Author Topic: RELEASE: "The Aftermath"  (Read 31546 times)

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Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: RELEASE: "The Aftermath"
Nvm, that is good news.  I guess I had mis-read somewhere that they were waiting until part 4 or or a part 3 update to do the switch. 

This makes the sound bugs more puzzling, however.  I'll be able to look at it tonight.

 

Offline CT27

  • 211
Re: RELEASE: "The Aftermath"
Would it be alright with everyone here if I posted a campaign pic I took from the campaign?  I'm just learning to do screenshots and it's kind of fun.

 
Re: RELEASE: "The Aftermath"
Hi,

every time I play the mission "Escaping Pirates" on Xubuntu 14.04 64bit (wxlauncher, 3.7.1 self-compiled) it crashes when the 2 destroyers appear (some 10 s later). Starting wxlauncher from terminal the error message there is:

Code: [Select]
*** Error in `/home/XXXXXXX/Freespace2/fs2_open_3.7.1': free(): invalid pointer: 0x0000000017fa5700 ***Any idea? I will show the log, if necessary.

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: RELEASE: "The Aftermath"
As I said before, I would try 3.7.3 RC3.H

However I am going to post an updated modpack soon which does have quite a few model and table errors fixed. Probably will be out today or tomorrow.

 

Offline niffiwan

  • 211
  • Eluder Class
Re: RELEASE: "The Aftermath"
Hi,

every time I play the mission "Escaping Pirates" on Xubuntu 14.04 64bit (wxlauncher, 3.7.1 self-compiled) it crashes when the 2 destroyers appear (some 10 s later). Starting wxlauncher from terminal the error message there is:

Code: [Select]
*** Error in `/home/XXXXXXX/Freespace2/fs2_open_3.7.1': free(): invalid pointer: 0x0000000017fa5700 ***Any idea? I will show the log, if necessary.

If the new release from Cyborg17 + 3.7.2RC3 don't resolve the issue then please post the log, and a stacktrace (gdb backtrace) if you can as this looks like a code issue (even if it's caused by incorrect data FSO shouldn't crash)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
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Re: RELEASE: "The Aftermath"
Hi,

every time I play the mission "Escaping Pirates" on Xubuntu 14.04 64bit (wxlauncher, 3.7.1 self-compiled) it crashes when the 2 destroyers appear (some 10 s later). Starting wxlauncher from terminal the error message there is:

Code: [Select]
*** Error in `/home/XXXXXXX/Freespace2/fs2_open_3.7.1': free(): invalid pointer: 0x0000000017fa5700 ***Any idea? I will show the log, if necessary.

If the new release from Cyborg17 + 3.7.2RC3 don't resolve the issue then please post the log, and a stacktrace (gdb backtrace) if you can as this looks like a code issue (even if it's caused by incorrect data FSO shouldn't crash)
Incorrect data should never cause an invalid pointer error, I would think.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

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

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

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

<Aesaar> literary criticism is vladimir putin

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

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

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

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

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

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

 

Offline CT27

  • 211
Re: RELEASE: "The Aftermath"









Some pictures I took while playing this campaign.

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: RELEASE: "The Aftermath"
So I still have a couple of more major errors to work through, so I can't release tonight, but I did find an error in the mission file 2-9, "Escaping Pirates".  It falls under the inexplicable category because either the author found a way to break the mission save in Fred or he needlessly manually edited the mission file to replace a ship with the orion refit.......   I dunno.  But what it potentially caused was the mission thinking that the refit had way more turrets than it did (like 25 more).

Anyway, it *seems* consistent with the crash as far as I could tell, though with things like this you never know.  Generally programs crash when they point to use things that don't exist, right?  And it happens right after the capitals appear.

So try replacing the old mission file with this one that's attached.  See if it works instead.  Here's to hoping it will.  This is the second time I've found this particular error in his mission files, so I may have to check all of them.  By the way, SCP, debug builds are awesome these days.  I can pretty much test a whole modpack at once by just using everything in one mission and trying to load it.  :yes:

Anyway, if that doesn't work, wait for the revised modpack like Admiral and Niffiwan said.

Files left to debug:

Nike01.pof  (I may have caused this error myself and just need to revert)
sub.pof
octer.pof
alex.pof      (Some MAJOR errors going on with this one...)

There may be a few more, too.





[attachment kidnapped by pirates]

 

Offline CT27

  • 211
Re: RELEASE: "The Aftermath"
I thought of one more error (sorry for just remembering it):

There is no firing sound when the Avenger corvette or Boreas cruiser (in the missions you can fly as a capship) fire their primary ion cannons.  Do you know what may cause this? 

