Author Topic: Valathil's Awesome Graphical Advancements  (Read 41456 times)

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Offline Lucika

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  • Modding is l'art pour l'art
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Still, a "start cloaked" checkbox would make many things easier to FRED, for example a cloaked ambush.

Indeed it would. In my case, one of the factions' capships are not using subspace but something else instead. This effect would work great for me. However, the process of "add ship-cloak-teleport-sexp escort-uncloak-...-cloak-sexp escort-depart" for each and every vessel cruiser and above would be a pain in my back. :nod: Not to mention that I'd have to redo the arrival-related events in the already FREDded things.

Right now I'm just going with 'no warp effect', I hope someone will put together a "start cloaked" thing by the time I'm getting close to finish. :)
HLP member 2008-2012 and Syrk:TUW project leader ~2010-2012

 

Offline Spoon

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wow wow, give the man a break.
Nope, its a totally valid question
We've seen the fs1 effect already works ingame (the vid the e posted of the solaris), the flags are on the wiki already. But none of them seem to work, only the fs2 effect does.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Nuke

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since youre adding cloaking effects i think it would be cool to have a complete player side cloaking setup. like controls for cloaking, some penalty for cloaking like cloaking energy and another bar in the ets, or just drain weapon energy. when you run out you decloak, if you want to stay cloaked for a long duraion you would need to give divert power from your other systems, making you slow and unshielded. then perhaps flags to control how weapons behave while cloaked, like strict no weapons while cloaked, or no energy weapons while cloaked, or weapons, but power supply is reduced by cloaking. perhaps firing weapons will show you on the radar and allow ships to lock on to you. perhaps no shields while cloaked or while cloaking/decloaking. you might want to change the time requirement for cloaking. just brainstorming here, nothing is quite thought out enough to call this a feature request. sexp cloaking would probibly be the way to handle ai side cloaking, though at least fighters should have to obey the same cloaking rules as the player.
« Last Edit: July 28, 2011, 09:43:19 pm by Nuke »
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Offline Black Wolf

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Maybe we should just be happy with the effect for now, move on the the deeper implementation later? After all, this is pretty damned awesome even as it is, right?
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
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Offline The E

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wow wow, give the man a break.
Nope, its a totally valid question
We've seen the fs1 effect already works ingame (the vid the e posted of the solaris), the flags are on the wiki already. But none of them seem to work, only the fs2 effect does.

Can you post a debug 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
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Offline Dragon

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since youre adding cloaking effects i think it would be cool to have a complete player side cloaking setup. like controls for cloaking, some penalty for cloaking like cloaking energy and another bar in the ets, or just drain weapon energy. when you run out you decloak, if you want to stay cloaked for a long duraion you would need to give divert power from your other systems, making you slow and unshielded. then perhaps flags to control how weapons behave while cloaked, like strict no weapons while cloaked, or no energy weapons while cloaked, or weapons, but power supply is reduced by cloaking. perhaps firing weapons will show you on the radar and allow ships to lock on to you. perhaps no shields while cloaked or while cloaking/decloaking. you might want to change the time requirement for cloaking. just brainstorming here, nothing is quite thought out enough to call this a feature request. sexp cloaking would probibly be the way to handle ai side cloaking, though at least fighters should have to obey the same cloaking rules as the player.
All this can be FREDed.
I think that there's no need for hardcoded cloaking, since it'd need a lot of new table features to make it as customizable as FREDed cloaking.
Granted, having AI do it would be nice, but I already have an idea how to make them use cloaking in combat in somewhat "intelligent" manner (using SEXPs).

 

Offline Spoon

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wow wow, give the man a break.
Nope, its a totally valid question
We've seen the fs1 effect already works ingame (the vid the e posted of the solaris), the flags are on the wiki already. But none of them seem to work, only the fs2 effect does.

Can you post a debug log?
But of course my good sir.


