Author Topic: Deferred Lighting and soft shadows  (Read 68645 times)

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Offline niffiwan

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  • Eluder Class
Re: Deferred Lighting and soft shadows
Could you pretty please update your public github branch so I can test with the new changes?  Thanks  :D
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
It's done.

 

Offline The Dagger

  • 29
  • I like zod ships
Re: Deferred Lighting and soft shadows
Wow, great work on this! Shadows are looking gorgeous!  :yes:
Since you request it, I did some testing with the 2014 MediaVPS:
1) I can confirm team colors aren't working.
2) Shadows look great. However, in certain cases they have a strange behaviour:

3) It may be the same glitch in the F3 lab, though I'm not sure:

4) After playing for a while, shield effects, beam and missile trails had some problems too:


I'm looking forward to have this in trunk! :)

 

Offline General Battuta

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  • i wonder when my postcount will exceed my iq
Re: Deferred Lighting and soft shadows
I've seen that beam glitch on recent nightlies without shadows.

 

Offline Ace

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Re: Deferred Lighting and soft shadows
Well the cockpits in Diaspora do also seem to be behaving odd too, the pilot subobjects blink in and sometimes the transparency seems to turn off completely.

So these issues might not be with deferred lighting itself but other changes?
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline niffiwan

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Re: Deferred Lighting and soft shadows
Sadly I cannot play more than a few seconds of action in a mission before FSO locks up on me.  I can complete a mission with r10493 so it looks like something to do with the new code :(  I'll have to investigate further and report back.

edit: it's hanging here, this sort is never completing.

Code: [Select]
std::sort(Lights, Lights+Num_lights, light_compare_by_type);
And here's a stack trace for reference.

Code: [Select]
(gdb) bt
#0  std::__unguarded_partition<light*, light, bool (*)(light const&, light const&)> (__first=0xfb68a0, __last=0xfffff7a8b786a518, __pivot=..., __comp=0x5c5c06 <light_compare_by_type(light const&, light cons
t&)>) at /usr/include/c++/4.6/bits/stl_algo.h:2236
#1  0x00000000004f2895 in std::__unguarded_partition_pivot<light*, bool (*)(light const&, light const&)> (__first=0xfb6120, __last=0xfb6918, __comp=0x5c5c06 <light_compare_by_type(light const&, light const&
)>) at /usr/include/c++/4.6/bits/stl_algo.h:2265
#2  0x00000000004f1bfc in std::__introsort_loop<light*, long, bool (*)(light const&, light const&)> (__first=0xfb6120, __last=0xfb6918, __depth_limit=7, __comp=0x5c5c06 <light_compare_by_type(light const&,
light const&)>) at /usr/include/c++/4.6/bits/stl_algo.h:2306
#3  0x00000000004f0f78 in std::sort<light*, bool (*)(light const&, light const&)> (__first=0xfb6120, __last=0xfb6918, __comp=0x5c5c06 <light_compare_by_type(light const&, light const&)>) at /usr/include/c++
/4.6/bits/stl_algo.h:5445
#4  0x00000000004ef830 in gr_opengl_deferred_lighting_finish () at graphics/gropengldraw.cpp:3151
#5  0x0000000000765978 in obj_render_queue_all () at object/objectsort.cpp:415
#6  0x0000000000414755 in game_render_frame (cid=...) at freespace2/freespace.cpp:3746
#7  0x0000000000415dfa in game_frame (paused=false) at freespace2/freespace.cpp:4554
#8  0x00000000004169a4 in game_do_frame () at freespace2/freespace.cpp:4940
#9  0x0000000000418c72 in game_do_state (state=2) at freespace2/freespace.cpp:6622
#10 0x00000000004c4e7f in gameseq_process_events () at gamesequence/gamesequence.cpp:409
#11 0x0000000000419b0c in game_main (cmdline=0x37efb30 "") at freespace2/freespace.cpp:7189
#12 0x0000000000419d0c in main (argc=1, argv=0x7fff7a29be38) at freespace2/freespace.cpp:7323

I dunno what on earth is going on with that, it maybe looks like a complier bug?


edit2: ahah! I had an idea :)

One of the "mathematical properties" of a std::sort comparison function is that if a == b, then the result should be false.  That's not the case in light_compare_by_type(), so I made a small change (see below) and FSO didn't hang this time :)