I think they're supposed to sound like the guns of UEF frigates.

 
Re: RELEASE: "The Aftermath"
I don't know if I did something wrong since everyone else is at least able to launch the first mission. I lost my patience after clicking no on so many error messages and I broke into debugger.
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.2.10723
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Aftermath,blueplanet2,blueplanet,MediaVPs_2014
  -no_glsl
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-compat.vp' with a checksum of 0x9c7d79f8
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'C:\Games\FreeSpace2\blueplanet\adv-bp.vp' with a checksum of 0x670cbd97
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0x58f866a1
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x213dcdf3
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-compat.vp' with a checksum of 0x6ef45eaf
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe5b684cd
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x1604e6d1
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0xcb7237b9
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\Aftermath\' ... 619 files
Searching root 'C:\Games\FreeSpace2\blueplanet2\' ... 160 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\adv-bp2.vp' ... 33 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-compat.vp' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'C:\Games\FreeSpace2\blueplanet\' ... 25 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\adv-bp.vp' ... 358 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-compat.vp' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 47 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1561 files
Searching root 'C:\Games\FreeSpace2\MediaVPs_2014\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 36 roots and 22887 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Mic 1 (Virtual Audio Cable)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 210/PCIe/SSE2
  OpenGL Version   : 3.3.0

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

  Max texture units: 4 (2)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
TBM  =>  Starting parse of 'Dropship-sct.tbm' ...
Wokka!  File (Dropship-sct.tbm) is in Unicode format!
TABLES: Unable to parse 'Dropship-sct.tbm'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
TBM  =>  Starting parse of 'bp2-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (exp50.eff) with 92 frames at 30 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Ignoring free flight speed for weapon 'Trebuchet#Aegis'
TBM  =>  Starting parse of 'Sirona-beams-wep.tbm' ...
TBM  =>  Starting parse of 'lamiabeam-wep.tbm' ...
TBM  =>  Starting parse of 'Aftermath-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
Particle effect for impact spew disabled on ship 'Moon Landscape'.
Particle effect for damage spew disabled on ship 'Moon Landscape'.
WARNING: "Error:  Ship name GTC Cretheus already exists in ships.tbl.  All ship class names must be unique." at ship.cpp:1058
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-9" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus X" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
WARNING: "Unable to find WEAPON_LIST_TYPE string " RailGun" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
WARNING: "Ship class 'TF Ghost' has 3 secondary banks, but 2 secondary capacities... fix this!!" at ship.cpp:1382
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX52#Shivan" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX52#Shivan" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'Sirona-shp.tbm' ...
TBM  =>  Starting parse of 'Dropship-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
WARNING: "Pbank capacity specified for non-ballistic-primary-enabled ship GTTB Armageddon. Resetting capacities to 0. To fix this, add a ballistic primary to the list of allowed primaries." at ship.cpp:4329
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (BPstealthgauge.eff) with 3 frames at 30 fps.
BMPMAN: Found EFF (viewfinder.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgaugetop.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgauge.eff) with 11 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
TBM  =>  Starting parse of 'new-str.tbm' ...
loading animated cursor "cursor"
TBM  =>  Starting parse of 'bp-main-hall.tbm' ...
TBM  =>  Starting parse of 'bp2-main-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : VALID
cfile_init() took 1078
VIDEO: No shader support and hd video is beeing played this can get choppy.Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Maxwell.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Deep.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ed.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Maxwell.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Maxwell.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Maxwell.Aftermath.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'Maxwell.Aftermath.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.262 (0.262)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Maxwell.Aftermath.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: '1 - 0 - Intro3.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 294
Ending mission message count : 294
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x23600360, IBX checksum: 0x18b36b49 -- "fighter2t-03.pof"
Loading model 'raynor1.pof'
WARNING: "Inverted bounding box on submodel 'detail-0' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret01' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm01' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret02' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm02' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret03' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm03' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret04' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm04' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret05' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm05' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret06' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm06' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret07' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm07' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret08' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm08' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret09' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm09' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret10' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm10' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret11' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm11' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret12' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm12' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret13' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm13' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret14' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret15' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret16' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret17' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret18' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret19' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret20' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret21' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret22' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret23' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret24' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret25' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret26' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret27' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret28' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret29' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret30' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret31' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret32' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret33' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret34' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret35' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret36' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret37' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret38' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret39' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret40' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret41' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'fighterbay' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor1.pof
WARNING: "Inverted bounding box on submodel 'detail-3' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'detail-2' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'detail-1' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-0' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-1' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-3' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-4' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-5' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-6' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-2' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-7' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor1.pof
IBX: Found a good IBX to read for 'raynor1.pof'.
IBX-DEBUG => POF checksum: 0x77329368, IBX checksum: 0x794cf996 -- "raynor1.pof"
Allocating space for at least 47 new ship subsystems ...  a total of 200 is now available (47 in-use).
Loading model 'Diomedes2.pof'
WARNING: "Inverted bounding box on submodel 'detail-1' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'detail-0' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret01' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm01' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret02' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm02' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret03' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
Int3(): From c:\code\fs2_open_3_7_2_rc3\code\globalincs\windebug.cpp at line 1379

