Author Topic: RE-RELEASE: Dimensional Eclipse ver. 1.1b  (Read 33478 times)

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
I fly right next to the Shizuku's craft. According to me, if I fly closer to the station, then my ship should explode. Not when I'm flying right next to my wingmate who doesn't die.

Here's another problem. The the screen goes black with only sound playing and nothing on the radar during the
Spoiler:
mission to destroy the High Judgement. Happens around the time I need to take out the thermal lances.
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: 3.7.2.10723
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod DE,DE Singularity,MediaVPs_2014
  -no_glsl
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' with a checksum of 0x0935a19f
Found root pack 'C:\Games\FreeSpace2\DE\DE_NOIZE.vp' with a checksum of 0x1dbec9ff
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' with a checksum of 0x4dd0fbfd
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' with a checksum of 0x6fb02739
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' with a checksum of 0x48ad2997
Found root pack 'C:\Games\FreeSpace2\DE Singularity\DESingularity.vp' with a checksum of 0xe81d6303
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_Advanced.vp' with a checksum of 0x337ffc37
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\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\DE\' ... 88 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_NOIZE.vp' ... 170 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' ... 912 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' ... 149 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' ... 3627 files
Searching root 'C:\Games\FreeSpace2\DE Singularity\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\DE Singularity\DESingularity.vp' ... 231 files
Searching root 'C:\Games\FreeSpace2\MediaVPs_2014\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Advanced.vp' ... 1654 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\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 28 roots and 20739 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     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 192000 (44100)
  EFX enabled: NO
  Playback device: Speakers (Realtek High Definition Audio)
  Capture device: Mic 1 (Virtual Audio Cable)
... OpenAL successfully initialized!
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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 210/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".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 4 (2)
  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: NO
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-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 'fsq-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 'fsqextra-mus.tbm' ...
TBM  =>  Starting parse of 'fsq-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsqextra-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End€smart shield mana
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-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 (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fsqextra-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-obt.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 'fsqextra-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsqextra-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TBM  =>  Starting parse of 'fsqextra-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 729
VIDEO: No shader support and hd video is beeing played this can get choppy.Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Ed.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 'Deep.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ed.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 'Ed.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 'Ed.fsquest-test.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 'Ed.fsquest-test.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!
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Ed.fsquest-test.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_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
BMPMAN: Found EFF (Male2.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Male.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Female.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mls_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sr_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (my_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kay_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sn_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mm_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_uhm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (nya_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_norm.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_norm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_sigh.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_eep.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nah.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_smile.eff) with 25 frames at 5 fps.
BMPMAN: Found EFF (kzp_angry.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_lol.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_sad.eff) with 31 frames at 5 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: '00015.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Chisa
Using callsign: Maya
Using callsign: Shizuku
Using callsign: Melissa
Using callsign: Sora
Using callsign: Spades
Using callsign: Ice
Using callsign: Fizz
Starting mission message count : 45
Someone passed an extension to bm_load_animation for file 'starship.ani'
ANI starship.ani with size 160x120 (6.3% wasted)
Someone passed an extension to bm_load_animation for file 'miki_smile.ani'
BMPMAN: Found EFF (miki_smile.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_wave.ani'
BMPMAN: Found EFF (miki_wave.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_proud.ani'
BMPMAN: Found EFF (miki_proud.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_normal.ani'
BMPMAN: Found EFF (miki_normal.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_smile2.ani'
BMPMAN: Found EFF (miki_smile2.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_gasp.ani'
BMPMAN: Found EFF (miki_gasp.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_argh.ani'
BMPMAN: Found EFF (miki_argh.eff) with 5 frames at 1 fps.
Ending mission message count : 46
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 're-LZ.pof'
IBX: Found a good IBX to read for 're-LZ.pof'.
IBX-DEBUG => POF checksum: 0x5c997fa6, IBX checksum: 0x97523d75 -- "re-LZ.pof"
Loading model 'fighterh01.pof'
IBX: Found a good IBX to read for 'fighterh01.pof'.
IBX-DEBUG => POF checksum: 0x221854b3, IBX checksum: 0xfc1f45d6 -- "fighterh01.pof"
Loading model 'Typhoon_Half.pof'
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship Typhoon_Half.pof
IBX: Found a good IBX to read for 'Typhoon_Half.pof'.
IBX-DEBUG => POF checksum: 0xdc04bbcc, IBX checksum: 0x5fb58114 -- "Typhoon_Half.pof"
Allocating space for at least 44 new ship subsystems ...  a total of 200 is now available (44 in-use).
Loading model 'NeoNara.pof'
Potential problem found: Unrecognized subsystem type 'RotatorLRa', believed to be in ship NeoNara.pof
Potential problem found: Unrecognized subsystem type 'RotatorSMa', believed to be in ship NeoNara.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay01', believed to be in ship NeoNara.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay02', believed to be in ship NeoNara.pof
Found live debris model for 'Engine01a'
Found live debris model for 'Turret01a'
IBX: Found a good IBX to read for 'NeoNara.pof'.
IBX-DEBUG => POF checksum: 0xbaa9bfa0, IBX checksum: 0x48ff692b -- "NeoNara.pof"
Submodel 'Engine01b' is detail level 1 of 'Engine01a'
Submodel 'Engine01c' is detail level 2 of 'Engine01a'
Submodel 'Engine02b' is detail level 1 of 'Engine02a'
Submodel 'Engine02c' is detail level 2 of 'Engine02a'
Submodel 'Engine03b' is detail level 1 of 'Engine03a'
Submodel 'RotatorLRb' is detail level 1 of 'RotatorLRa'
Submodel 'RotatorLRc' is detail level 2 of 'RotatorLRa'
Submodel 'RotatorSMb' is detail level 1 of 'RotatorSMa'
Submodel 'RotatorSMc' is detail level 2 of 'RotatorSMa'
Submodel 'Turret01b' is detail level 1 of 'Turret01a'
Submodel 'Turret02b' is detail level 1 of 'Turret02a'
Loading model 'Emperor.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Emperor.pof
IBX: Found a good IBX to read for 'Emperor.pof'.
IBX-DEBUG => POF checksum: 0xdcc454a1, IBX checksum: 0x3b714301 -- "Emperor.pof"
WARNING: "For ship 'EX CVA Emperor', detail level mismatch. Table has 4, POF has 1." at ship.cpp:9038
Int3(): From c:\code\fs2_open_3_7_2_rc2\code\globalincs\windebug.cpp at line 1379
« Last Edit: June 03, 2014, 11:54:14 pm by Master_of_the_blade »

