, and it's a more suitable size. Handy - makes it pretty obvious that the ship off to a corner is a Kulas trying to ward you off the bombers.
Title: Re: The BP2 Optional Extras thread
Post by: Nenjin on December 05, 2010, 05:26:47 am
Hi. I'm at 1280x1024, and I cannot for the life of me get the icons to work with BP: AoA. I've got the 3d radar enabled, the MV_Radaricons in the right directory, the bp2-radaricons in the blueplanet directory....no joy. What would I use to extract the images from the VP file, so I can try that?
Title: Re: The BP2 Optional Extras thread
Post by: Satellight on December 05, 2010, 06:58:26 am
Hello and welcome to HLP !

You can use  VP MAGE  (http://fs2source.warpcore.org/temp/vpmage.zip) to extract the data.

Edit :

...the bp2-radaricons in the blueplanet directory...


To install, simply put the vp included here into your blueplanet2 directory.

Title: Re: The BP2 Optional Extras thread
Post by: -Norbert- on December 05, 2010, 04:44:17 pm
I just figured out how to make it work for me.
I was using a glidemod I put together myself and when I had the radaricons only in bp2, it didn't work. Now that I copied it into the glidemod directory, it works.... for some reason.... even when I use the lighting test as selected mod (with the mod.ini loading "blueplanet2-glide,blueplanet2,blueplanet,mediavps_3612").
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on December 05, 2010, 05:51:29 pm
I just figured out how to make it work for me.
I was using a glidemod I put together myself and when I had the radaricons only in bp2, it didn't work. Now that I copied it into the glidemod directory, it works.... for some reason.... even when I use the lighting test as selected mod (with the mod.ini loading "blueplanet2-glide,blueplanet2,blueplanet,mediavps_3612").

Odd, I did something similar by loading lighting_test as the mod with radaricons in the folder and it somehow works.
Title: Re: The BP2 Optional Extras thread
Post by: -Norbert- on December 05, 2010, 06:01:35 pm
The odd thing on my end is, I have it in blueplanet2-glide and blueplanet2, but not in lighting test and it works.
If I have it only in blueplanet2, it doesn't work.

Could it be a problem with the order in which the vp files are loaded? Since the vp is now in a folder that is loaded with higher priority (due to mod.ini order) that would override such a problem.
It's a bit too late for me to test, but if that was the case, renaming the vp file into abp2-radaricons.vp would fix it I think. I'll give it a shot tomorrow unless I get an answer before then.
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on December 05, 2010, 06:09:44 pm
Just tested that myself, blueplanet2 selected as mod with radaricons renamed to load first seems to do the trick. Thanks Norbert!
Title: Re: The BP2 Optional Extras thread
Post by: FSW on February 23, 2011, 04:46:16 pm
Hi there. I'm having a problem with BP2's radaricons.

Here's a screenshot. (http://i.imgur.com/IbIAR.jpg) It appears that FS2 ships appear either as big rectangles or as clouds of little specks, while BP ships appear as standard dots.

I'm running either 3.6.12 or r6832 at 1440x900, and have both MVP and BP2 radaricons VPs installed in their respective directories. I've tried redownloading both radaricons VPs. If I just have the MVP radaricons installed, it works as expected; the stock FS2 ships show up fine on radar, but new BP ships are standard dots. I ran the debug build, but the contents of fs2_open.log were longer than the maximum length of an HLP forum post!

