Author Topic: 2007-10-28 stable branch (Xt version)  (Read 68732 times)

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Offline taylor

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Re: 2007-10-28 stable branch (Xt version)
Anyway, yeah, if I turn off GLSL all is well with this build.  9500s don't have SM3 support, so it doesn't appear that any amount of workarounds are going to get GLSL running on this card anytime soon.
I have officially given up on getting SM2.0 cards working for 3.6.10.  I have code and shaders that are compatible, but it comes at a monstrous performance hit (upwards of 70-80%), and I'm just not going to even bother with that crap.  The next build will require SM3.0 compatibility before it will enable GLSL, and everyone without the required hardware will just have to wait until the rendering code can be upgraded to do multi-pass properly without the performance problems.

 

Offline chief1983

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Re: 2007-10-28 stable branch (Xt version)
Ok by me.  I'm really hoping to build a new rig soon anyway, and get one of those 8800 GTs (or two).
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Offline Kaine

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Re: 2007-10-28 stable branch (Xt version)
Anyway, yeah, if I turn off GLSL all is well with this build.  9500s don't have SM3 support, so it doesn't appear that any amount of workarounds are going to get GLSL running on this card anytime soon.
I have officially given up on getting SM2.0 cards working for 3.6.10.  I have code and shaders that are compatible, but it comes at a monstrous performance hit (upwards of 70-80%), and I'm just not going to even bother with that crap.  The next build will require SM3.0 compatibility before it will enable GLSL, and everyone without the required hardware will just have to wait until the rendering code can be upgraded to do multi-pass properly without the performance problems.

good call. if i may make a tentative suggestion, jjwalker at http://www.thefloatingpoint.org/ has done some fantastic shader work on Stalker, he might have some suggestions for a good direction to go. I understand he's very busy with RL but is obviously talented and has shown interest in working on some other projects if he feels that he won't be hindered by the engine, which makes an opensource project ideal.

 

Offline MP-Ryan

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Re: 2007-10-28 stable branch (Xt version)
Anyway, yeah, if I turn off GLSL all is well with this build.  9500s don't have SM3 support, so it doesn't appear that any amount of workarounds are going to get GLSL running on this card anytime soon.
I have officially given up on getting SM2.0 cards working for 3.6.10.  I have code and shaders that are compatible, but it comes at a monstrous performance hit (upwards of 70-80%), and I'm just not going to even bother with that crap.  The next build will require SM3.0 compatibility before it will enable GLSL, and everyone without the required hardware will just have to wait until the rendering code can be upgraded to do multi-pass properly without the performance problems.

Hey, no problem; I don't know if it's really worth the effort for these old cards anyway.
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Offline Flaser

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Re: 2007-10-28 stable branch (Xt version)
Hey, no problem; I don't know if it's really worth the effort for these old cards anyway.

It is.

Since most people with legacy PCs or just a plain low budget ain't likely to buy a new card when their old one probably cost them quite a penny and it's only fault is supporting only SM2.

Please, cut back on these remarks! If it works, well and truely good for you; but the rest of us poor 3rd world sobs will bloody have to work with what we have.

taylor has already stated it several times, that he will want to support most DirectX 9 / OGL 2 cards and that means either SM2 or even SM1.
He will have to revamp the code, and probably several set of shaders will have to be provided.
He already stated in his own words that code rewrite is necessary for proper multipass rendering, which IIRC will be needed by the proper material system.
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Offline Ferret

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Re: 2007-10-28 stable branch (Xt version)
Hey, just to let you know that I was having the same crash regarding atioglxx.dll - I fixed it by chucking that replacement dll that was linked to into my Freespace directory, now everything works.

I have a Radeon X850XT.

[edit]

I can't seem to get normal or height maps working though. I have the VP in the same place as my other mediavaps and have turned on the normal and height flags. They just don't seem to be showing up.. :(

I have the latest Omega drivers installed.
« Last Edit: December 07, 2007, 03:11:47 pm by Ferret »

 

Offline Kaine

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Re: 2007-10-28 stable branch (Xt version)
Hey, just to let you know that I was having the same crash regarding atioglxx.dll - I fixed it by chucking that replacement dll that was linked to into my Freespace directory, now everything works.

I have a Radeon X850XT.

[edit]

I can't seem to get normal or height maps working though. I have the VP in the same place as my other mediavaps and have turned on the normal and height flags. They just don't seem to be showing up.. :(

I have the latest Omega drivers installed.

Probably related to the X8x00 series being SM 2.0. You can thank ATI for failing to see the obvious need for SM 3.0 support. Same goes for those whinging about Taylor not initially supporting SM 2.0 cards. Don't blame him for your card's manufacturer failing to meet a standard. Anyone with a card older than that shouldn't be expecting to have shaders enabled anyway.