 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
*shrug* IDK how FSO calculates explosion damage differently for players and AI, not my problem.

As for that black screen thing, it's been around since forever, comes and goes. I presume it's because of some fighter hyperspacing into debris or something and is totally random. Can't really fix it if its that. Not sure if its even that though - Int3()'s tell me nothing.
(´・ω・`)
=============================================================

 

Offline CKid

Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
I was caught off guard by this in my latest play through. I knew it was a massive explosion but I thought I was fine where I was in escort position. How wrong I was...
If I agreed with you, we would both be wrong

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
The blackout seems like an FSO bug. I haven't see this in other mods, though.
Is there a way to skip it other than dying 5 times?
« Last Edit: June 05, 2014, 03:07:51 am by Master_of_the_blade »

 

Offline AdmiralRalwood

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
That Int3() means you said "yes" when the game asked you if you wanted to break into the debugger during a warning (presumably the immediately-prior warning about the detail level mismatch). Instead, you should hit "no" to continue playing the debug build and try to encounter the black screen bug.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Destiny

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
The blackout seems like an FSO bug. I haven't see this in other mods, though.
Is there a way to skip it other than dying 5 times?
Don't think many mods use hyperspace.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
I did what AdmiralRalWood suggested. Used the RC2 debug build. Unfortunately I didn't have the option to continue at the second error and had to exit. Also, I experienced massive slowdowns before the second error early into the mission.
I have to attach the log since it exceeds the 50000 character limit.