Could you help me to diagnose the problem, please?
Title: Re: The BP2 Optional Extras thread
Post by: General Battuta on February 23, 2011, 05:04:20 pm
Debug log please!
Title: Re: The BP2 Optional Extras thread
Post by: FSW on February 23, 2011, 05:42:47 pm
Part 1:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -glow
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -mod blueplanet2,blueplanet,mediavps_3612
  -mpnoreturn
Building file index...
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-radaricons.vp' with a checksum of 0x57682d73
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\blueplanet2\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-radaricons.vp' ... 88 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 660 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games\FreeSpace2\blueplanet\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 70 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Games\FreeSpace2\' ... 9 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 34 roots and 20652 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 8600M GT/PCI/SSE2
  OpenGL Version    : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-radaricons-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 2340
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.927 (0.927)
Frame  0 too long!!: frametime = 0.384 (0.384)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 1.425 (1.425)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0xbf8649d9 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'bp2-03.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Cosoleto
Using callsign: Gapar
Using callsign: Crash
Using callsign: Brie
Using callsign: Kassim
Using callsign: Laporte
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 545th Kukris
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: 555th Swordfish
Using callsign: Simms
Using callsign: Levi
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 556th Stallions
Using callsign: 500th Gladiators
Using callsign: 500th Gladiators
Using callsign: 500th Gladiators
Using callsign: 591st Flare Riders
Using callsign: 591st Flare Riders
Using callsign: 591st Flare Riders
Using callsign: 591st Flare Riders
Using callsign: 591st Flare Riders
Using callsign: 591st Flare Riders
Using callsign: 508th Prowling Bears
Using callsign: 508th Prowling Bears
Using callsign: 508th Prowling Bears
Using callsign: 508th Prowling Bears
Starting mission message count : 292
Ending mission message count : 295
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'Wraith.pof'
IBX: Found a good IBX/TSB to read for 'Wraith.pof'.
IBX-DEBUG => POF checksum: 0xa618dd02, IBX checksum: 0x64099ddb -- "Wraith.pof"
Potential problem found: Unrecognized subsystem type 'PanelBL', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'PanelBR', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'PanelTL', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'PanelTR', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'RailL', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'RailR', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'Spiner', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'GPodF', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'GPodL', believed to be in ship Wraith.pof
Potential problem found: Unrecognized subsystem type 'GPodR', believed to be in ship Wraith.pof
Loading model 'HyperionD.pof'
IBX: Found a good IBX/TSB to read for 'HyperionD.pof'.
IBX-DEBUG => POF checksum: 0x8aea7be0, IBX checksum: 0xf7642802 -- "HyperionD.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship HyperionD.pof
Potential problem found: Unrecognized subsystem type 'rotator', believed to be in ship HyperionD.pof
Potential problem found: Unrecognized subsystem type 'Reactor01', believed to be in ship HyperionD.pof
Potential problem found: Unrecognized subsystem type 'Reactor02', believed to be in ship HyperionD.pof
Found live debris model for 'rotator'
Found live debris model for 'rotator'
Allocating space for at least 43 new ship subsystems ...  a total of 200 is now available (43 in-use).
Loading model 'FtUhlan.pof'
IBX: Found a good IBX/TSB to read for 'FtUhlan.pof'.
IBX-DEBUG => POF checksum: 0x6ac9794d, IBX checksum: 0x0c7ebe69 -- "FtUhlan.pof"
Submodel 'Uhland' is detail level 3 of 'Uhlana'
Submodel 'Uhlanc' is detail level 2 of 'Uhlana'
Submodel 'Uhlanb' is detail level 1 of 'Uhlana'
Loading model 'capital2t-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2t-01.pof'.
IBX-DEBUG => POF checksum: 0x64a47ffe, IBX checksum: 0xd97c6719 -- "capital2t-01.pof"
Unknown special object type $path45 while reading model capital2t-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital2t-01.pof
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'pfighter01.pof'
IBX: Found a good IBX/TSB to read for 'pfighter01.pof'.
IBX-DEBUG => POF checksum: 0xbc3ad812, IBX checksum: 0x45d67d8c -- "pfighter01.pof"
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01d' is detail level 3 of 'thruster01a'
Loading model 'Bonus2t-01.pof'
IBX: Found a good IBX/TSB to read for 'Bonus2t-01.pof'.
IBX-DEBUG => POF checksum: 0xf10b290a, IBX checksum: 0xb56fcc23 -- "Bonus2t-01.pof"
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0xef71a6a2, IBX checksum: 0x58d8919e -- "corvette2t-01.pof"
Loading model 'Jackal.pof'
IBX: Found a good IBX/TSB to read for 'Jackal.pof'.
IBX-DEBUG => POF checksum: 0x8b0ae621, IBX checksum: 0x6aac2123 -- "Jackal.pof"
Potential problem found: Unrecognized subsystem type 'WingPodL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'WingPodR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightIntake', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftIntake', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'HullPodR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'HullPodL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Guns', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector1', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector2', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector3', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector4', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector6', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector5', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector10', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector11', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector12', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector7', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector9', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector8', believed to be in ship Jackal.pof
Loading model 'Torrent.pof'
IBX: Found a good IBX/TSB to read for 'Torrent.pof'.
IBX-DEBUG => POF checksum: 0x29fb97c8, IBX checksum: 0x1d3431a4 -- "Torrent.pof"
Submodel 'CRUISERHULLb' is detail level 1 of 'CRUISERHULLa'
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX/TSB to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xd02b1bbd, IBX checksum: 0x696dc3fc -- "Bomber2T-03.pof"
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0x83c2373a, IBX checksum: 0x66491bd9 -- "bomber2t-01.pof"
Submodel 'bomb0x-d' is detail level 3 of 'bomb0x-a'
Submodel 'bomb0x-c' is detail level 2 of 'bomb0x-a'
Submodel 'bomb0x-b' is detail level 1 of 'bomb0x-a'
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcc6ff113, IBX checksum: 0x99680dc1 -- "bonus2t-02.pof"
Loading model 'Saracen.pof'
IBX: Found a good IBX/TSB to read for 'Saracen.pof'.
IBX-DEBUG => POF checksum: 0xc160c53a, IBX checksum: 0x233bf64e -- "Saracen.pof"
Potential problem found: Unrecognized subsystem type 'BBayRout', believed to be in ship Saracen.pof
Potential problem found: Unrecognized subsystem type 'BBayRF', believed to be in ship Saracen.pof
Potential problem found: Unrecognized subsystem type 'BBayRin', believed to be in ship Saracen.pof
Potential problem found: Unrecognized subsystem type 'BBayLin', believed to be in ship Saracen.pof
Potential problem found: Unrecognized subsystem type 'BBayLout', believed to be in ship Saracen.pof
Potential problem found: Unrecognized subsystem type 'BBayLF', believed to be in ship Saracen.pof
Potential problem found: Unrecognized subsystem type 'MassdriverA', believed to be in ship Saracen.pof
Potential problem found: Unrecognized subsystem type 'MassdriverB', believed to be in ship Saracen.pof
Submodel 'MassdriverB' is detail level 1 of 'MassdriverA'
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (204 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'htsb.pof'
IBX: Found a good IBX/TSB to read for 'htsb.pof'.
IBX-DEBUG => POF checksum: 0x817cd0e6, IBX checksum: 0xb0b0e8b5 -- "htsb.pof"