 

Offline Ferret

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Re: 2007-10-28 stable branch (Xt version)
Hey, just to let you know that I was having the same crash regarding atioglxx.dll - I fixed it by chucking that replacement dll that was linked to into my Freespace directory, now everything works.

I have a Radeon X850XT.

[edit]

I can't seem to get normal or height maps working though. I have the VP in the same place as my other mediavaps and have turned on the normal and height flags. They just don't seem to be showing up.. :(

I have the latest Omega drivers installed.

Probably related to the X8x00 series being SM 2.0. You can thank ATI for failing to see the obvious need for SM 3.0 support. Same goes for those whinging about Taylor not initially supporting SM 2.0 cards. Don't blame him for your card's manufacturer failing to meet a standard. Anyone with a card older than that shouldn't be expecting to have shaders enabled anyway.

*clicks* Goddamnit the lack of SM 3.0 bites me in the arse again.
Thanks for putting by mind at rest, I'm upgrading it in the next few months anyway.

 
Re: 2007-10-28 stable branch (Xt version)
Hm.. I've a Radeon X1950 Pro (512 MB AGP), this card has SM3 Support, but I'm unable to use GLSL either.

Freespace 2 crashes only when i see Ships. Exactly after a few seconds in Technical Database, Ship/Weapon Selection or InMission the game hangs and i get an "fs2_open_3_6_10.exe occurred an error and have to be closed" message.

The Errorlog reports an access violation in atioglxx.dll, too. I tried the downloadable dll in this thread, in fact, i can't start the game once more with it.

I'm using Windows Vista (32-Bit) with the current 7.11 Catalyst Drivers, but tried it with 7.9 and 7.10, too which makes no difference.

So, my Launcher Settings:
Maybe there's the error for me? *whoknows*

Code: [Select]
exe_filepath = E:\FreeSpace2\fs2_open_3_6_10-20071028T.exe;
game_flags = -ambient_factor 75 -no_emissive_light -spec_exp 11 -spec_point 0.6 -spec_static 0.8 -spec_tube 0.4 -fov 0.39 -img2dds -spec -glow -env -mipmap -noscalevid -missile_lighting -normal -img2dds -cache_bitmaps -dualscanlines -targetinfo -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash;

Are my settings wrong or is this feature.. uhm.. ATI incompatible at the moment?

Shivan here, Shivan there, Shivan everywhere.

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

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Offline Cobra

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Re: 2007-10-28 stable branch (Xt version)
Settings aren't wrong; I blame Vista. :p
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 
Re: 2007-10-28 stable branch (Xt version)
Settings aren't wrong; I blame Vista. :p

Yeah, right. It seems to be a general problem with the Catalyst Drivers for Vista :mad:.
I read in the official ATI Forums, that Vista uses a different GUI for OpenGL and ATI hasn't created a driver that fully support OpenGL in Vista, so far.  :hopping:  :no:

So it's only an problem with the Vista Drivers, XP and any other OS should be run fine with GLSL.
Now i have three options:
1. To wait for a proper Driver that fully supports OpenGL
2. Change back to Windows XP
3. To buy a Nvidia card

Maybe Option 2 is the best, who knows how long it takes for a good OpenGL support in Vista. When this driver is released i can change to vista again, then :)

So it's not an Error in this build and so sorry for my posts.

But I'm right, this feature is ATI incompatible at the moment, with Vista as Operating System  :nod:
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:
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Offline jr2

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Re: 2007-10-28 stable branch (Xt version)
Multiboot XP & Vista.  Ta-da!!

 

Offline asyikarea51

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Re: 2007-10-28 stable branch (Xt version)
Been using this for a while alongside the 7/10 (7th October that is) and stock 3.6.9 builds.

I think there's a problem with a particular beam cannon sound, even though the tables specify that BT_up_1.5.wav (151) should play when firing, say, an AAAf, BT_up_1.wav (150) plays instead.

The problem with sounds 124 and 125 (start of beam shots immediately after charging) on stock sounds.tbl has long been fixed though, thanks for that. :)

For safety's sake I'll check to see that it's not a problem with my tables, but I'm quite sure it's to do with the build. Without editing the tables and just enabling different builds, the sound played back is different. Hope it's not too bothersome to skim through the code again? :)
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Offline CKid

Re: 2007-10-28 stable branch (Xt version)
Sorry for bringing this up again but I still need the cutsence movies in .ogg format. The links to them are still down. Can someone upload them.
If I agreed with you, we would both be wrong

 
 

Offline CKid

Re: 2007-10-28 stable branch (Xt version)
Its jr2 to the rescue! Thanks for the quick reply. :)
If I agreed with you, we would both be wrong

 

Offline Axem

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Re: 2007-10-28 stable branch (Xt version)
I'm having trouble with Flipside's GTF Autolycus with this build. As soon as I get shot in it, the game will crash right away without any meaningful error message (aside from the Send your Bug Report to Microsoft one). Debug doesn't give anything new either.