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: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -fov 0.6
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 65
  -env
  -missile_lighting
  -glow
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 40
  -fxaa
  -ballistic_gauge
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Wings of Dawn II,mediavps_3612
  -fullscreen_window
Building file index...
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'G:\Games\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'G:\Games\Freespace\multi-mission-pack.vp' with a checksum of 0x925272dc
Found root pack 'G:\Games\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'G:\Games\Freespace\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'G:\Games\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'G:\Games\Freespace\sparky_fs2.vp' with a checksum of 0x0eae906e
Found root pack 'G:\Games\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'G:\Games\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'G:\Games\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'G:\Games\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'G:\Games\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'G:\Games\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'G:\Games\Freespace\Wings of Dawn II\' ... 5175 files
Searching root 'G:\Games\Freespace\mediavps_3612\' ... 125 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'G:\Games\Freespace\' ... 108 files
Searching root pack 'G:\Games\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'G:\Games\Freespace\multi-mission-pack.vp' ... 108 files
Searching root pack 'G:\Games\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'G:\Games\Freespace\root_fs2.vp' ... 157 files
Searching root pack 'G:\Games\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'G:\Games\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'G:\Games\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'G:\Games\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'G:\Games\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'G:\Games\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'G:\Games\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'G:\Games\Freespace\warble_fs2.vp' ... 52 files
Searching root 'i:\' ... 0 files
Found 25 roots and 19619 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
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: Microphone (C-Media USB Headpho
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 GTX 570/PCI/SSE2
  OpenGL Version   : 4.1.0

  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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.10 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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'misc-sct.tbm' ...
TBM  =>  Starting parse of 'gravity-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
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 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wxp.tbm' ...
TBM  =>  Starting parse of 'Explosions-wxp.tbm' ...
TBM  =>  Starting parse of 'beams-wxp.tbm' ...
BMPMAN: Found EFF (exp08.eff) with 141 frames at 25 fps.
BMPMAN: Found EFF (exp20.eff) with 81 frames at 40 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp30.eff) with 131 frames at 30 fps.
BMPMAN: Found EFF (exp40.eff) with 33 frames at 24 fps.
BMPMAN: Found EFF (exp50.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ExpW.eff) with 91 frames at 40 fps.
BMPMAN: Found EFF (ExpB.eff) with 74 frames at 30 fps.
BMPMAN: Found EFF (Zy.eff) with 43 frames at 30 fps.
BMPMAN: Found EFF (Tach.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (flashexpblue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (Dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (VX-23.eff) with 71 frames at 30 fps.
BMPMAN: Found EFF (Flashexp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (Flashexp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (Zyshipexp.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Blackhole.eff) with 63 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 72 frames at 30 fps.
BMPMAN: Found EFF (exp06.eff) with 58 frames at 30 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 (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.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Fmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Dmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Smoke.eff) with 71 frames at 35 fps.
BMPMAN: Found EFF (Vk01NMuzzle.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (BWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (exp07.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (Beamhitglow.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (HSMHS.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (HSMHSsmall.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Furaexp1.eff) with 81 frames at 30 fps.
BMPMAN: Found EFF (StarfireExp.eff) with 101 frames at 30 fps.
BMPMAN: Found EFF (SmallredExp.eff) with 46 frames at 30 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 24 fps.
WARNING: "Lifetime min or max specified, but $Lifetime was also specified; min or max will be used." at weapons.cpp:1400
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 'Wingmen-wep.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
WARNING: Unrecognized parameter in ai_profiles: $disarm or disable cause global ai goal effects: YES

WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: FS1


#End


TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
TBM  =>  Starting parse of 'Targetpriority-obt.tbm' ...
BMPMAN: Found EFF (ParticleSmoke02.eff) with 39 frames at 24 fps.
Particle effect for impact spew disabled on ship 'Fir'kyr Voidbringer'.
Particle effect for damage spew disabled on ship 'Fir'kyr Voidbringer'.
Particle effect for impact spew disabled on ship 'Fir'kyr VoidBearer'.
Particle effect for damage spew disabled on ship 'Fir'kyr VoidBearer'.
Particle effect for impact spew disabled on ship 'Fir'kyr VoidKeeper'.
Particle effect for damage spew disabled on ship 'Fir'kyr VoidKeeper'.
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'Wingmen-shp.tbm' ...
ANI head1 with size 256x206 (19.5% wasted)
TBM  =>  Starting parse of 'mv_core-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 weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 752
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)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'Ray.pof'
IBX: Found a good IBX to read for 'Ray.pof'.
IBX-DEBUG => POF checksum: 0xffbd65f5, IBX checksum: 0x521d437a -- "Ray.pof"
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.548 (0.548)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== 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.
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.
BMPMAN: Found EFF (Furaexp2.eff) with 150 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: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (CSAshieldhit.eff) with 37 frames at 30 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit04a.eff) with 38 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: 0xe3e74b11, IBX checksum: 0x314e1260 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Testings'
Using callsign: Isa
Loading model 'Kaze-B.pof'
IBX: Found a good IBX to read for 'Kaze-B.pof'.
IBX-DEBUG => POF checksum: 0xeb4b4dc5, IBX checksum: 0x012d0d21 -- "Kaze-B.pof"
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Particle_green.eff) with 11 frames at 6 fps.
Loading model 'CelestialF.pof'
BMPMAN: Found EFF (hullcelestial-glow.eff) with 14 frames at 12 fps.
BMPMAN: Found EFF (yellow2glass-glow.eff) with 17 frames at 12 fps.
IBX: Found a good IBX to read for 'CelestialF.pof'.
IBX-DEBUG => POF checksum: 0x55c3727a, IBX checksum: 0x49b1fa78 -- "CelestialF.pof"
Loading model 'CelestialB.pof'
IBX: Found a good IBX to read for 'CelestialB.pof'.
IBX-DEBUG => POF checksum: 0xb7c57904, IBX checksum: 0xe5839b8a -- "CelestialB.pof"
Starting mission message count : 1
Ending mission message count : 1
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'Celestial.pof'
IBX: Found a good IBX to read for 'Celestial.pof'.
IBX-DEBUG => POF checksum: 0xa4ba8c3f, IBX checksum: 0xfbcb456e -- "Celestial.pof"
Loading model 'astscar.pof'
IBX: Found a good IBX to read for 'astscar.pof'.
IBX-DEBUG => POF checksum: 0x75214c04, IBX checksum: 0x9c181b0a -- "astscar.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'astscarB.pof'
IBX: Found a good IBX to read for 'astscarB.pof'.
IBX-DEBUG => POF checksum: 0x9b9f00a9, IBX checksum: 0x87642cf8 -- "astscarB.pof"
Loading model 'astscarc.pof'
IBX: Found a good IBX to read for 'astscarc.pof'.
IBX-DEBUG => POF checksum: 0x88f405dc, IBX checksum: 0x68737e50 -- "astscarc.pof"