Model htsb.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'ast03.pof'
IBX: Found a good IBX/TSB to read for 'ast03.pof'.
IBX-DEBUG => POF checksum: 0xb6dfc8cb, IBX checksum: 0x63399160 -- "ast03.pof"
Loading model 'ast02.pof'
IBX: Found a good IBX/TSB to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 0xa423ee95, IBX checksum: 0xe5f65885 -- "ast02.pof"
Loading model 'ast01.pof'
IBX: Found a good IBX/TSB to read for 'ast01.pof'.
IBX-DEBUG => POF checksum: 0x3caacd7a, IBX checksum: 0xc6bf3751 -- "ast01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "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/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Loading model 'support01.pof'
IBX: Found a good IBX/TSB to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0x7a26cbbf, IBX checksum: 0xa4a3c026 -- "support01.pof"
Allocating space for at least 491 new ship subsystems ...  a total of 1000 is now available (378 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldbt-03 with size 112x93 (27.3% wasted)
ANI shieldbt-01 with size 112x93 (27.3% wasted)
ANI shieldkulas with size 112x93 (27.3% wasted)
ANI shieldlancer with size 112x93 (27.3% wasted)
ANI shieldjackal with size 112x93 (27.3% wasted)
ANI shieldwraith with size 112x93 (27.3% wasted)
ANI shieldsaracen 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 (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'avenger3.pof'
IBX: Found a good IBX/TSB to read for 'avenger3.pof'.
IBX-DEBUG => POF checksum: 0x8855f87f, IBX checksum: 0x27480536 -- "avenger3.pof"
Model avenger3.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'VulcanGUN.pof'
IBX: Found a good IBX/TSB to read for 'VulcanGUN.pof'.
IBX-DEBUG => POF checksum: 0x67299b6b, IBX checksum: 0x7f7bc244 -- "VulcanGUN.pof"
Model VulcanGUN.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'FB11a.pof'
IBX: Found a good IBX/TSB to read for 'FB11a.pof'.
IBX-DEBUG => POF checksum: 0x987c87de, IBX checksum: 0x61bc1da4 -- "FB11a.pof"
Model FB11a.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'machinegun.pof'
IBX: Found a good IBX/TSB to read for 'machinegun.pof'.
IBX-DEBUG => POF checksum: 0xf9286466, IBX checksum: 0x286603ca -- "machinegun.pof"
Model machinegun.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Talon.pof'
IBX: Found a good IBX/TSB to read for 'Talon.pof'.
IBX-DEBUG => POF checksum: 0x3716c44a, IBX checksum: 0x4e9e9074 -- "Talon.pof"
Model Talon.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Redeemer.pof'
IBX: Found a good IBX/TSB to read for 'Redeemer.pof'.
IBX-DEBUG => POF checksum: 0x318c1042, IBX checksum: 0x82526e84 -- "Redeemer.pof"
Model Redeemer.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 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 (GreenBeam2Glow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x43fcc9bb -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
BMPMAN: Found EFF (Particle_Yellow.eff) with 11 frames at 22 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x957ed0d8 -- "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/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xf2c2dadd -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x0af34c8d -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x6082d46a -- "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'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x7ca80db9 -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x7c28aa13, IBX checksum: 0xd4a071fb -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x647d1541, IBX checksum: 0x3b911e47 -- "tagb.pof"
Submodel 'tagbreal-b' is detail level 1 of 'tagbreal-a'
Submodel 'tagbreal-c' is detail level 2 of 'tagbreal-a'
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0x35d0ce51 -- "piranha.pof"
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0xb96f0de7 -- "belial.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x9097924b -- "cmeasure01.pof"
Loading model 'Longbow.pof'
IBX: Found a good IBX/TSB to read for 'Longbow.pof'.
IBX-DEBUG => POF checksum: 0x9ed18a4a, IBX checksum: 0x818aa0f7 -- "Longbow.pof"
Loading model 'dirk1pod.pof'
IBX: Found a good IBX/TSB to read for 'dirk1pod.pof'.
IBX-DEBUG => POF checksum: 0xc39767db, IBX checksum: 0x2d4eeecd -- "dirk1pod.pof"
Model dirk1pod.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'dart.pof'
IBX: Found a good IBX/TSB to read for 'dart.pof'.
IBX-DEBUG => POF checksum: 0x5c10bb69, IBX checksum: 0x7096da17 -- "dart.pof"
Loading model 'swarmpod.pof'
IBX: Found a good IBX/TSB to read for 'swarmpod.pof'.
IBX-DEBUG => POF checksum: 0x52a567ee, IBX checksum: 0x72182b5d -- "swarmpod.pof"
Model swarmpod.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'InterceptorT.pof'
IBX: Found a good IBX/TSB to read for 'InterceptorT.pof'.
IBX-DEBUG => POF checksum: 0x8d57e22a, IBX checksum: 0xd6388146 -- "InterceptorT.pof"
Loading model 'DirkPodHC.pof'
IBX: Found a good IBX/TSB to read for 'DirkPodHC.pof'.
IBX-DEBUG => POF checksum: 0x1a57e9d9, IBX checksum: 0x77ce014e -- "DirkPodHC.pof"
Model DirkPodHC.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Slammer.pof'
IBX: Found a good IBX/TSB to read for 'Slammer.pof'.
IBX-DEBUG => POF checksum: 0xa43d47ec, IBX checksum: 0x7bd83623 -- "Slammer.pof"
Loading model 'SlammerPOD.pof'
IBX: Found a good IBX/TSB to read for 'SlammerPOD.pof'.
IBX-DEBUG => POF checksum: 0xb2f95f62, IBX checksum: 0xda205403 -- "SlammerPOD.pof"
Model SlammerPOD.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'paveway12.pof'
IBX: Found a good IBX/TSB to read for 'paveway12.pof'.
IBX-DEBUG => POF checksum: 0xfd1fbe88, IBX checksum: 0xe6ebd74f -- "paveway12.pof"
Loading model 'paveway12rack.pof'
IBX: Found a good IBX/TSB to read for 'paveway12rack.pof'.
IBX-DEBUG => POF checksum: 0x91c338a9, IBX checksum: 0x37841b6c -- "paveway12rack.pof"
Model paveway12rack.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hellfire.pof'
IBX: Found a good IBX/TSB to read for 'hellfire.pof'.
IBX-DEBUG => POF checksum: 0x095d2434, IBX checksum: 0xc91c7cd7 -- "hellfire.pof"
Loading model 'hellfireEXT.pof'
IBX: Found a good IBX/TSB to read for 'hellfireEXT.pof'.
IBX-DEBUG => POF checksum: 0x80933ea9, IBX checksum: 0xf6a1f3ab -- "hellfireEXT.pof"
Model hellfireEXT.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'treb2.pof'
IBX: Found a good IBX/TSB to read for 'treb2.pof'.
IBX-DEBUG => POF checksum: 0x968f230a, IBX checksum: 0xbd5db5fb -- "treb2.pof"
Loading model 'treb2EXT.pof'
IBX: Found a good IBX/TSB to read for 'treb2EXT.pof'.
IBX-DEBUG => POF checksum: 0x77a743f3, IBX checksum: 0xf63309a9 -- "treb2EXT.pof"
Model treb2EXT.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
BMPMAN: Found EFF (missilespew01.eff) with 20 frames at 30 fps.
Loading model 'GBU-240.pof'
IBX: Found a good IBX/TSB to read for 'GBU-240.pof'.
IBX-DEBUG => POF checksum: 0xb388876a, IBX checksum: 0x96cc6596 -- "GBU-240.pof"
Loading model 'GBU-240ext8.pof'
IBX: Found a good IBX/TSB to read for 'GBU-240ext8.pof'.
IBX-DEBUG => POF checksum: 0x3b871ed2, IBX checksum: 0xae283734 -- "GBU-240ext8.pof"
Model GBU-240ext8.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
BMPMAN: Found EFF (missilespew02.eff) with 20 frames at 30 fps.
Loading model 'JackhammerMK2.pof'
IBX: Found a good IBX/TSB to read for 'JackhammerMK2.pof'.
IBX-DEBUG => POF checksum: 0x693b82d3, IBX checksum: 0x272a9f1f -- "JackhammerMK2.pof"
Loading model 'JackhammerMK2EXT.pof'
IBX: Found a good IBX/TSB to read for 'JackhammerMK2EXT.pof'.
IBX-DEBUG => POF checksum: 0xd46d401f, IBX checksum: 0xeaaad5d2 -- "JackhammerMK2EXT.pof"
Model JackhammerMK2EXT.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'MissileM.pof'
IBX: Found a good IBX/TSB to read for 'MissileM.pof'.
IBX-DEBUG => POF checksum: 0x00957668, IBX checksum: 0x58e3e8d0 -- "MissileM.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x40f5c0fb -- "hornet.pof"
Loading model 'SlammerCluster.pof'
IBX: Found a good IBX/TSB to read for 'SlammerCluster.pof'.
IBX-DEBUG => POF checksum: 0x615fcf8e, IBX checksum: 0x4c1a909b -- "SlammerCluster.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldbt-03.ani with size 112x93 (27.3% wasted)
ANI shieldbt-01.ani with size 112x93 (27.3% wasted)
ANI shieldkulas.ani with size 112x93 (27.3% wasted)
ANI shieldlancer.ani with size 112x93 (27.3% wasted)
ANI shieldjackal.ani with size 112x93 (27.3% wasted)
ANI shieldwraith.ani with size 112x93 (27.3% wasted)
ANI shieldsaracen.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2733/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 601,  Estimated count = 425
================================================
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: 1
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