It won't crash in 3.6.9 so I'm wondering if its related to any new collision modifications.
« Last Edit: December 23, 2007, 02:28:57 pm by Axem »

 

Offline Acur

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Re: 2007-10-28 stable branch (Xt version)
I have exactly the same problem as Deepstar with a Radeon X1950GT. My OS is Win XP not Vista.

Game crashes after a few seconds in the Tech Room or in mission so I have to close it manually with the Task Manager.

The dll and the -no_glsl command both preventing the game to crash but I can't see the normal maps with these solutions.




 

Offline DaBrain

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Re: 2007-10-28 stable branch (Xt version)
Run a debug build. Check the FS2_open.log (in your /data/ folder).

What is the OpenGL version in there?
OpenGL Version    : 2.1.2?

Does the shader compile list look like this?
Code: [Select]

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

One other possible thing:

To all ATI users that used or tried to use ATI Smartshaders like HDRish with FS2_open:
Check your FS2 directory for a file named atioglxx.dll!
It overrides any newer OpenGL version supported by your driver and won't work with this build!

(Actually it doesn't have to be older, it's included in the drivers too, but the current dlls that you can download to use smart shaders are older.
Do not delete this file from your Windows directory, but only from applicaton directories.)
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Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
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Offline Acur

  • 21
Re: 2007-10-28 stable branch (Xt version)
OpenGL Version seems to be 2.1.7169

Shader compile looks a little bit strange:
Code: [Select]
  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bgn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bsn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bgsn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bne-vert.sdr / bsne-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bne-vert.sdr / bgsne-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.

My complete FS2_open.log:
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: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'D:\freespace 2\mediavps\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'D:\freespace 2\mediavps\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'D:\freespace 2\mediavps\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'D:\freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'D:\freespace 2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'D:\freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\freespace 2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\freespace 2\mediavps\' ... 2 files
Searching root pack 'D:\freespace 2\mediavps\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'D:\freespace 2\mediavps\MV_Assets.vp' ... 1768 files
Searching root pack 'D:\freespace 2\mediavps\MV_Core.vp' ... 92 files
Searching root pack 'D:\freespace 2\mediavps\MV_Effects.vp' ... 1108 files
Searching root pack 'D:\freespace 2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\freespace 2\' ... 50 files
Searching root pack 'D:\freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\freespace 2\root_fs2.vp' ... 157 files
Searching root pack 'D:\freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\freespace 2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 20 roots and 12885 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon X1950 GT
  OpenGL Version    : 2.1.7169 Release