Loading model 'ZySlipstream.pof'
BMPMAN: Found EFF (blueglass-normal.eff) with 20 frames at 12 fps.
IBX: Found a good IBX to read for 'ZySlipstream.pof'.
IBX-DEBUG => POF checksum: 0x988e4927, IBX checksum: 0xab9dd30c -- "ZySlipstream.pof"
Loading model 'cavalier.pof'
IBX: Found a good IBX to read for 'cavalier.pof'.
IBX-DEBUG => POF checksum: 0xe9949d9c, IBX checksum: 0xc0696ef6 -- "cavalier.pof"
Loading model 'CelestialPOD.pof'
IBX: Found a good IBX to read for 'CelestialPOD.pof'.
IBX-DEBUG => POF checksum: 0xf32a0e61, IBX checksum: 0x8046b233 -- "CelestialPOD.pof"
Loading model 'CelestialCANNON.pof'
IBX: Found a good IBX to read for 'CelestialCANNON.pof'.
IBX-DEBUG => POF checksum: 0x6adce0e0, IBX checksum: 0xa5d59538 -- "CelestialCANNON.pof"
Loading model 'FunnelB.pof'
BMPMAN: Found EFF (mcwsring-glow.eff) with 12 frames at 9 fps.
IBX: Found a good IBX to read for 'FunnelB.pof'.
IBX-DEBUG => POF checksum: 0x52cf37c0, IBX checksum: 0x39b3fe74 -- "FunnelB.pof"
Loading model 'FunnelM.pof'
IBX: Found a good IBX to read for 'FunnelM.pof'.
IBX-DEBUG => POF checksum: 0x11c0b302, IBX checksum: 0x985451dd -- "FunnelM.pof"
Loading model 'Caliburn.pof'
IBX: Found a good IBX to read for 'Caliburn.pof'.
IBX-DEBUG => POF checksum: 0x772466ab, IBX checksum: 0xbc5fa548 -- "Caliburn.pof"
Loading model 'Challenger.pof'
BMPMAN: Found EFF (challengeri-glow.eff) with 19 frames at 12 fps.
IBX: Found a good IBX to read for 'Challenger.pof'.
IBX-DEBUG => POF checksum: 0x1cb41c0c, IBX checksum: 0x84dfbc2a -- "Challenger.pof"
Loading model 'AestivalR6.pof'
BMPMAN: Found EFF (mcwshull-glow.eff) with 7 frames at 6 fps.
IBX: Found a good IBX to read for 'AestivalR6.pof'.
IBX-DEBUG => POF checksum: 0xd4f0e87e, IBX checksum: 0xb18fc8d9 -- "AestivalR6.pof"
Loading model 'Pillager.pof'
IBX: Found a good IBX to read for 'Pillager.pof'.
IBX-DEBUG => POF checksum: 0x913425da, IBX checksum: 0x346d4ce7 -- "Pillager.pof"
Loading model 'Abyss-skybox.pof'
Model Abyss-skybox.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 'Abyss-skybox.pof'.
IBX-DEBUG => POF checksum: 0xe9e8030a, IBX checksum: 0x47b561d9 -- "Abyss-skybox.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 68 new ship subsystems ...  a total of 400 is now available (159 in-use).
About to page in ships!
BMPMAN: Found EFF (Cordipulse.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (Starfire.eff) with 21 frames at 24 fps.
Someone passed an extension to bm_load for file 'kinetictrail.dds'
Someone passed an extension to bm_load for file 'kinetictrail.dds'
BMPMAN: Found EFF (Particle_Blue.eff) with 11 frames at 6 fps.
BMPMAN: Found EFF (Wavemotion.eff) with 50 frames at 30 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
Someone passed an extension to bm_load for file 'Pulse_Trail.dds'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'Wildfire.pof'
Model Wildfire.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 'Wildfire.pof'.
IBX-DEBUG => POF checksum: 0x259e6a90, IBX checksum: 0x47db1266 -- "Wildfire.pof"
Loading model 'Dart.pof'
Model Dart.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 'Dart.pof'.
IBX-DEBUG => POF checksum: 0xd10e57c4, IBX checksum: 0x16f288c5 -- "Dart.pof"
Loading model 'phoenix.pof'
IBX: Found a good IBX to read for 'phoenix.pof'.