Title: Re: The BP2 Optional Extras thread
Post by: FSW on February 23, 2011, 05:43:17 pm
Part 2:
Code: [Select]
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: 1
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: gtf aurora
FRM: 1
FE: 1

Class: gtf kulas
FRM: 1
FE: 1

Class: gtf comanche
FRM: 1
FE: 1

Class: gtf seminole
FRM: 1
FE: 1

Class: gtf cherokee
FRM: 1
FE: 1

Class: gtb yurok
FRM: 1
FE: 1

Class: gtb navajo
FRM: 1
FE: 1

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

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

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

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

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

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

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

Class: alliance jump gate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5

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

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

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

Class: vishnan sacred keeper
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: vishnan missionary
FRM: 1
FE: 1

Class: vishnan preacher
FRM: 1
FE: 1

Class: vishnan seeker
FRM: 1
FE: 1

Class: vishnan inquisitor
FRM: 1
FE: 1

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

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

Class: gtf atalanta
FRM: 1
FE: 1

Class: gtf nyx
FRM: 1
FE: 1

Class: gtf draco
FRM: 1
FE: 1

Class: gtb rhea
FRM: 1
FE: 1

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

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

Class: uef uhlan
FRM: 1
FE: 1

Class: uef kentauroi
FRM: 1
FE: 1

Class: uef uriel
FRM: 1
FE: 1

Class: uef izra'il
FRM: 1
FE: 1

Class: uef lao tze
FRM: 1
FE: 1

Class: uef ainsarii
FRM: 1
FE: 1

Class: ueb durga
FRM: 1
FE: 1

Class: ueb vajradhara
FRM: 1
FE: 1

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

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

Class: uet corsair
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

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

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

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

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

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

Class: ues centaur
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

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

Class: uec-dem
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
BE: 0.4
BEDu: 4000
BEDM: 2.5