Code: [Select]
diff --git a/code/lighting/lighting.cpp b/code/lighting/lighting.cpp
index 744d64a..1e8666f 100644
--- a/code/lighting/lighting.cpp
+++ b/code/lighting/lighting.cpp
@@ -1083,7 +1083,7 @@ void light_add_cone( vec3d * pos, vec3d * dir, float angle, float inner_angle, b
 
 bool light_compare_by_type(const light &a, const light &b)
 {
-       if ( a.type == LT_POINT )
+       if  (!( a.type == b.type ) && ( a.type == LT_POINT ))
                return true;
 
        return false;
@@ -1266,4 +1266,4 @@ bool SceneLights::setLights(SceneLights::LightIndexingInfo *info)
        opengl_change_active_lights(0);
 
        return true;
-}
\ No newline at end of file
+}

Unfortunately there are still some downsides.

1) Framerate is much slower, it used to be ~60 (vsync limited), now it's consistently around 30.
2) there are some odd shadow artifacts on the Psamtik in "Surrender Belisarius", I'll see if I can upload a video of it. (see below, around 2:45 & 4:36 on the Psamtik, and around 4:13 on the Belisarius)
3) ship glowpoints can still be seen after your ship has entered subspace (around 5:05, and I'm not sure if this is a problem with the new code or with trunk) also occurs in trunk
4) there's a brief odd clipping issue (maybe?) as you enter 3rd person view in the warp out sequence (around 4:55) also occurs in trunk


edit3: here's the video (and for crying out loud, how do you specify that the vid should start at 2:40? :()

« Last Edit: March 27, 2014, 06:58:36 am by niffiwan »
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Talon 1024

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Re: Deferred Lighting and soft shadows
I'm also getting some strange graphical glitches, but mine are more like specks/flakes as opposed to what other people have reported so far.

Here's a screenshot and a log file.



[attachment deleted by an evil time traveler]
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Offline Wobble73

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Re: Deferred Lighting and soft shadows
I'll have a test of this build when I get home from work tonight!  :yes:
Who is General Failure and why is he reading my hard disk?
Early bird gets the worm, but the second mouse gets the cheese
Ambition is a poor excuse for not having enough sense to be lazy.
 
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Offline Swifty

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Re: Deferred Lighting and soft shadows
To those reporting specks: what video cards do you guys have?

 

Offline DahBlount

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Re: Deferred Lighting and soft shadows
FSO crashes on me when I try to view models with shadows enabled. Normal mapping also turns off and can not be enabled.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
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Offline Swifty

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Re: Deferred Lighting and soft shadows
Log please.

Edit: Talon 1024 you should also get me a log as well so I can see what video card extensions you have.

 

Offline Wobble73

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Re: Deferred Lighting and soft shadows
Unfortunately this build does not work for me, I have invisible ships.  :(

My FS_Open.log is attached as it exceeds the 5000 character limit.

I also get strange curved purple lines appearing out of nowhere in the middle of space



I have an AMD Radeon HD 6470M as my graphics chip with 1gb dedicated memory.

EDIT* I forgot to mention, Playing BP-WiH

[attachment deleted by an evil time traveler]
« Last Edit: March 25, 2014, 07:46:30 am by Wobble73 »
Who is General Failure and why is he reading my hard disk?
Early bird gets the worm, but the second mouse gets the cheese
Ambition is a poor excuse for not having enough sense to be lazy.
 
Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 You would be well adviced to question the wisdom of older forumites, we all have our preferences and perversions

 

Offline Talon 1024

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Re: Deferred Lighting and soft shadows
My graphics card is an NVidia GeForce 9800 GT, with driver version 331.93.

Also, I had a log file attached to my previous post, but whatever...