IBX-DEBUG => POF checksum: 0xd02acd12, IBX checksum: 0x3fd08367 -- "phoenix.pof"
Loading model 'Wasp.pof'
IBX: Found a good IBX to read for 'Wasp.pof'.
IBX-DEBUG => POF checksum: 0xd2a15d45, IBX checksum: 0x12c8e68f -- "Wasp.pof"
Loading model 'Drg.pof'
Model Drg.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 'Drg.pof'.
IBX-DEBUG => POF checksum: 0x637bd23b, IBX checksum: 0x3eb1e0ee -- "Drg.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'Refraction.pof'
IBX: Found a good IBX to read for 'Refraction.pof'.
IBX-DEBUG => POF checksum: 0x3c6e6e35, IBX checksum: 0xae05f725 -- "Refraction.pof"
Loading model 'Tsunami.pof'
IBX: Found a good IBX to read for 'Tsunami.pof'.
IBX-DEBUG => POF checksum: 0x80da58b6, IBX checksum: 0xe8167fc9 -- "Tsunami.pof"
Loading model 'trebuchet.pof'
No subsystems found for model "trebuchet.pof".
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x7c28aa13, IBX checksum: 0x837b58e3 -- "trebuchet.pof"
Loading model 'Booster.pof'
IBX: Found a good IBX to read for 'Booster.pof'.
IBX-DEBUG => POF checksum: 0x286949ee, IBX checksum: 0x0be77b05 -- "Booster.pof"
Loading model 'newhornet.pof'
IBX: Found a good IBX to read for 'newhornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "newhornet.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'yari.pof'
IBX: Found a good IBX to read for 'yari.pof'.
IBX-DEBUG => POF checksum: 0x9832d790, IBX checksum: 0x237df9b5 -- "yari.pof"
Loading model 'treb2.pof'
Model treb2.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 'treb2.pof'.
IBX-DEBUG => POF checksum: 0x1b46178a, IBX checksum: 0x9ecd0492 -- "treb2.pof"
Loading model 'JackhammerMk2.pof'
Model JackhammerMk2.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 'JackhammerMk2.pof'.
IBX-DEBUG => POF checksum: 0x44e33a9b, IBX checksum: 0x41f72935 -- "JackhammerMk2.pof"
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0x60bd5c91 -- "helios.pof"
Loading model 'pulsar01.pof'
Model pulsar01.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 'pulsar01.pof'.
IBX-DEBUG => POF checksum: 0xd7a4ff27, IBX checksum: 0x7ec85704 -- "pulsar01.pof"
Loading model 'rocket.pof'
BMPMAN: Found EFF (redglass-glow.eff) with 18 frames at 12 fps.
IBX: Found a good IBX to read for 'rocket.pof'.
IBX-DEBUG => POF checksum: 0x8e9a54d2, IBX checksum: 0xff25cfa2 -- "rocket.pof"
Loading model 'hominglaser.pof'
IBX: Found a good IBX to read for 'hominglaser.pof'.
IBX-DEBUG => POF checksum: 0x869fb72a, IBX checksum: 0x6b536b8f -- "hominglaser.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'NFlare.pof'
Model NFlare.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 'NFlare.pof'.
IBX-DEBUG => POF checksum: 0x3a6824e3, IBX checksum: 0xf4f695ad -- "NFlare.pof"
Loading model 'Flare.pof'
Model Flare.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 'Flare.pof'.
IBX-DEBUG => POF checksum: 0x65fdee7d, IBX checksum: 0xc51f242b -- "Flare.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (Ringflash.eff) with 35 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI head1.ani with size 256x206 (19.5% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 3813/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 375,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: lsf hazel-d
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.35
BEDu: 2000
BEDM: 6