[attachment kidnapped by pirates]

 

Offline AdmiralRalwood

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Code: [Select]
ASSERTION: "theta_goal >=0" at vecmat.cpp:1808
Freeing all existing models...
ASSERTION: "node != Locked_sexp_false" at sexp.cpp:1143
Double-assertion combo!

...Yeah, I got no clue what just went horribly wrong there.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
If I recall correctly, the theta_goal/vecmat.cpp error I checked with #scp to, in fact be Hyperspace-arrival related, after I used Visual Studio to get a call stack on the assert (which was pretty time consuming as I had to try and induce the error on my end so I could actually get a stack and it wouldn't happen reliably)

As in, during hyperspace arrival, a ship's coordinates are changing too fast resulting in a broken pathfinding vector matrix - which caused issues if the game tried to evaluate it because the ship had initial orders to follow a waypoint or attack a target. Though, to my knowledge I think that was fixed code-side once it was brought to light, by having ships arriving simply not evaluate goals until they had fully arrived? Or I was just hallucinating.
I do recall that I was recommended to not set any initial orders whatsoever and issue them with a delay after ships had arrived anyway, but I apparently must have missed some, and since it doesn't always produce an error for me (in fact, it very rarely does), I never managed to catch it. I don't recall the exact assert so this may be something that just looks similar.
(´・ω・`)
=============================================================

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
How does one get smaller HUD in Dimensional Eclipse like it is in MediaVPs_2014 (=non-scaled)?

 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Not sure if we ever set that up, since we do use some custom hud elements.
(´・ω・`)
=============================================================

 

Offline AdmiralRalwood

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Should be able to just take take DE's hud table and add "$Scale Gauges: no" in the appropriate spot.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Ah, yes. It just took some time to find the right file. It wasn't named mv_root-hdg.tbm in DE, but instead it was fsq-hdg.tbm. No wonder my initial attempts were a failure.

Anyway, I added "$Scale Gauges: no" as the first line and put the file into DE\data\tables, and HUD looks much sharper and smaller now. Thanks!

 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Huh, if that's all it takes then I can update it for episode 2 on internal.
(´・ω・`)
=============================================================

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
What do I do about the black screen? Do I just commit suicide 5 times and skip the mission?

 

Offline The E

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
What do I do about the black screen? Do I just commit suicide 5 times and skip the mission?

Unfortunately, those errors are extremely hard to track down. The last time this happened, epic bughunting ensued; without a completely reliable test case (and a working debugger attached to the executable), this is almost impossible to fix.
« Last Edit: June 10, 2014, 03:19:08 am by The E »
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
This is crazy. I ran the mission 4 times and no blackouts. You weren't kidding.
I'll run it again sometime to see if the error pops up again and post more logs. The slowdown and the insane number of 'Nothing OK to fire' and 'Out of lights' and THEN a blackout messages was the first time. Never experienced a slowdown before a blackout before that.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
For the Amaterasu mission where you're trying to destroy the shield generators, I flew in 4 times and searched from front to back but I couldn't find the shield generators.  It looks like the shield generators are on the other side of the floor.  Then I checked outside, same thing.  Except this time, it looks like the generators are inside the star vessel.  The subsystem target's bounding box always has an X. 

Where are the shield generators?

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
You actually read the Command Briefing, right? ^^

There is the answer, that you need to fly through the fighter bay.

If you still can not find it, i suggest this video for a visual solution:
Even this was created with version 1.0 of DE, i do not think, that this is different in this version.


The Amaterasu approach should be near the 12. minute.
Shivan here, Shivan there, Shivan everywhere.

My english isn't very well, so sorry for a few mistakes.

FreeSpace Let's Plays on my Channel:
| The Great War | Silent Threat | Operation Templar | Silent Threat: Reborn | Shivans - Phantoms | Shivans - Echo Gate | Shrouding the Light: Origins | Shrouding the Light | Cardinal Spear | Cardinal Spear: Vega | Awakenings | The Destiny of Peace | Between the Ashes: Mefistofele

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
What program did you use to record?