Author Topic: Release 3.6.14 Release Candidate 4  (Read 25380 times)

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Offline Goober5000

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Re: Release 3.6.14 Release Candidate 4
After further testing, it's not mission dependent. I'm not sure why I was aborting my rearm repeatedly, but that's what does it - any aborted rearm gets that assert.

EDIT: Oh, hey, this one was in Mantis. My bad.

Yup, Mantis is A-1 SUPAR.  Anyway, it's been fixed for RC5.

 

Offline Alan Bolte

  • 28
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Re: Release 3.6.14 Release Candidate 4
Cool. So, am I the only one for whom the new sound code sucks goats? And is there anything I can do to help further diagnose the problem?
Anything worth doing is worth analyzing to death -Iranon

 

Offline chief1983

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Re: Release 3.6.14 Release Candidate 4
  • FSO Sound Device Selection: Generic Software on Speakers (Creative SB X-Fi), also available and not used: SB X-Fi Audio [DC00]
  • Sound Device: Creative SoundBlaster X-Fi Elite Pro
  • Driver: Creative SB X-Fi 6.0.1.1373 6/3/2009
  • OpenAL version:  OpenAL 1.1, OpenAL32.dll version 6.14.357.23, wrap_oal.dll version 2.2.0.5
  • OpenAL Soft (version and type): none
  • Speaker Setup: Headphones
  • Settings found Acceptable: n/a
  • Comments Haven't run the test mission yet, but when playing through tempest, some of the missions with many capital ships had serious issues playing beam sounds.  The beam would start and be cut off prematurely most of the time.
« Last Edit: February 03, 2012, 09:44:10 am by chief1983 »
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

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

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

 

Offline Molaris

  • 27
Re: Release 3.6.14 Release Candidate 4
not sure if it's 3.6.14 related, but I'm trying to new build and I got this error


Code: [Select]
Assert: count < max_ints
File: parselo.cpp
Line: 2218

KERNELBASE.dll! ReleaseMutex + 175 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 95 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! WinAssert + 208 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! stuff_int_list + 175 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_weapon_bank + 288 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_ship_values + 23323 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_ship + 1013 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_shiptbl + 374 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_modular_table + 267 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! ship_init + 578 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! game_init + 1645 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! game_main + 519 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 239 bytes
ntdll.dll! RtlInitializeExceptionChain + 194 bytes
"Hey, Mike, you think you can toss me my calculations? Thanks! Ah, here it is: "Breach Hull - All Die." Even had it underlined!" -Crow T. Robot-

 

Offline Goober5000

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Re: Release 3.6.14 Release Candidate 4
Looks like you're running a mod with a bad weapons.tbl.  Can you post your debug log?

 

Offline Molaris

  • 27
Re: Release 3.6.14 Release Candidate 4
out of a mix of curiosity and partial stupidity, where do I find that?

nvm, found it

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: 3.6.13.8375
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod MMoS,MMoS,mediavps_3612
Building file index...
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.3612.vp' with a checksum of 0x59649c21
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.3612.vp' with a checksum of 0x9c510aa0
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.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
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\MMoS\' ... 859 files
Searching root 'C:\Games\FreeSpace2\MMoS\' ... 859 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 1 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.3612.vp' ... 315 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 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.3612.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 5 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 23 roots and 15534 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 (Realtek High Definition Audio)
  Capture device: Stereo Mix (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 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  : AMD Radeon HD 6570
  OpenGL Version   : 4.2.11318 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)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-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: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.20
... 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 1
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' ...
TBM  =>  Starting parse of 'SM13-wep.tbm' ...
TBM  =>  Starting parse of 'SIM-6N_Masakari-wep.tbm' ...
TBM  =>  Starting parse of 'PromVar-wep.tbm' ...
TBM  =>  Starting parse of 'LRDBBlue-wep.tbm' ...
TBM  =>  Starting parse of 'BlueBeamsBaseTable-wep.tbm' ...
TBM  =>  Starting parse of 'BlueBeamNew-wep.tbm' ...
TBM  =>  Starting parse of 'Amaterasu-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 '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 'TF-shp.tbm' ...
WARNING: "Boolean '+Dynamic' type unknown; assuming 'no/false'" at parselo.cpp:2025
ASSERTION: "count < max_ints" at parselo.cpp:2218
Freeing all existing models...

sry if this isn't 3.6.14 related. thought it might be cause there was no issue before. It makes sense that I have a weapon table not working. I've been trying to make my own beam cannons for a bunch of ships I retextured and retabled to look more like the Amaterasu. was really having difficulty with the sounds and prob goofed some stuff up in there. been crazy busy with it.
« Last Edit: February 03, 2012, 10:11:15 pm by Molaris »
"Hey, Mike, you think you can toss me my calculations? Thanks! Ah, here it is: "Breach Hull - All Die." Even had it underlined!" -Crow T. Robot-

 

Offline T-LoW

  • 28
  • Planet Earth is blue and theres nothing left to do
    • German Freespace-Galaxy
Re: Release 3.6.14 Release Candidate 4
Sorry if that has been noted or posted before. The game crashes when you abort R&R. Debug spew attached.

