Author Topic: BP: War in Heaven discussion  (Read 908652 times)

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Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: BP: War in Heaven discussion
Just played that creepy Nagari Ken mission again. Seriously, whoever FREDded that mission made it creepier than most of frakking Transcend. It didn't help that I'd read the entire species.tbl file beforehand and was therefore reminded exactly how creepy the Vishnans were.

Spoiler:
And then, of course, I realize that Noemi is being contacted by Shivans, not Vishnans, which somehow makes the whole thing worse.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Hi, brand new to the boards so I'm unsure if this is the right place to be posted, but I appear to have encountered a bug on the Delenda Est mission (which I know is such happy happy news to you all  :D )

Details in the spoiler

Spoiler:

Basically, the event timings are severely out of whack.  The main offender is the Jackknife attack group.  Over the course of the 30 (not an exaggeration) attempts it took to finally beat this mission the Jackknife attack group never entered the engagement at the same time twice.  I had them never show up, I never had them jump in at what I assume is the correct point (after the final strike squadrons from the Tev destroyer are wiped out), but I had them show up everywhere else.  The vast majority of the time they jumped early, usually either before or immediately after the 30+ strike craft are launched.  Once they even arrived before the Jackknife order was given, I did not load from the checkpoint in that instance working on the possibility that that may be the source of the insanity, leaving me 10 clicks away and completely unable to do anything before they were diced into confetti.

Obviously, this makes the mission extremely difficult because 1) You're nowhere near the Tev corvettes you need to disarm and 2) there are still 30+ strike craft who will eat you and your wingmates alive should you ignore them and focus on the corvettes.  As mentioned earlier, it took me 30-ish tries to actually complete the mission, and I suspect my success is mainly based on lucky torpedo hits from the frigates and not any exceptional flying by myself.

there are other little oddities too, like the 2nd Tev corvette in the initial fight never wanting to jump out ever, and gamma wing starting out 5 clicks from you if you load from checkpoint 1 (making them basically useless for the massive charlie-foxtrot that immediately ensues) that kind of mar the whole fun factor as well.

I hate to give bad feedback because, on the whole, I have enjoyed AoA and WiHp1 immensely.  But unfortunately the finale got reduced to an incredibly frustrating experience for me.

I had something like that happen to me too. Although what I kind of realized is that maybe I was using the checkpoint too quickly. More specifically, I already unlocked checkpoint 1 and right when the mission starts I would open the communication window and use it. Then after the checkpoint loaded I would see the frigates moving at really high speeds and then decelerating, sort of like how large ships move really fast right after coming out of subspace and decelerate to normal speeds. So I thought that perhaps loading the checkpoint while the frigates are coming out of subspace causes them to retain their speed. Anyway after that realization I would just wait until the frigates slowed to around 100 m/s to load the checkpoint and that stopped the
Spoiler:
jacknife group from appearing too quickly

You've got the problem exactly right. Fortunately I believe it's been fixed in the latest patch.

 
Re: BP: War in Heaven discussion
Good afternoon.

First, I want to congratulate the BP team for another top notch work. I have no doubt that this is among the best mods in FS, if not the best one. And, it's my favourite.

The only problem is that I can't play it! After the intro movie, the game crashes and displays the following:

Could not load in FictionViewer-m!
kernel32.dll! WaitForSingleObjectEx + 49 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12r_INF.exe! <no symbol>
fs2_open_3_6_12r_INF.exe! <no symbol>

I re-installed both the MVps and the mod, but to no result. Any help with this matter would be greatly appreciated.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Good afternoon.

First, I want to congratulate the BP team for another top notch work. I have no doubt that this is among the best mods in FS, if not the best one. And, it's my favourite.

The inly problem is that I can't play it! After the intro movie, the game crashes and displays the following:

Could not load in FictionViewer-m!
kernel32.dll! WaitForSingleObjectEx + 49 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12r_INF.exe! <no symbol>
fs2_open_3_6_12r_INF.exe! <no symbol>

I re-installed both the MVps and the mod, but to no result. Any help with this matter would be greatly appreciated.