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

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

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

Class: scimitar
FRM: 1
FE: 1

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

Class: vishnan huge turret
BEI: 0.2
BEDu: 90
BEDi: 45

Class: hred
BEI: 0.2
BEDu: 800
BEDi: 400

Class: lrsred
BEI: 0.2
BEDu: 100
BEDi: 50

Class: terslashblue
BEI: 0.2
BEDu: 425
BEDi: 212.5

Class: bfblue
BEI: 0.2
BEDu: 2200
BEDi: 1100

Class: hblue
BEI: 0.2
BEDu: 1850
BEDi: 925

Class: bblue
BEI: 0.2
BEDu: 1500
BEDi: 750

Class: mblue
BEI: 0.2
BEDu: 900
BEDi: 450

Class: sblue
BEI: 0.2
BEDu: 320
BEDi: 160

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

Class: sabeam
BEI: 0.2
BEDu: 400
BEDi: 200

Class: babeam
BEI: 0.2
BEDu: 870
BEDi: 435

Class: lrabeam
BEI: 0.2
BEDu: 2500
BEDi: 1250

Class: mass driver#karuna
BEI: 0.2
BEDu: 1200
BEDi: 600

Class: gauss cannon#karuna
BEI: 0.2
BEDu: 1200
BEDi: 600

Class: vishnan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 4100
BEDi: 2050

Class: vishnan ultrabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 4100
BEDi: 2050

Class: eos
FR: 150
FE: 7
BEI: 0.6
BEDu: 1000
BEDi: 500

Class: supernova
FR: 200
FE: 7
BEI: 0.6
BEDu: 5000
BEDi: 2500

Class: apocalypse#karuna
FR: 100
FE: 7
BEI: 0.6
BEDu: 500
BEDi: 250

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

Class: redeemer
BEI: 0.2
BEDu: 120
BEDi: 60

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

Class: mass driver#sanctus
BEI: 0.2
BEDu: 600
BEDi: 300

Class: mass driver#narayana
BEI: 0.2
BEDu: 2400
BEDi: 1200

Class: gauss cannon#sanctus
BEI: 0.2
BEDu: 600
BEDi: 300

Class: gauss cannon#narayana
BEI: 0.2
BEDu: 2400
BEDi: 1200

Class: gattler turret#solaris
BEI: 0.2
BEDu: 15
BEDi: 7.5

Class: warhammer
FR: 50
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250

Class: sledgehammer
FR: 100
FE: 6
BEI: 0.6
BEDu: 7500
BEDi: 3750

Class: jackhammer
FR: 100
FE: 6
BEI: 0.6
BEDu: 4000
BEDi: 2000

Class: warhammer#sanctus
FR: 50
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250

Class: apocalypse#narayana
FR: 150
FE: 7
BEI: 0.6
BEDu: 1000
BEDi: 500

Class: apocalypse#solaris
FR: 125
FE: 7
BEI: 0.6
BEDu: 1000
BEDi: 500

Class: hydra#spawn
FR: 25
FE: 6
BEI: 0.4
BEDu: 125
BEDi: 62.5
MediaVPs: Flaming debris script ACTIVE!
Received post for event GS_EVENT_FICTION_VIEWER during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_FICTION_VIEWER (66) in state GS_STATE_START_GAME (52)
Frame  0 too long!!: frametime = 62.796 (62.796)
Frame  0 too long!!: frametime = 1.562 (1.562)
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_FICTION_VIEWER (53)
Someone passed an extension to bm_load_animation for file 'uef_cb_default.eff'
BMPMAN: Found EFF (uef_cb_default.eff) with 50 frames at 15 fps.
Frame  0 too long!!: frametime = 0.361 (0.361)
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)
Loading model 'Dirk1TECH.pof'
IBX: Found a good IBX/TSB to read for 'Dirk1TECH.pof'.
IBX-DEBUG => POF checksum: 0xf5646d37, IBX checksum: 0xce354606 -- "Dirk1TECH.pof"
Model Dirk1TECH.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hellfireTECH.pof'
IBX: Found a good IBX/TSB to read for 'hellfireTECH.pof'.
IBX-DEBUG => POF checksum: 0x8c777831, IBX checksum: 0x27a7d81c -- "hellfireTECH.pof"
Model hellfireTECH.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI icont-bomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW.ani with size 45x73 (43.0% wasted)
ANI icont-cruiserW with size 143x39 (39.1% wasted)
ANI FadeiconT-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser.ani with size 70x18 (43.8% wasted)
ANI icont-cap with size 97x54 (15.6% wasted)
ANI Fadeicont-Cap with size 97x54 (15.6% wasted)
ANI Fadeicont-Cap.ani with size 97x54 (15.6% wasted)
ANI iconU-Corv with size 138x41 (35.9% wasted)
ANI fadeiconU-Corv with size 138x41 (35.9% wasted)
ANI fadeiconU-Corv.ani with size 138x41 (35.9% wasted)
Frame  0 too long!!: frametime = 0.874 (0.874)
ANI icont-bomberW.ani with size 45x73 (43.0% wasted)
ANI icont-cruiserW.ani with size 143x39 (39.1% wasted)
ANI icont-cap.ani with size 97x54 (15.6% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  84.841
Frame  1 too long!!: frametime = 4.246 (4.246)
Frame  2 too long!!: frametime = 0.355 (0.355)
message 'head on a swivel' with invalid head.  Fix by assigning persona to the message.
ANI Head-TP3a.ani with size 160x120 (6.3% wasted)
Frame  6 too long!!: frametime = 0.820 (0.820)
Dumping screen to 'screen0028'
Dumping screen to 'screen0029'
message 'Delta hanging back' with invalid head.  Fix by assigning persona to the message.
ANI Head-TP7a.ani with size 160x120 (6.3% wasted)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Frame 162 too long!!: frametime = 0.304 (0.304)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Feb 23 22:29:01 2011
Title: Re: The BP2 Optional Extras thread
Post by: Goblix on February 23, 2011, 08:31:25 pm
Looks like you don't have the 3D Radar on dude, the icons won't work if you don't have it enabled.