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: 3.7.1
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 50
  -spec_static 1.5
  -spec_point 1.0
  -spec_tube 0.8
  -ambient_factor 100
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -bloom_intensity 30
  -fxaa
  -fb_explosions
  -nolightshafts
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod MediaVPs_2014,NewHTLShips,zoom
Building file index...
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\FSO\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\FSO\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\FSO\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\FSO\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\FSO\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\FSO\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\FSO\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\FSO\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\FSO\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\FSO\Freespace2\MediaVPs_2014\' ... 0 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\FSO\Freespace2\NewHTLShips\' ... 0 files
Searching root 'C:\FSO\Freespace2\zoom\' ... 549 files
Searching root 'C:\FSO\Freespace2\' ... 137 files
Searching root pack 'C:\FSO\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\FSO\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\FSO\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\FSO\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\FSO\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\FSO\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\FSO\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\FSO\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\FSO\Freespace2\warble_fs2.vp' ... 52 files
Found 20 roots and 14382 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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 Realtek HD Audio output
  Capture device: Realtek HD Audio Input
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 9800 GT/PCIe/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_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Unable to find extension "GL_EXT_transform_feedback".
  Using extension "GL_ARB_draw_instanced".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Geometry Shader Generated Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Trails
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr
  Compiling post-processing shader 8 ...
   Loading built-in default shader for: shadowdebug-v.sdr
   Loading built-in default shader for: shadowdebug-f.sdr
  Compiling post-processing shader 9 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
   Loading built-in default shader for: blur-g.sdr
  Compiling post-processing shader 10 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
   Loading built-in default shader for: blur-g.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 3.30 NVIDIA via Cg compiler
... 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 'zoom-sct.tbm' ...
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
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_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.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 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 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_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Zoom Script initialized!
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 266
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Kevin.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Kevin.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Talon.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonBH.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonBP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonDE.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonFS.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonFS2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonFSP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonINF.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonLM.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonSAH.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonSG.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Kevin.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Kevin.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'Kevin.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.265 (0.265)
Got event GS_EVENT_LAB (63) in state GS_STATE_MAIN_MENU (1)
Loading model 'fighter2t-03.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Deferred lighting
   Clip Plane
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x23600360, IBX checksum: 0x18b36b49 -- "fighter2t-03.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x23600360, IBX checksum: 0x18b36b49 -- "fighter2t-03.pof"
Frame  0 too long!!: frametime = 2.461 (2.461)
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Shadows
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Shadows
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Shadows
   Clip Plane
Frame  1 too long!!: frametime = 0.626 (0.626)
Dumping screen to 'screen2327'
Loading model 'Horus.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Deferred lighting
   Clip Plane
Potential problem found: Unrecognized subsystem type 'ABFlaps', believed to be in ship Horus.pof
IBX: Found a good IBX to read for 'Horus.pof'.
IBX-DEBUG => POF checksum: 0x32c7ebba, IBX checksum: 0xe9202d9a -- "Horus.pof"
Frame 1233 too long!!: frametime = 0.683 (0.683)
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Deferred lighting
   Shadows
   Clip Plane
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (49)
CSG => Loading 'Kevin.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'Kevin.plr' with version 1...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'Kevin.FreeSpace2.csg' with version 3...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Freeing all existing models...
... Log closed, Mon Mar 24 07:08:24 2014
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

FS2 Mods I'm waiting on: Inferno 10th Anniversary
Current Project: Contestant Android app, Learn4Life iOS app, Blender Commander (importer).
The FreeSpace Font Foundry is back in action!

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
Re: Deferred Lighting and soft shadows
sorry didn't notice. but thanks for the log data. it helps a lot. I'm beginning to think the specks may be a vendor-specific issue I'll need to figure out...

 
Re: Deferred Lighting and soft shadows
Tried it. Crashes after mission briefing, if trying to change ship, if trying to change weapon loadout (I have 3d ships enabled for them) or if trying to open tech room.

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: 3.7.1
Passed cmdline options:
  -3dshockwave
  -ballistic_gauge
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -fps
  -window
Building file index...
Found root pack 'G:\GOG Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'G:\GOG Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'G:\GOG Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'G:\GOG Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'G:\GOG Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'G:\GOG Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'G:\GOG Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'G:\GOG Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'G:\GOG Games\Freespace 2\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'G:\GOG Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'G:\GOG Games\Freespace 2\' ... 44 files
Searching root pack 'G:\GOG Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'G:\GOG Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'G:\GOG Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'G:\GOG Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'G:\GOG Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'G:\GOG Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'G:\GOG Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'G:\GOG Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'G:\GOG Games\Freespace 2\tangoA_fs2.vp' ... 0 files
Searching root pack 'G:\GOG Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 11 roots and 7039 files.
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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 (High Definition Audio Device)
  Capture device: Microphone (High Definition Aud
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1400x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 660/PCIe/SSE2
  OpenGL Version   : 4.4.0