Should be an easy fix. Please generate a debug log for us (see the Troubleshooting FAQ, last post).

I suspect you a) aren't using a 3.6.12 Final build, b) don't have the 3.6.12 MVPs installed in a folder called mediavps_3612, or c) didn't download the AoA patch? But we can fix it no matter what it is.

 
Re: BP: War in Heaven discussion
I followed all the installation steps to the letter. Unzipped all the files to their respective folders, but my pc doesn't seem to let me play.

debug log is in attachment.

oh, and sorry for the sweet time I took.  :D

[attachment deleted by ninja]

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod blueplanet2,blueplanet,mediavps_3612
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games\FreeSpace 2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Games\FreeSpace 2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FreeSpace 2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FreeSpace 2\blueplanet\bp-core.vp' with a checksum of 0x0de928dd
Found root pack 'C:\Games\FreeSpace 2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Games\FreeSpace 2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace 2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace 2\sparky_fs2.vp' with a checksum of 0x7b00452a
Found root pack 'C:\Games\FreeSpace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace 2\blueplanet2\' ... 1 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-visuals1.vp' ... 660 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games\FreeSpace 2\blueplanet\' ... 17 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\FreeSpace 2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Games\FreeSpace 2\mediavps_3612\' ... 2 files
Searching root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace 2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Games\FreeSpace 2\' ... 2419 files
Searching root pack 'C:\Games\FreeSpace 2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace 2\sparky_fs2.vp' ... 3035 files
Searching root pack 'C:\Games\FreeSpace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace 2\warble_fs2.vp' ... 52 files
Found 31 roots and 22514 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Hardware' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

OpenAL: Restricting MAX_CHANNELS to 30 (default: 32)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 800x600 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9500 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 2.1.2