Title: Re: The BP2 Optional Extras thread
Post by: Zacam on February 23, 2011, 10:34:05 pm
Looks like you don't have the 3D Radar on dude, the icons won't work if you don't have it enabled.

Erm, wrong answer dude.

Radar Icons does -not- require 3D Radar. In fact, many people prefer using the Icons with 3D Radar turned OFF.
Title: Re: The BP2 Optional Extras thread
Post by: -Norbert- on February 24, 2011, 09:20:32 am
If you rename the icon file into abp2-radaricons.vp or something like that, you can take care of the issue of BP ships showing up as small dots only. It has something to do with the order the game loads files.
Unfortunately I don't think this will help with the real issue you're having, those massive blocks, though it can't hurt to try I guess.
Title: Re: The BP2 Optional Extras thread
Post by: Goblix on February 24, 2011, 08:22:26 pm

Erm, wrong answer dude.

Radar Icons does -not- require 3D Radar. In fact, many people prefer using the Icons with 3D Radar turned OFF.

Hm, really? My experience with the BP radar icons was that I needed the 3D radar enabled otherwise they'd show up as massive green bricks. :P

Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on February 25, 2011, 02:30:04 pm
Yeah just tested, they don't work without 3d radar. 3r radar is awesome anyway, why wouldn't yo use it? Unless you're holding your breath for 4d.
Title: Re: The BP2 Optional Extras thread
Post by: FSW on February 25, 2011, 09:32:07 pm
Thanks for the advice; I've done some more testing. On my installation, the BP2 radar icons work properly only if both 3D radar is enabled, and bp2-radaricons.vp is renamed.

Is there a way I can get it to work with the 2D sensors, or does the VP file itself need to be changed?
Title: Re: The BP2 Optional Extras thread
Post by: MLCBotMan on February 02, 2012, 06:54:26 pm
I know this is old but i noticed a problem in the table file with the Ulysses entry. it pointed to a radar icon that doesn't exist
instead of:
$Radar Image 2D: radar-ulysses
should be:
$Radar Image 2D: radar-uly
that change fixed all my problems without any file renaming

If anybody cares

Title: Re: The BP2 Optional Extras thread
Post by: QuakeIV on July 25, 2012, 04:54:49 pm
I know this is old but i noticed a problem in the table file with the Ulysses entry. it pointed to a radar icon that doesn't exist
instead of:
$Radar Image 2D: radar-ulysses
should be:
$Radar Image 2D: radar-uly
that change fixed all my problems without any file renaming

If anybody cares

I'm going to need to test that.

e: Son of a gun it worked perfectly.

e2: Attached the fixed vp to the post if anyone wants it, just overwrite the old radaricons vp.  (decompress it first of course)

[attachment UN-deleted (bloody ninjas)] (http://www.mediafire.com/?sdziv21eiftxkvv) (261 kb)
Title: Re: The BP2 Optional Extras thread
Post by: MLCBotMan on July 25, 2012, 05:56:45 pm
I guess Either nobody else cared or nobody else said so

Glad I could help sombody  :)
Title: Re: The BP2 Optional Extras thread
Post by: QuakeIV on July 25, 2012, 05:59:55 pm
Yeah thanks for the info bro the bugged icons were a huge problem because i had to look at each dot to figure out who was who.
Title: Re: The BP2 Optional Extras thread
Post by: Black_Yoshi1230 on July 26, 2012, 06:57:32 pm
Thanks for the fixed radar icons. Made my life a bit easier (although seeing oversized Erinyes icons hurt).

Although for the virtual cockpit mods... for some reason, I can't pick any other ships in retail FS2's ship selection screen, and I didn't get any UEF cockpits. What's the arrangement one of you guys placed in any of the mod.ini files that made it work?

Right now, I kinda stooped down to:

cockpit mod ini: primary list is blueplanet2, secondary list is blueplanet, and mediavps_3612.
Title: Re: The BP2 Optional Extras thread
Post by: MLCBotMan on August 25, 2012, 11:13:14 pm
never did an ini file rather specify "-mod cockpitmod" (w/o quotes) in your custom flags in your launcher and use your blueplanet 2 mod in mod selection
Title: Re: The BP2 Optional Extras thread
Post by: KyadCK on October 02, 2012, 08:23:03 pm
I know I'm not on the team, but how about a 48:9 (Eyefinity/Surround) HUD?        http://www.mediafire.com/download.php?whuh1k6hpiou1bd
(http://imageshack.us/a/img203/5985/screen0023z.png)

It's adapted from the WiH HUD, I was just working on it in the MVPs folder, so FS2 screenshot. It's for anywhere between (3x)1280x720 to (3x)1920x1080.