  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_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Found extension "GL_EXT_transform_feedback", but can't find the required function "glBeginTransformFeedbackEXT()".  Extension will be disabled!
  Using extension "GL_ARB_draw_instanced".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Geometry Shader Generated Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Trails
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  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.
  OpenGL Shader Version: 4.40 NVIDIA via Cg compiler
... 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.
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 146
TrackIR Init Failed - 4
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'testi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'blueplanet.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'blueplanet2 c2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'blueplanet2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Hirmuolio.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'testi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'vassago.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.315 (0.315)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'testi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'testi.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
CSG => Loading 'testi.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.422 (0.422)
Frame  0 too long!!: frametime = 0.418 (0.418)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'testi.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Deferred lighting
   Clip Plane
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0x43698f32, IBX checksum: 0x4ec46927 -- "fighter2t-05.pof"
Submodel 'fighter2t-05b' is detail level 1 of 'fighter2t-05a'
Submodel 'fighter2t-05c' is detail level 2 of 'fighter2t-05a'
Submodel 'fighter2t-05d' is detail level 3 of 'fighter2t-05a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xf7f327c9, IBX checksum: 0xa0920028 -- "freighter04.pof"
Submodel 'freighter04b-hull' is detail level 1 of 'freighter04a-hull'
Submodel 'freighter04c-hull' is detail level 2 of 'freighter04a-hull'
Submodel 'freighter04d-hull' is detail level 3 of 'freighter04a-hull'
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x3bf5b85e, IBX checksum: 0xa18d98d6 -- "capital2V-01.pof"
Submodel 'capital2v-01b' is detail level 1 of 'capital2v-01a'
Submodel 'capital2v-01c' is detail level 2 of 'capital2v-01a'
Submodel 'capital2v-01d' is detail level 3 of 'capital2v-01a'
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x171eca80, IBX checksum: 0xdc2c7be3 -- "fighter2v-01.pof"
Submodel 'fightv01d' is detail level 3 of 'fightv01a'
Submodel 'fightv01c' is detail level 2 of 'fightv01a'
Submodel 'fightv01b' is detail level 1 of 'fightv01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9473f5b8, IBX checksum: 0x8b1fba7f -- "corvette2t-01.pof"
Submodel 'tcorvettec' is detail level 2 of 'tcorvettea'
Submodel 'tcorvetteb' is detail level 1 of 'tcorvettea'
Submodel 'tcorvetted' is detail level 3 of 'tcorvettea'
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0x6ae05668, IBX checksum: 0x611d5d12 -- "fighter06.pof"
Submodel 'fighter06b' is detail level 1 of 'fighter06a'
Submodel 'fighter06c' is detail level 2 of 'fighter06a'
Submodel 'fighter06d' is detail level 3 of 'fighter06a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0x7528be77 -- "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'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x51e516f8 -- "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'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x3003360c -- "hornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0xaef8ed0d -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0xbd8cc4c7 -- "Tempest.pof"
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x0f07cd0b, IBX checksum: 0x85374d0b -- "NewHornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0x603eded0 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x32caa81e, IBX checksum: 0xfec4cef3 -- "crossbow.pof"
Submodel 'realcrossbow-b' is detail level 1 of 'realcrossbow-a'
Submodel 'realcrossbow-c' is detail level 2 of 'realcrossbow-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x8075cf85, IBX checksum: 0x94d3279a -- "piranha.pof"
Submodel 'piranhareal-b' is detail level 1 of 'piranhareal-a'
Submodel 'piranhareal-c' is detail level 2 of 'piranhareal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0xe25c8e00 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x7e70c4bf, IBX checksum: 0x04b4b4da -- "harbinger.pof"
Submodel 'realharbinger-b' is detail level 1 of 'realharbinger-a'
Submodel 'realharbinger-c' is detail level 2 of 'realharbinger-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 1289/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 211,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (51)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 8.422 (8.422)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.313 (0.313)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Diffuse Mapping
   Clip Plane
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
   Clip Plane

 

Offline DahBlount

  • Moderator
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  • Alpine ☆ Cancer Tribulation
    • Minecraft
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Re: Deferred Lighting and soft shadows
Here is my log. I'd originally figured it was because I'm using stupid Intel HD 4000 graphics (I'm well aware of how bad that is), however after seeing Hirmuolio's post, I don't think that's the case as we have the exact same problem.

Important Note: This only happens without -disable_shadows activated.