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Offline niffiwan

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Re: Release 3.6.14 Release Candidate 4
The reload & rearm crash has been fixed for RC5 - it's even in this thread at the top of this page   :p

After further testing, it's not mission dependent. I'm not sure why I was aborting my rearm repeatedly, but that's what does it - any aborted rearm gets that assert.

EDIT: Oh, hey, this one was in Mantis. My bad.

Yup, Mantis is A-1 SUPAR.  Anyway, it's been fixed for RC5.
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Offline Goober5000

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Re: Release 3.6.14 Release Candidate 4
sry if this isn't 3.6.14 related. thought it might be cause there was no issue before. It makes sense that I have a weapon table not working. I've been trying to make my own beam cannons for a bunch of ships I retextured and retabled to look more like the Amaterasu. was really having difficulty with the sounds and prob goofed some stuff up in there. been crazy busy with it.
I wasn't reading carefully enough before; it's actually the weapons on a ship in ships.tbl.  So can you post your ships.tbl for this MMoS mod?

 

Offline Molaris

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Re: Release 3.6.14 Release Candidate 4
oh. ok, sry. it's mostly my TFSD Anchorage that I'm having trouble with. dunno if it's something in my weapons either. those are the ones I tried making. it might help. I'm using Notepad ++ for the table editing. is there a better program I can use for tabling?

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Offline Goober5000

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Re: Release 3.6.14 Release Candidate 4
I use Notepad++ as well.  That's about the best program I can suggest.

Some of your ships have four primary weapons on their turrets.  That's most likely your problem; the game limits you to three primary banks and four secondary banks.

 

Offline Nuke

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Re: Release 3.6.14 Release Candidate 4
you can configure notepad++ to markup your fs tables for you. it also marks up lua for anyone who does scripting, dandy little program to have.
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Offline Molaris

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Re: Release 3.6.14 Release Candidate 4
Code: [Select]
primarylist  = ;
secondarylist = mediavps_3612;

so it just so happens that, being the nincompoop that I am, I left out the semicolon in the primarylist thinking nothing of it. it seems to work fine now :-) thanks guys
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Offline Goober5000

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Re: Release 3.6.14 Release Candidate 4
It may work, but those four-primary turrets are going to continue to be a problem for that mod until you fix them.

 

Offline Molaris

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Re: Release 3.6.14 Release Candidate 4
yeah, I did fix those. thanks for telling me that. I appreciate the help. sry if it didn't have anything to do with the new build. I just figured since the problem started after I began using the new build, it prob was associated
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Offline flecht

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Re: Release 3.6.14 Release Candidate 4
I encountered serious slowdown when using 3.6.14 under Windows 7 x64. 3.6.12 (Win) works just fine as is 3.6.14 under Linux. Is it just a problem with my drivers?
Here are my logs made during 1st "mission" of BP-WiH:
Win
Linux
I checked the last mission of BP-AoA with 3.6.12 and 3.6.14 RC4 (both on Win) and results were about 20 fps and 5 fps respectively.
... and I know setting were a bit to high for my hardware. ;)

 

Offline Fury

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Re: Release 3.6.14 Release Candidate 4
No need to look further than
Quote
OpenGL Renderer  : Intel 965/963 Graphics Media Accelerator
If you want good performance, you need a real discrete GPU.

 

Offline flecht

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Re: Release 3.6.14 Release Candidate 4
Changing GPU is impossible for me now. The real question is what is the source of such a huge difference in performance. It's confusing because I know it can and should work better than this.

 

Offline headdie

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Re: Release 3.6.14 Release Candidate 4
it could just be that win 7 is a resource hog compared to your linux version,  for example I can run crysis 1 on my rig with XP but if i was to install Vista or 7 its a no go because of the increased resource demand
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Offline flecht

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Re: Release 3.6.14 Release Candidate 4
It might be true but my KDE likes resources as well and it doesn't explain the difference between 3.6.12 and 3.6.14. I'm starting to think about compiling Windows build myself and checking the difference.