EDIT: Actual BP screenshot:
(http://imageshack.us/a/img842/6162/screen0042.png)
Title: Re: The BP2 Optional Extras thread
Post by: MetalDestroyer on January 15, 2013, 04:02:35 am
Here a gift for you !

New Steve-O revamp cockpits !!
Note: I modify the Kentauroi table since weapons banks have change between the old models and the revamp models. So instead of using only 2 primaries banks, it have 3 primaries banks.
Just unzip the vp file into your blue planet 2 repository.
http://www.mediafire.com/download.php?j0cnsnaja7o9ip0

Here some screenshots:

(http://tof.canardpc.com/preview2/caf8ae89-3b5c-4ff6-b282-586438973d20.jpg) (http://tof.canardpc.com/view/caf8ae89-3b5c-4ff6-b282-586438973d20.jpg)(http://tof.canardpc.com/preview2/08e85558-2667-4e94-8e23-2beea5f7883b.jpg) (http://tof.canardpc.com/view/08e85558-2667-4e94-8e23-2beea5f7883b.jpg)(http://tof.canardpc.com/preview2/d07b29be-f80b-4dff-9202-06443b74e4fc.jpg) (http://tof.canardpc.com/view/d07b29be-f80b-4dff-9202-06443b74e4fc.jpg)
Title: Re: The BP2 Optional Extras thread
Post by: Woolie Wool on January 17, 2013, 09:38:45 pm
Surely you could have edited the POF data to accomodate two banks on the Kentauroi?
Title: Re: The BP2 Optional Extras thread
Post by: Buckshee Rounds on January 18, 2013, 06:09:09 am
The cockpits are f*cking awesome! Thanks Metal!
Title: Re: The BP2 Optional Extras thread
Post by: MetalDestroyer on January 18, 2013, 12:54:39 pm
Surely you could have edited the POF data to accomodate two banks on the Kentauroi?

Yeah, I could. I don't know why I didn't.
Title: Re: The BP2 Optional Extras thread
Post by: 666maslo666 on January 21, 2013, 02:43:54 pm
Awesome work with the cocpits, but there is a little problem - dialogue text is often unreadable with them in background. Is there a way to move it back to the top left corner like in vanilla FS?
Title: Re: The BP2 Optional Extras thread
Post by: niffiwan on January 21, 2013, 03:38:44 pm
You could extract the hud gauges .tbl file from the BP VPs, put it in blueplanet[2]/data/tables and change the co-ordinates for the Messages box:

http://www.hard-light.net/wiki/index.php/Hud_gauges.tbl#.2BMessages:
Title: Re: The BP2 Optional Extras thread
Post by: Hellzed on February 04, 2013, 04:22:30 am
Is there any plans to fix the cockpit glass in fs2 scp ? I read somewhere it was disabled because of broken reflexions.
Title: Re: The BP2 Optional Extras thread
Post by: Nikogori on August 17, 2014, 02:07:37 am
I love MetalDestroyer's cockpit mod. It's beautiful and I don't want to play BP2 without it. However, this mod doesn't seem to work with recent 3.7.2 build. (Is there an updated version of this mod?)

I managed to fix this problem. All you have to do is to remove every line starting with “$Glowpoint overrides” from bp2-shp.tbm.

Now it works fine with 3.7.2 RC3 and MediaVPs 2014.
Title: Re: The BP2 Optional Extras thread
Post by: Pacman110 on August 26, 2014, 09:57:26 am
Is it maybe possible that you could upload those files you have modified, Nikogori?
It would be much appreciated.
Title: Re: The BP2 Optional Extras thread
Post by: Nikogori on August 30, 2014, 08:05:31 am
I don't think I can upload files without author's permission. But I can tell you what to do. It's very simple.

1. Extract bp2-shp.tbm from adv-bp2-cockpits.vp(I'm using Maja Express).
2. Edit bp2-shp.tbm with text editor. Remove or rename every line starting with “$Glowpoint overrides”.
3. Create new vp file.

As I have no modding experience I'm not sure about this. At least it seems to be working.
Title: Re: The BP2 Optional Extras thread
Post by: Pacman110 on August 30, 2014, 02:51:56 pm
It works; awesome! Thank you very much, good Sir!
(Tested with 3.7.2 RC4)

On another note and since the cockpits do work once more: Is there a way to get pilot breath (e.g. Diaspora) for blueplanet? Combined with the cockpit it would make for a very immersive experience.

Edit: Actually the modified cockpits turned out to be quite troublesome: I am experiencing frequent crashes and some missions are completely unplayable. The screen will go black (except for the HUD), sounds and music start to stutter etc. Without the cockpits everything runs fine.
That's a downer  :(
Title: Re: The BP2 Optional Extras thread
Post by: Logrus on November 10, 2015, 12:26:17 pm
How to make the cockpit mod compatible with the new release?
Title: Re: The BP2 Optional Extras thread
Post by: Jeevesmeister on November 17, 2015, 05:40:11 am
How to make the cockpit mod compatible with the new release?

Yes, this please. I haven't had any luck with this either.
Title: Re: The BP2 Optional Extras thread
Post by: procdrone on November 17, 2015, 09:51:58 am
Please make it compatible, BP team
Title: Re: The BP2 Optional Extras thread
Post by: AdmiralRalwood on November 17, 2015, 10:42:18 am
Please make it compatible, BP team
The BP team isn't responsible for updating somebody else's mod.