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: RELEASE: "The Aftermath"
I should have an updated modpack posted sometime today.  I'm just trying to get as many errors fixed as possible before I do.

Edit: there was a particular error with the first mission having to do with mismatched table subsystem table entries.  According to the error message, that kind of bug can cause crashes.  I'm 99% sure I fixed that one, so when I get the updated modpack up, please give it a whirl.

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: RELEASE: "The Aftermath"
I don't know if I did something wrong since everyone else is at least able to launch the first mission. I lost my patience after clicking no on so many error messages and I broke into debugger.
Those aren't errors, those are warnings. Warnings are silently ignored on Release builds, which are recommended for normal gameplay; Debug builds are for trying to track down a specific problem, validating a mod, or generating a log file. If you try to play the game normally with Debug builds, you'll get a terrible framerate due to all kinds of debugging features not being optimized away.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

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

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

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

<Aesaar> literary criticism is vladimir putin

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

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

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

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

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

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

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: RELEASE: "The Aftermath"
All set!  :)

Mediafire Link

I know of three errors that persist, but they don't seem to really affect anything. There may *still* be mission-specific errors since I don't think I have the patience to get through the campaign on a debug build, or play the missions without cheating.
« Last Edit: August 09, 2014, 12:18:46 pm by Cyborg17 »

 
Re: RELEASE: "The Aftermath"
I don't know if I did something wrong since everyone else is at least able to launch the first mission. I lost my patience after clicking no on so many error messages and I broke into debugger.
Those aren't errors, those are warnings. Warnings are silently ignored on Release builds, which are recommended for normal gameplay; Debug builds are for trying to track down a specific problem, validating a mod, or generating a log file. If you try to play the game normally with Debug builds, you'll get a terrible framerate due to all kinds of debugging features not being optimized away.
The reason I ran the debug build is that the i get a CTD when I start the campaign during loading.

 

Offline CT27

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Re: RELEASE: "The Aftermath"
Thanks Cyborg17 for your work.

I put your new file in the OP.

 

Offline Cyborg17

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Re: RELEASE: "The Aftermath"
No problem. 

I will post a Diablo .pof patch later since I actually mananged to redo the shield mesh.  It won't be specific to the Aftermath but could be used in any mod that wants it.

 

Offline AdmiralRalwood

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Re: RELEASE: "The Aftermath"
I don't know if I did something wrong since everyone else is at least able to launch the first mission. I lost my patience after clicking no on so many error messages and I broke into debugger.
Those aren't errors, those are warnings. Warnings are silently ignored on Release builds, which are recommended for normal gameplay; Debug builds are for trying to track down a specific problem, validating a mod, or generating a log file. If you try to play the game normally with Debug builds, you'll get a terrible framerate due to all kinds of debugging features not being optimized away.
The reason I ran the debug build is that the i get a CTD when I start the campaign during loading.
Just FYI, if you "give up" and stop skipping the warnings before getting to the actual problem, your debug log isn't going to be very helpful for finding and fixing it.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

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

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

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

<Aesaar> literary criticism is vladimir putin

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

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

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

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

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

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

 
Re: RELEASE: "The Aftermath"
Just for updating:

3.7.2 RC3 works ootb under Ubuntu 14.04 64bit. I didn't try the "regular" 3.7.1 anymore. I will come back with the updated modpack some day ;-)

Edit: Of course, this is with the "new" blueplanet mod

 

Offline Cyborg17

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Re: RELEASE: "The Aftermath"
Ok, thanks for letting us know.


And now that it's quieted down, thanks Admiral and Niffiwan for helping out with troubleshooting!  It was nice to have support from you guys who know way more than me.

 

Offline crizza

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Re: RELEASE: "The Aftermath"
Is there a timelimit in the first mission? I'm force jumped after ten minutes, failing every time^^