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

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
ANI radar1 with size 130x106 (17.2% wasted)
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' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 508
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI mainwalk.ani with size 127x297 (42.0% wasted)
ANI mainflyby.ani with size 315x116 (9.4% wasted)
ANI maincrane.ani with size 117x73 (43.0% wasted)
ANI mainexit.ani with size 203x110 (14.1% wasted)
ANI mainbarracks.ani with size 163x105 (18.0% wasted)
ANI mainreadyroom.ani with size 139x86 (32.8% wasted)
ANI mainoptions.ani with size 207x131 (48.8% wasted)
ANI maincampaign.ani with size 200x124 (3.1% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file 'LoadingBG.pcx'
ANI Loading with size 515x26 (18.8% wasted)
ANI Loading.ani with size 515x26 (18.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "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.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0xbf8649d9 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'bp2-01.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Brie
Using callsign: Kassim
Using callsign: Laporte
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 11th Tactical Assault
Using callsign: 11th Tactical Assault
Using callsign: 101st Sidewinders
Using callsign: 101st Sidewinders
Using callsign: 101st Sidewinders
Using callsign: 11th Tactical Assault
Using callsign: 103rd Archers
Using callsign: 103rd Archers
Using callsign: 500th Helldivers
Using callsign: 500th Helldivers
Using callsign: 500th Helldivers
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 500th Helldivers
Using callsign: 500th Helldivers
Using callsign: 500th Helldivers
Using callsign: 103rd Archers
Using callsign: 103rd Archers
Using callsign: 101st Sidewinders
Starting mission message count : 292
Ending mission message count : 296
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'FtUhlan.pof'
IBX: Found a good IBX/TSB to read for 'FtUhlan.pof'.
IBX-DEBUG => POF checksum: 0x6ac9794d, IBX checksum: 0x0c7ebe69 -- "FtUhlan.pof"
Submodel 'Uhland' is detail level 3 of 'Uhlana'
Submodel 'Uhlanc' is detail level 2 of 'Uhlana'
Submodel 'Uhlanb' is detail level 1 of 'Uhlana'
Loading model 'Torrent.pof'
IBX: Found a good IBX/TSB to read for 'Torrent.pof'.
IBX-DEBUG => POF checksum: 0x29fb97c8, IBX checksum: 0x1d3431a4 -- "Torrent.pof"
Submodel 'CRUISERHULLb' is detail level 1 of 'CRUISERHULLa'
Allocating space for at least 25 new ship subsystems ...  a total of 200 is now available (25 in-use).
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'gate.pof'
IBX: Found a good IBX/TSB to read for 'gate.pof'.
IBX-DEBUG => POF checksum: 0x41681466, IBX checksum: 0x02434415 -- "gate.pof"
Potential problem found: Unrecognized subsystem type 'vortexa', believed to be in ship gate.pof
Potential problem found: Unrecognized subsystem type 'path01', believed to be in ship gate.pof
Loading model 'kadmos.pof'
IBX: Found a good IBX/TSB to read for 'kadmos.pof'.
IBX-DEBUG => POF checksum: 0x922ba49f, IBX checksum: 0xb72b27e1 -- "kadmos.pof"
Loading model 'medliner.pof'
IBX: Found a good IBX/TSB to read for 'medliner.pof'.
IBX-DEBUG => POF checksum: 0x867feedb, IBX checksum: 0x7606e0b3 -- "medliner.pof"
Potential problem found: Unrecognized subsystem type 'Bridge', believed to be in ship medliner.pof
Loading model 'liberty.pof'
IBX: Found a good IBX/TSB to read for 'liberty.pof'.
IBX-DEBUG => POF checksum: 0x9833cc0c, IBX checksum: 0x156880b4 -- "liberty.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship liberty.pof
Submodel 'detail-1b' is detail level 1 of 'detail-1a'
Submodel 'detail-1c' is detail level 2 of 'detail-1a'
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX/TSB to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xd02b1bbd, IBX checksum: 0x696dc3fc -- "Bomber2T-03.pof"
Loading model 'pfighter01.pof'
IBX: Found a good IBX/TSB to read for 'pfighter01.pof'.
IBX-DEBUG => POF checksum: 0xbc3ad812, IBX checksum: 0x45d67d8c -- "pfighter01.pof"
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01d' is detail level 3 of 'thruster01a'
Loading model 'fgstrikebmb.pof'
IBX: Found a good IBX/TSB to read for 'fgstrikebmb.pof'.
IBX-DEBUG => POF checksum: 0x2c385027, IBX checksum: 0x949c2e01 -- "fgstrikebmb.pof"
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01d' is detail level 3 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02d' is detail level 3 of 'thruster02a'
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0x83c2373a, IBX checksum: 0x66491bd9 -- "bomber2t-01.pof"
Submodel 'bomb0x-d' is detail level 3 of 'bomb0x-a'
Submodel 'bomb0x-c' is detail level 2 of 'bomb0x-a'
Submodel 'bomb0x-b' is detail level 1 of 'bomb0x-a'
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX/TSB to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0x10cd349c -- "navbuoy.pof"
OpenGL: Created 512x512 FBO!
ANI lock1 with size 35x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
ANI energy2 with size 54x60 (6.3% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI toparc1 with size 157x37 (42.2% wasted)
ANI toparc3 with size 25x18 (43.8% wasted)
ANI leftarc with size 64x157 (38.7% wasted)