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: 3.7.1
Passed cmdline options:
  -spec_exp 0.1
  -ogl_spec 120
  -spec_static 10
  -spec_point 4.5
  -spec_tube 10
  -ambient_factor 100
  -missile_lighting
  -no_emissive_light
  -3dshockwave
  -soft_particles
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,MediaVPs_2014,ScreenCam
Building file index...
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-compat.vp' with a checksum of 0x9c7d79f8
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'C:\Games\Freespace2\blueplanet\bp-audio1.vp' with a checksum of 0x58f866a1
Found root pack 'C:\Games\Freespace2\blueplanet\bp-audio2.vp' with a checksum of 0x213dcdf3
Found root pack 'C:\Games\Freespace2\blueplanet\bp-compat.vp' with a checksum of 0x6ef45eaf
Found root pack 'C:\Games\Freespace2\blueplanet\bp-core.vp' with a checksum of 0xe5b684cd
Found root pack 'C:\Games\Freespace2\blueplanet\bp-visuals1.vp' with a checksum of 0x1604e6d1
Found root pack 'C:\Games\Freespace2\blueplanet\bp-visuals2.vp' with a checksum of 0xcb7237b9
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
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\' ... 13 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-compat.vp' ... 1 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'C:\Games\Freespace2\blueplanet\' ... 2 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-compat.vp' ... 1 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-core.vp' ... 47 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-visuals2.vp' ... 1561 files
Searching root 'C:\Games\Freespace2\MediaVPs_2014\' ... 6 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\Freespace2\ScreenCam\' ... 12 files
Searching root 'C:\Games\Freespace2\' ... 323 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 35 roots and 20805 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics 4000
  OpenGL Version   : 4.0.0 - Build 9.18.10.3071

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Using extension "GL_EXT_transform_feedback".
  Using extension "GL_ARB_draw_instanced".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Geometry shader failed to compile:
ERROR: 0:9: 'vec3' : syntax error syntax error


ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling GLSL model rendering!
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Geometry shader failed to compile:
ERROR: 0:6: 'vec3' : syntax error syntax error


ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling GLSL model rendering!
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.00 - Build 9.18.10.3071
... 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 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'screencam-sct.tbm' ...
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-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-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' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
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_assets-aip.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
TBM  =>  Starting parse of 'bp2-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 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.
BMPMAN: Found EFF (exp50.eff) with 92 frames at 30 fps.
TBM  =>  Starting parse of 'LGBTBeam-wep.tbm' ...
TBM  =>  Starting parse of 'mv_root-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' ...
Ignoring free flight speed for weapon 'Trebuchet#Aegis'
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'shipsave-shp.tbm' ...
TBM  =>  Starting parse of 'screencam-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
Particle effect for impact spew disabled on ship 'Moon Landscape'.
Particle effect for damage spew disabled on ship 'Moon Landscape'.
Particle effect for impact spew disabled on ship 'The GRID'.
Particle effect for damage spew disabled on ship 'The GRID'.
TBM  =>  Starting parse of 'screencam-hdg.tbm' ...
ANI emptyhud with size 25x21 (34.4% wasted)
ANI currentspeed with size 124x30 (6.3% wasted)
ANI toggle1 with size 57x20 (37.5% 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 scspeed with size 50x179 (30.1% wasted)
ANI timesc with size 60x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (BPstealthgauge.eff) with 3 frames at 30 fps.
BMPMAN: Found EFF (viewfinder.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgaugetop.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgauge.eff) with 11 frames at 30 fps.
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"
TBM  =>  Starting parse of 'bp-main-hall.tbm' ...
TBM  =>  Starting parse of 'bp2-main-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 465
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'BP2Blount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'BP2Blount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'BPBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'DahBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'DEBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'FS2Blount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'FSBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Iceman.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'RBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'SGBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'VDBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'WoDBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'BP2Blount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'BP2Blount.bp2-p2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'BP2Blount.bp2-p2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.344 (0.344)
Got event GS_EVENT_LAB (63) in state GS_STATE_MAIN_MENU (1)
Loading model 'KarunaMk1.pof'
Potential problem found: Unrecognized subsystem type 'rotatora', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Reactor01', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Reactor02', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship KarunaMk1.pof
Found live debris model for 'navigation'
Found live debris model for 'navigation'
Found live debris model for 'sensors'
IBX: Found a good IBX to read for 'KarunaMk1.pof'.
IBX-DEBUG => POF checksum: 0x3771aad4, IBX checksum: 0x68db40ff -- "KarunaMk1.pof"
Submodel 'engine01b' is detail level 1 of 'engine01a'
Submodel 'engine01c' is detail level 2 of 'engine01a'
Submodel 'engine01d' is detail level 3 of 'engine01a'
Submodel 'engine01b-destroyed' is detail level 1 of 'engine01a-destroyed'
Submodel 'engine01c-destroyed' is detail level 2 of 'engine01a-destroyed'
Submodel 'engine01d-destroyed' is detail level 3 of 'engine01a-destroyed'
Submodel 'engine02b' is detail level 1 of 'engine02a'
Submodel 'engine02c' is detail level 2 of 'engine02a'
Submodel 'engine02d' is detail level 3 of 'engine02a'
Submodel 'engine02b-destroyed' is detail level 1 of 'engine02a-destroyed'
Submodel 'engine02c-destroyed' is detail level 2 of 'engine02a-destroyed'
Submodel 'engine02d-destroyed' is detail level 3 of 'engine02a-destroyed'
Submodel 'engine03b' is detail level 1 of 'engine03a'
Submodel 'engine03c' is detail level 2 of 'engine03a'
Submodel 'engine03d' is detail level 3 of 'engine03a'
Submodel 'engine03b-destroyed' is detail level 1 of 'engine03a-destroyed'
Submodel 'engine03c-destroyed' is detail level 2 of 'engine03a-destroyed'
Submodel 'engine03d-destroyed' is detail level 3 of 'engine03a-destroyed'
Submodel 'engine04b' is detail level 1 of 'engine04a'
Submodel 'engine04c' is detail level 2 of 'engine04a'
Submodel 'engine04d' is detail level 3 of 'engine04a'
Submodel 'engine04b-destroyed' is detail level 1 of 'engine04a-destroyed'
Submodel 'engine04c-destroyed' is detail level 2 of 'engine04a-destroyed'
Submodel 'engine04d-destroyed' is detail level 3 of 'engine04a-destroyed'
Submodel 'rotatorb-destroyed' is detail level 1 of 'rotatora-destroyed'
Submodel 'rotatorc-destroyed' is detail level 2 of 'rotatora-destroyed'
Submodel 'rotatord-destroyed' is detail level 3 of 'rotatora-destroyed'
Submodel 'rotatorb' is detail level 1 of 'rotatora'
Submodel 'rotatorc' is detail level 2 of 'rotatora'
Submodel 'rotatord' is detail level 3 of 'rotatora'
Allocating space for at least 43 new ship subsystems ...  a total of 200 is now available (43 in-use).
Loading model 'KarunaMk1.pof'
Potential problem found: Unrecognized subsystem type 'rotatora', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Reactor01', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Reactor02', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship KarunaMk1.pof
Found live debris model for 'navigation'
Found live debris model for 'navigation'
Found live debris model for 'sensors'
IBX: Found a good IBX to read for 'KarunaMk1.pof'.
IBX-DEBUG => POF checksum: 0x3771aad4, IBX checksum: 0x68db40ff -- "KarunaMk1.pof"
Submodel 'engine01b' is detail level 1 of 'engine01a'
Submodel 'engine01c' is detail level 2 of 'engine01a'
Submodel 'engine01d' is detail level 3 of 'engine01a'
Submodel 'engine01b-destroyed' is detail level 1 of 'engine01a-destroyed'
Submodel 'engine01c-destroyed' is detail level 2 of 'engine01a-destroyed'
Submodel 'engine01d-destroyed' is detail level 3 of 'engine01a-destroyed'
Submodel 'engine02b' is detail level 1 of 'engine02a'
Submodel 'engine02c' is detail level 2 of 'engine02a'
Submodel 'engine02d' is detail level 3 of 'engine02a'
Submodel 'engine02b-destroyed' is detail level 1 of 'engine02a-destroyed'
Submodel 'engine02c-destroyed' is detail level 2 of 'engine02a-destroyed'
Submodel 'engine02d-destroyed' is detail level 3 of 'engine02a-destroyed'
Submodel 'engine03b' is detail level 1 of 'engine03a'
Submodel 'engine03c' is detail level 2 of 'engine03a'
Submodel 'engine03d' is detail level 3 of 'engine03a'
Submodel 'engine03b-destroyed' is detail level 1 of 'engine03a-destroyed'
Submodel 'engine03c-destroyed' is detail level 2 of 'engine03a-destroyed'
Submodel 'engine03d-destroyed' is detail level 3 of 'engine03a-destroyed'
Submodel 'engine04b' is detail level 1 of 'engine04a'
Submodel 'engine04c' is detail level 2 of 'engine04a'
Submodel 'engine04d' is detail level 3 of 'engine04a'
Submodel 'engine04b-destroyed' is detail level 1 of 'engine04a-destroyed'
Submodel 'engine04c-destroyed' is detail level 2 of 'engine04a-destroyed'
Submodel 'engine04d-destroyed' is detail level 3 of 'engine04a-destroyed'
Submodel 'rotatorb-destroyed' is detail level 1 of 'rotatora-destroyed'
Submodel 'rotatorc-destroyed' is detail level 2 of 'rotatora-destroyed'
Submodel 'rotatord-destroyed' is detail level 3 of 'rotatora-destroyed'
Submodel 'rotatorb' is detail level 1 of 'rotatora'
Submodel 'rotatorc' is detail level 2 of 'rotatora'
Submodel 'rotatord' is detail level 3 of 'rotatora'
Frame  0 too long!!: frametime = 7.836 (7.836)
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
Re: Deferred Lighting and soft shadows
Hmm, it looks like geometry shaders for particles are causing the issue here. I might have to figure out a better way to detect if the end machine is capable of those or just take them out entirely.