That being said, the only thing needed to be done to make it compatible should just be for somebody to make a replacement table file. You might find that it's easier to do it yourself than you think it is.
Title: Re: The BP2 Optional Extras thread
Post by: General Battuta on November 17, 2015, 11:48:50 am
Yeah, if we supported a cockpit mod it would be part of the BP download. We don't have the resources to do that right now.
Title: Re: The BP2 Optional Extras thread
Post by: Jeevesmeister on November 17, 2015, 05:41:30 pm
Please make it compatible, BP team
That being said, the only thing needed to be done to make it compatible should just be for somebody to make a replacement table file. You might find that it's easier to do it yourself than you think it is.

I'm pretty mod-savvy from back in the day doing Source-related stuff, can you at least point me at where to start?
Title: Re: The BP2 Optional Extras thread
Post by: niffiwan on November 17, 2015, 05:48:32 pm
The wiki has some useful pages:

http://www.hard-light.net/wiki/index.php/Main_Page (modding section of sidebar)
http://www.hard-light.net/wiki/index.php/Portal:Modding
http://www.hard-light.net/wiki/index.php/Tables (Tables control practically everything, except some parts of models)
http://www.hard-light.net/wiki/index.php/VP (you need one of these to open the VP archive files)

Plus if you jump onto IRC, in #bp or #freespace (see links at the top of the page) someone will generally be around who can help out.
Title: Re: The BP2 Optional Extras thread
Post by: AdmiralRalwood on November 17, 2015, 05:49:21 pm
Please make it compatible, BP team
That being said, the only thing needed to be done to make it compatible should just be for somebody to make a replacement table file. You might find that it's easier to do it yourself than you think it is.

I'm pretty mod-savvy from back in the day doing Source-related stuff, can you at least point me at where to start?
http://hard-light.net/wiki/index.php/Modular_Tables (pay particular attention to +nocreate)
http://hard-light.net/wiki/index.php/Ships.tbl#.24Cockpit_POF_file:

As I understand it, you just need a series of entries along these lines:
Code: [Select]
$Name: UEF Uhlan
+nocreate
$Cockpit POF file: <whatever>
for each ship, then put it into modular table named something like bp-cockpit-shp.tbm (important that it sort alphabetically before bp-shp.tbm or ships introduced in the latter won't exist when it's parsed).

But hey, that's just off the top of my head; do your own research if that doesn't work. Feel free to ask questions, either on the forums on on IRC (in addition to the channels niffiwan suggested above, you might also try #scp).
Title: Re: The BP2 Optional Extras thread
Post by: Aesaar on November 18, 2015, 04:09:20 am
Or you can just add 'show ship' to the ship's flags.  That's the simplest way of doing it.
Title: Re: The BP2 Optional Extras thread
Post by: Familiar on January 12, 2016, 05:58:23 am
Or you can just add 'show ship' to the ship's flags.  That's the simplest way of doing it.

yeah, but this way you will get glass reflections inside the cockpit.
Does anyone knows what texture is used for cockpit glass so I can nulify reflections? (replacing it with transparent texture for example?)

Cockpits or at least "showshippits" adds so much to the game... (because I use freetrack)
Apreciate your answers, gents...
Title: Re: The BP2 Optional Extras thread
Post by: Pacman110 on February 01, 2016, 08:08:37 am
Steve-O's cockpits are pretty much compatible with the current build. The only thing that does not work for me is rearming/repairing. After support docks I enter a never ending spin. But apart from that no complaints...
Title: Re: The BP2 Optional Extras thread
Post by: Logrus on February 03, 2016, 07:44:58 am
Not only that. The mod also affects other ships. For example compare Nauticus and Pesedjet models with and without the mod.
Title: Re: The BP2 Optional Extras thread
Post by: Pacman110 on February 03, 2016, 12:17:53 pm
Heh. Odd. Never noticed that one before, though. Good catch.
Title: Re: The BP2 Optional Extras thread
Post by: Logrus on March 23, 2016, 12:54:26 am
Anyone had any luck with updating the cockpit mod?
Title: Re: The BP2 Optional Extras thread
Post by: Logrus on March 31, 2016, 12:06:18 pm
Ok, I made some changes to the mod MetalDestroyer posted earlier. Now the cockpits appear for Uhlan, Kentauroi, Uriel and Ainsarii in BP Complete. There are now no issues with other ships' models or rearming sequence, but there is still tradeoff however:
1) No reflective canopy glass in external views for Uhlan, Kent & Uriel.
2) Kent is now back the way it was in previous BP release. This means 3D model and weapon layout.
3) If there were any changes to the other three fighters' 3D models in BPC, they are now effectively negated too.
4) Ainsarii cockpit looks a bit buggy.

Please be advised that I know nothing about FS modding and edited this mod for my personal use only as a temporary solution, until somebody makes it truly compatible with the current release. Doing so myself would require 3D modelling skills which I do not have.

Download link:
https://yadi.sk/d/C9UDtXrvqdVDP

bp_complete_cockpits.vp contains full mod with just tables edited (replaced).
bp_complete_cockpits_light.vp has effects, maps and sounds folders removed. All the same-name files of those folders are also present in main BP .vps, so replacing those may mess something else; I'm not sure. So far I did not notice any visible difference with those folders and without them.
If I am infringing any copyrights, please let me know and I'll remove the link.