ANI rightarc1 with size 64x156 (39.1% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'htsb.pof'
IBX: Found a good IBX/TSB to read for 'htsb.pof'.
IBX-DEBUG => POF checksum: 0x817cd0e6, IBX checksum: 0xb0b0e8b5 -- "htsb.pof"
Model htsb.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'ast03.pof'
IBX: Found a good IBX/TSB to read for 'ast03.pof'.
IBX-DEBUG => POF checksum: 0xb6dfc8cb, IBX checksum: 0x63399160 -- "ast03.pof"
Loading model 'ast02.pof'
IBX: Found a good IBX/TSB to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 0xa423ee95, IBX checksum: 0xe5f65885 -- "ast02.pof"
Loading model 'ast01.pof'
IBX: Found a good IBX/TSB to read for 'ast01.pof'.
IBX-DEBUG => POF checksum: 0x3caacd7a, IBX checksum: 0xc6bf3751 -- "ast01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
ANI Loading.ani with size 515x26 (18.8% wasted)
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Loading model 'support01.pof'
IBX: Found a good IBX/TSB to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0x7a26cbbf, IBX checksum: 0xa4a3c026 -- "support01.pof"
Allocating space for at least 104 new ship subsystems ...  a total of 400 is now available (174 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldbt-03 with size 112x93 (27.3% wasted)
ANI shieldbt-01 with size 112x93 (27.3% wasted)
ANI shieldkulas with size 112x93 (27.3% wasted)
ANI shieldRhea with size 112x93 (27.3% wasted)
ANI shieldlancer with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'avenger3.pof'
IBX: Found a good IBX/TSB to read for 'avenger3.pof'.
IBX-DEBUG => POF checksum: 0x8855f87f, IBX checksum: 0x27480536 -- "avenger3.pof"
Model avenger3.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'VulcanGUN.pof'
IBX: Found a good IBX/TSB to read for 'VulcanGUN.pof'.
IBX-DEBUG => POF checksum: 0x67299b6b, IBX checksum: 0x7f7bc244 -- "VulcanGUN.pof"
Model VulcanGUN.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x43fcc9bb -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
BMPMAN: Found EFF (Particle_Yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (Particle_Blue.eff) with 11 frames at 22 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x957ed0d8 -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xf2c2dadd -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x3b55fe00 -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x6082d46a -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0xd789e656 -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0x5eff91ed -- "stilettoII.pof"
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x80eea276 -- "belial.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x9097924b -- "cmeasure01.pof"
Loading model 'Longbow.pof'
IBX: Found a good IBX/TSB to read for 'Longbow.pof'.
IBX-DEBUG => POF checksum: 0x9ed18a4a, IBX checksum: 0x818aa0f7 -- "Longbow.pof"
Loading model 'dirk1pod.pof'
IBX: Found a good IBX/TSB to read for 'dirk1pod.pof'.
IBX-DEBUG => POF checksum: 0xc39767db, IBX checksum: 0x2d4eeecd -- "dirk1pod.pof"
Model dirk1pod.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'InterceptorT.pof'
IBX: Found a good IBX/TSB to read for 'InterceptorT.pof'.
IBX-DEBUG => POF checksum: 0x8d57e22a, IBX checksum: 0xd6388146 -- "InterceptorT.pof"
Loading model 'DirkPodHC.pof'
IBX: Found a good IBX/TSB to read for 'DirkPodHC.pof'.
IBX-DEBUG => POF checksum: 0x1a57e9d9, IBX checksum: 0x77ce014e -- "DirkPodHC.pof"
Model DirkPodHC.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hellfire.pof'
IBX: Found a good IBX/TSB to read for 'hellfire.pof'.
IBX-DEBUG => POF checksum: 0x095d2434, IBX checksum: 0xc91c7cd7 -- "hellfire.pof"
Loading model 'hellfireEXT.pof'
IBX: Found a good IBX/TSB to read for 'hellfireEXT.pof'.
IBX-DEBUG => POF checksum: 0x80933ea9, IBX checksum: 0xf6a1f3ab -- "hellfireEXT.pof"
Model hellfireEXT.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
BMPMAN: Found EFF (missilespew01.eff) with 20 frames at 30 fps.
Loading model 'GBU-240.pof'
IBX: Found a good IBX/TSB to read for 'GBU-240.pof'.
IBX-DEBUG => POF checksum: 0xb388876a, IBX checksum: 0x96cc6596 -- "GBU-240.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI radar1.ani with size 130x106 (17.2% wasted)
ANI Loading.ani with size 515x26 (18.8% wasted)
ANI lock1.ani with size 35x33 (48.4% wasted)
ANI energy2.ani with size 54x60 (6.3% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI toparc1.ani with size 157x37 (42.2% wasted)
ANI toparc3.ani with size 25x18 (43.8% wasted)
ANI leftarc.ani with size 64x157 (38.7% wasted)
ANI rightarc1.ani with size 64x156 (39.1% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldbt-03.ani with size 112x93 (27.3% wasted)
ANI shieldbt-01.ani with size 112x93 (27.3% wasted)
ANI shieldkulas.ani with size 112x93 (27.3% wasted)
ANI shieldRhea.ani with size 112x93 (27.3% wasted)
ANI shieldlancer.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP200x124+16'
User bitmap 'TMP207x131+16'
User bitmap 'TMP46x64+16'
User bitmap 'TMP139x86+16'
User bitmap 'TMP163x105+16'
User bitmap 'TMP203x110+16'
User bitmap 'TMP117x73+16'
User bitmap 'TMP315x116+16'
User bitmap 'TMP127x297+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2164/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 446,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
FRM: 1
FE: 1