 

Offline Luis Dias

  • 211
Re: Deferred Lighting and soft shadows
I get the beam bug (exactly as reported above, switching between correctly rendered and not frequently), I get the nebula bug (unrelated, but sometimes  the z buffer or smth just seems to stop working). I'll try to replicate the errors niffiwan detected later.

log attached

[attachment deleted by an evil time traveler]

 

Offline T-Man

  • 210
  • I came... I saw... I had a cuppa!
Re: Deferred Lighting and soft shadows
I had a bit of time free today so I decided to give this a run using the build you put up furthest down in the topic (though not sure if I'm a good example for testing; PC is a bit dated, has only single-core etc plus I've never really done this before :o). I did two tests, both with the graphics how I normally have them (full blast on everything). Pardon attachments it wouldn't let me post them as code (hit word limit). But yeah hope these are of some kind of help (if not let me know and can do new ones);

Test 1 (Debug1Vanguard) was with normal 2014 MediaVPs running (though I should note the debug itself was run through a custom mod I have for a project (so I could use the mission in it) that adds some FSPort content, thought it wouldn't fudge up the debugging but let me know if it does and i'll redo). With a couple of exceptions (such as some weird moving shadows on the Charybdis (see vid below), which I think were to do with it's animated texture but not sure) I seem to have your features fully working without issue (The Hades was a good example with it's high tower). Downside is it seems to cause my FPS to tank (usually I get 40-60ish, down to 15-30ish at times, but with this I usually averaged 12 and below. I did notice in my custom mission the jump node was invisible throughout the game (this only seemed to be the case with your test build; my other builds showed the node fine).

Test 2 (Debug2icarus) was running Blue Planet's 'Icarus' through your build (decided to try it and it didn't crash so I carried on, I dunno if that's caused extra issues though as I don't have the compatibility package I use the BP builds; again can redo if not suitable and sorry if it isn't). I can run BP on it's builds but not full blast due to slowdowns (not dissimilar to these), I have to run a step lower on graphic settings (which switches deferred lighting in their build off IIRC), but I went full blast anyway for these tests. As before looked mostly fine (I didn't seem to get that texture issue on Glaive), but FPS was low enough to be virtually unplayable sadly (7/8 average, went down to 4/5 at points). I did notice a strange 'wet' effect on some of the hulls as the scene plays (the Marcus Glaive shows that really well as it goes by); as if they have been soaked in water; no idea what that is.

Did a quick video so you had images (Behold choppy Icarus, you owe my processor a drink it think it lost the will to live!).

My specs if they help in any way
Windows 7 Pro SP1 64-Bit
AMD Sempron 140 Processor 2.70 GHz
4 GB RAM
Graphics Card NVIDIA GeForce 9500 GT
Running some security and Steam in background. Was also running FRAPS at time of tests.

So yeah hope these help. The Shadows looked like they were working perfectly when I did see them :yes: (though I couldn't seem to get my ship causing any on other ships; may test this further).

[attachment deleted by an evil time traveler]
« Last Edit: March 26, 2014, 12:02:57 pm by T-Man »
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
Re: Deferred Lighting and soft shadows
Can you do me a favor and try running the build with shadows disabled? I'd like to know what the performance difference is on your machine. There's a simple option in the Graphics tab of your launcher that says "Disable Shadows".