  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".
  Unable to find 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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bgn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bsn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bgsn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bne-vert.sdr / bsne-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bne-vert.sdr / bgsne-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at Weapons.cpp:2979
TBM  =>  Starting parse of 'beams1-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 247
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% 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 ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% 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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x101d7c20, IBX checksum: 0x871a1954 -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 50 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: 0xe3e74b11, IBX checksum: 0xf1063fba -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xac2280ff, IBX checksum: 0x03479948 -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0x23d2b509, IBX checksum: 0x2764c05a -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x715aa319, IBX checksum: 0xb38e43ae -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x43ecd59e, IBX checksum: 0x7a219792 -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3055948b, IBX checksum: 0x87c1d3a0 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0x193458f4, IBX checksum: 0x04192885 -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 53x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 96x96 (25.0% wasted)
ANI toggle1 with size 20x20 (37.5% wasted)
ANI weapons1 with size 20x20 (37.5% wasted)
ANI weapons1_b with size 20x20 (37.5% wasted)
ANI 2_toparc1 with size 60x60 (6.3% wasted)
ANI 2_toparc2 with size 24x24 (25.0% wasted)
ANI 2_toparc3 with size 29x29 (9.4% wasted)
ANI 2_leftarc with size 252x252 (1.6% wasted)
ANI 2_rightarc1 with size 252x252 (1.6% wasted)
ANI 2_reticle1 with size 24x24 (25.0% wasted)
ANI targhit1 with size 21x21 (34.4% wasted)
ANI energy1 with size 41x41 (35.9% wasted)
ANI targetview1 with size 156x156 (39.1% wasted)
ANI targetview2 with size 96x96 (25.0% wasted)
ANI targetview3 with size 20x20 (37.5% wasted)
ANI damage1 with size 25x25 (21.9% wasted)
ANI support1 with size 24x24 (25.0% wasted)
ANI objective1 with size 21x21 (34.4% wasted)
ANI wingman1 with size 53x53 (17.2% wasted)
ANI wingman2 with size 53x53 (17.2% wasted)
ANI wingman3 with size 53x53 (17.2% wasted)
ANI netlag1 with size 30x30 (6.3% wasted)
ANI head1 with size 132x132 (48.4% wasted)
ANI time1 with size 23x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x2746ad28 -- "starfield.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 93x93 (27.3% wasted)
ANI shieldft-05 with size 93x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xb56e54cf, IBX checksum: 0x2700b612 -- "support2t-01.pof"
ANI shieldfv-01 with size 93x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xba4021d7, IBX checksum: 0x709dea9d -- "support2v-01.pof"
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 (particle_blue.eff) with 11 frames at 22 fps.
Could not find a usable muzzle glow bitmap for 'AAAf'!
WARNING: "Could not find a usable muzzle glow bitmap (AAAbeamAglow) for weapon 'AAAf'!" at Weapons.cpp:3731
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0xcd9ff374, IBX checksum: 0xf1dc8a08 -- "hornet.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0xe7aee004 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xe145c0ed, IBX checksum: 0x1138b3ab -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x9361eea7, IBX checksum: 0xfa7f15ef -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0xb8b20649, IBX checksum: 0x7c216484 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xbee0e563 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0xd1309e4a, IBX checksum: 0x8ef3ede8 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX:  Warning!  Found invalid TSB file: 'cmeasure01.tsb'
IBX: Starting a new IBX for 'cmeasure01.pof'.
IBX: Starting a new TSB for 'cmeasure01.pof'.
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0xed9fd892, IBX checksum: 0x7c2c51d1 -- "harbinger.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 (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
ANI 2_lock1.ani with size 53x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
ANI toggle1.ani with size 20x20 (37.5% wasted)
ANI weapons1.ani with size 20x20 (37.5% wasted)
ANI 2_toparc1.ani with size 60x60 (6.3% wasted)
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
ANI targhit1.ani with size 21x21 (34.4% wasted)
ANI energy1.ani with size 41x41 (35.9% wasted)
ANI targetview1.ani with size 156x156 (39.1% wasted)
ANI targetview2.ani with size 96x96 (25.0% wasted)
ANI targetview3.ani with size 20x20 (37.5% wasted)
ANI damage1.ani with size 25x25 (21.9% wasted)
ANI support1.ani with size 24x24 (25.0% wasted)
ANI objective1.ani with size 21x21 (34.4% wasted)
ANI wingman1.ani with size 53x53 (17.2% wasted)
ANI wingman2.ani with size 53x53 (17.2% wasted)
ANI wingman3.ani with size 53x53 (17.2% wasted)
ANI netlag1.ani with size 30x30 (6.3% wasted)
ANI head1.ani with size 132x132 (48.4% wasted)
ANI time1.ani with size 23x23 (28.1% wasted)
ANI shield-f06.ani with size 93x93 (27.3% wasted)
ANI shieldft-05.ani with size 93x93 (27.3% wasted)
ANI shieldfv-01.ani with size 93x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1457/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 457,  Estimated count = 425
================================================
ANI cb_sm1-01_a.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 200x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 6.991 (6.991)
Got event GS_EVENT_OPTIONS_MENU (8) in state GS_STATE_CMD_BRIEF (43)
Frame  0 too long!!: frametime = 0.368 (0.368)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_OPTIONS_MENU (5)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
ANI iconfighter2t-05 with size 28x28 (12.5% wasted)
ANI iconSD4 with size 24x24 (25.0% wasted)
ANI iconScalpel with size 24x24 (25.0% wasted)
ANI iconMX-64 with size 24x24 (25.0% wasted)
ANI iconTempest with size 24x24 (25.0% wasted)
ANI 2_SD4.ani with size 304x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 304x304 (40.6% wasted)
ANI 2_mx64.ani with size 304x304 (40.6% wasted)
ANI 2_Tempest.ani with size 304x304 (40.6% wasted)
ANI iconplanet with size 182x182 (28.9% wasted)
ANI FadeiconPlanet with size 182x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 182x182 (28.9% wasted)
ANI iconv-freightercw with size 65x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 65x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 65x65 (49.2% wasted)
ANI icont-fightW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 54x54 (15.6% wasted)
ANI iconplanet.ani with size 182x182 (28.9% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  17.501
Frame  1 too long!!: frametime = 0.443 (0.443)
ANI Head-TP4b.ani with size 120x120 (6.3% wasted)