Class: gtf hercules
FRM: 1
FE: 1

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

Class: gtf ares
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf loki
FRM: 1
FE: 1

Class: gtf pegasus
FRM: 1
FE: 1

Class: gtf perseus
FRM: 1
FE: 1

Class: gtf myrmidon
FRM: 1
FE: 1

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

Class: gtb artemis
FRM: 1
FE: 1

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

Class: gtb medusa
FRM: 1
FE: 1

Class: gtb ursa
FRM: 1
FE: 1

Class: gtb zeus
FRM: 1
FE: 1

Class: gtb boanerges
FRM: 1
FE: 1

Class: gtdr amazon
FRM: 1
FE: 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class: gtsg watchdog
FRM: 1
FE: 1

Class: gtsg cerberus
FRM: 1
FE: 1

Class: gtsg alastor
FRM: 1
FE: 1

Class: gtep hermes
FRM: 1
FE: 1

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

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

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

Class: gvf seth
FRM: 1
FE: 1

Class: gvf horus
FRM: 1
FE: 1

Class: gvf thoth
FRM: 1
FE: 1

Class: gvf serapis
FRM: 1
FE: 1

Class: gvf tauret
FRM: 1
FE: 1

Class: gvb sekhmet
FRM: 1
FE: 1

Class: gvb osiris
FRM: 1
FE: 1

Class: gvb bakha
FRM: 1
FE: 1

Class: gvf ptah
FRM: 1
FE: 1

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

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

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

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

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

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

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

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

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

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

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

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

Class: gvsg ankh
FRM: 1
FE: 1

Class: gvsg edjo
FRM: 1
FE: 1

Class: gvep ra
FRM: 1
FE: 1

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

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

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf manticore
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sf astaroth
FRM: 1
FE: 1

Class: sb nephilim
FRM: 1
FE: 1

Class: sb taurvi
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

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

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

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

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

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

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

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

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

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

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

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

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

Class: ssg trident
FRM: 1
FE: 1

Class: ssg belial
FRM: 1
FE: 1

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

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

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

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

Class: gtf aurora
FRM: 1
FE: 1

Class: gtf kulas
FRM: 1
FE: 1

Class: gtf comanche
FRM: 1
FE: 1

Class: gtf seminole
FRM: 1
FE: 1

Class: gtf cherokee
FRM: 1
FE: 1

Class: gtb yurok
FRM: 1
FE: 1

Class: gtb navajo
FRM: 1
FE: 1

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

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

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

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

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

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

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

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

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

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

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

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

Class: vishnan missionary
FRM: 1
FE: 1

Class: vishnan preacher
FRM: 1
FE: 1

Class: vishnan seeker
FRM: 1
FE: 1

Class: vishnan inquisitor
FRM: 1
FE: 1

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

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

Class: gtf atalanta
FRM: 1
FE: 1

Class: gtf nyx
FRM: 1
FE: 1

Class: gtf draco
FRM: 1
FE: 1

Class: gtb rhea
FRM: 1
FE: 1

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

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

Class: uef uhlan
FRM: 1
FE: 1

Class: uef kentauroi
FRM: 1
FE: 1

Class: uef uriel
FRM: 1
FE: 1

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

Class: uef lao tze
FRM: 1
FE: 1

Class: uef ainsarii
FRM: 1
FE: 1

Class: ueb durga
FRM: 1
FE: 1

Class: ueb vajradhara
FRM: 1
FE: 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class: scimitar
FRM: 1
FE: 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class: hydra#spawn
FR: 25
FE: 6
BEI: 0.4
BEDu: 125
BEDi: 62.5
MediaVPs: Flaming debris script ACTIVE!
Received post for event GS_EVENT_FICTION_VIEWER during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_FICTION_VIEWER (66) in state GS_STATE_START_GAME (52)
ERROR: Could not load in FictionViewer-m!
File: window.cpp
Line: 85
Int3(): From c:\temp\fs2_final_export\code\globalincs\windebug.cpp at line 1155

Working on it. Gimme a bit.

I have a horrible suspicion.

Disable 'play in window.' See if it works.
« Last Edit: May 25, 2011, 04:37:28 pm by Jeff Vader »

 
Re: BP: War in Heaven discussion
The window mode was enabled to generate the log (Troubleshooting FAQ intructions). It doesn't work in full screen either...

 

Offline pecenipicek

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Re: BP: War in Heaven discussion
I followed all the installation steps to the letter. Unzipped all the files to their respective folders, but my pc doesn't seem to let me play.

debug log is in attachment.

oh, and sorry for the sweet time I took.  :D
can you try playing in fullscreen? (that is without -window selected)


nevermind....
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline General Battuta

  • Poe's Law In Action
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Re: BP: War in Heaven discussion
The window mode was enabled to generate the log (Troubleshooting FAQ intructions). It doesn't work in full screen either...

You're kidding me!

Right. I'm sure we've seen this bug before, and I'm sure we solved it. I just need one of our tech support guys to show up. Sorry for the hassle.

 
Re: BP: War in Heaven discussion
not a problem at all :)

I apologise for not being too helpul (still in the noob evolutionary stage)

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
not a problem at all :)

I apologise for not being too helpul (still in the noob evolutionary stage)

For what it's worth, your install looks good...any chance we can get screenshots of your blueplanet, blueplanet2 and FreeSpace2 folders?

 

Offline The E

  • He's Ebeneezer Goode
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Re: BP: War in Heaven discussion
Problem is too low resolution. Set it to 1024x768 or higher.
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

 

Offline General Battuta

  • Poe's Law In Action
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Re: BP: War in Heaven discussion
Problem is too low resolution. Set it to 1024x768 or higher.

We should patch in fiction viewer art for the lower resolutions, since we did it for loadscreens.

 
Re: BP: War in Heaven discussion
The E, thanks a bunch. Worked like magic. :lol:

well, now I'll get occupieded for the next hours.

 

Offline Aardwolf

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Re: BP: War in Heaven discussion
I don't know if this has been fixed or not... but one of the UEF bombers is missing most of its textures.

Also, do we have any intel/background info on the GTF Draco? It looks kind of like a Perseus...

 

Offline Fury

  • The Curmudgeon
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Re: BP: War in Heaven discussion
I don't know if this has been fixed or not... but one of the UEF bombers is missing most of its textures.
There are no missing textures. I suggest you to check your vp-files checksums.

 

Offline General Battuta

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Re: BP: War in Heaven discussion
Also, do we have any intel/background info on the GTF Draco? It looks kind of like a Perseus...

The ships.tbl entry should provide plenty of background.

 

Offline The E

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Re: BP: War in Heaven discussion
I don't know if this has been fixed or not... but one of the UEF bombers is missing most of its textures.

And you didn't tell us which one because....
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

 

Offline Aardwolf

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Re: BP: War in Heaven discussion
The model is "HellraiserXA.pof", the UEB Vajradhara. Looking at the model in PCS2 (with all of the relevant directories in the search path), nearly all of the textures for this model appear to be missing. Thus, I suspect it is not a matter of a bad download, but rather an oversight. Nonetheless, if you're sure this isn't the case, and if you can tell me where to find the checksum and what to compare it against, I'll go ahead and do that.

Illustration (in F3 lab, but it demonstrates the issue just the same):

Edit: @The E: because there's only 2 :p

 

Offline The E

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Re: BP: War in Heaven discussion
The error is almost certainly on your end. Please post a log.
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