Class: sttq gaster
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.35
BEDu: 2000
BEDM: 6

Class: prometheus frame
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 2.5

Class: cordi broodlord
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2500
BEDM: 7

Class: sttq alate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2000
BEDM: 6

Class: nordera battleaxe
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2000
BEDM: 5

Class: nordera blacksmith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2500
BEDM: 5

Class: adasya
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 1500
BEDM: 5

Class: zgf archon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 5

Class: hertak armageddon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 10

Class: hertak flagship
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 4500
BEDM: 13

Class: fir'kyr voidbringer
DRM: 0.5
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.85
BEDu: 6000
BEDM: 10

Class: fir'kyr voidbearer
DRM: 0.6
DE: 2
DM: 1.2
FRM: 5.5
FE: 6
BE: 0.9
BEDu: 8000
BEDM: 12

Class: fir'kyr voidkeeper
DRM: 0.8
DE: 2
DM: 1.5
FRM: 6
FE: 6
BE: 0.95
BEDu: 10000
BEDM: 15

Class: lsf skirmisher
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 2000
BEDM: 3.5

Class: lsf challenger
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2500
BEDM: 5

Class: lsf challenger ii
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2500
BEDM: 5

Class: lsf guardian angel
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 5

Class: lsf champion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 5

Class: lsf crusader 
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 2750
BEDM: 5

Class: csa starlight
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 1750
BEDM: 4.5

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
LibraryManager: Reloading all loaded librariesLibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "effectManager.lua"
PARTICLE SCRIPT: Parsing file "particles.cfg"
PARTICLE SCRIPT: Configuration file read. Loaded 49 entries and took 0 ms
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'Ray.pof'
IBX: Found a good IBX to read for 'Ray.pof'.
IBX-DEBUG => POF checksum: 0xffbd65f5, IBX checksum: 0x521d437a -- "Ray.pof"
Loading model 'RaymkIII.pof'
BMPMAN: Found EFF (ray mkiii-glow.eff) with 17 frames at 30 fps.
IBX: Found a good IBX to read for 'RaymkIII.pof'.
IBX-DEBUG => POF checksum: 0xc3e79b82, IBX checksum: 0xa58e9179 -- "RaymkIII.pof"
Loading model 'RaymkIII-E.pof'
IBX: Found a good IBX to read for 'RaymkIII-E.pof'.
IBX-DEBUG => POF checksum: 0x83520ca4, IBX checksum: 0x41e26289 -- "RaymkIII-E.pof"
Loading model 'RaymkIII-WE.pof'
IBX: Found a good IBX to read for 'RaymkIII-WE.pof'.
IBX-DEBUG => POF checksum: 0x737f4599, IBX checksum: 0x8bfa2638 -- "RaymkIII-WE.pof"
Loading model 'Kaze-BB.pof'
IBX: Found a good IBX to read for 'Kaze-BB.pof'.
IBX-DEBUG => POF checksum: 0x756c833d, IBX checksum: 0xca354163 -- "Kaze-BB.pof"
Loading model 'Hazel.pof'
IBX: Found a good IBX to read for 'Hazel.pof'.
IBX-DEBUG => POF checksum: 0x14803329, IBX checksum: 0x077637e4 -- "Hazel.pof"
Loading model 'RaymkIV.pof'
IBX: Found a good IBX to read for 'RaymkIV.pof'.
IBX-DEBUG => POF checksum: 0x7ce7f0c1, IBX checksum: 0x527b0f35 -- "RaymkIV.pof"
Loading model 'Excelion.POF'
IBX: Found a good IBX to read for 'Excelion.POF'.
IBX-DEBUG => POF checksum: 0xd31c76d4, IBX checksum: 0x5a6c01da -- "Excelion.POF"
Loading model 'Prometheus.POF'
IBX: Found a good IBX to read for 'Prometheus.POF'.
IBX-DEBUG => POF checksum: 0x7102ba28, IBX checksum: 0xb3c5ae41 -- "Prometheus.POF"
Loading model 'mcwsb.pof'
IBX: Found a good IBX to read for 'mcwsb.pof'.
IBX-DEBUG => POF checksum: 0x0e7c3a7d, IBX checksum: 0x92677ffc -- "mcwsb.pof"
Loading model 'Zervium.pof'
BMPMAN: Found EFF (hullsilver-glow.eff) with 8 frames at 9 fps.
BMPMAN: Found EFF (ringsilver-glow.eff) with 12 frames at 9 fps.
IBX: Found a good IBX to read for 'Zervium.pof'.
IBX-DEBUG => POF checksum: 0x73dfae62, IBX checksum: 0x4dadabf9 -- "Zervium.pof"
Loading model 'ZerviumT.pof'
IBX: Found a good IBX to read for 'ZerviumT.pof'.
IBX-DEBUG => POF checksum: 0xb79a04f3, IBX checksum: 0xf20f871e -- "ZerviumT.pof"
Loading model 'Verian.pof'
BMPMAN: Found EFF (starlight-glow.eff) with 20 frames at 16 fps.
IBX: Found a good IBX to read for 'Verian.pof'.
IBX-DEBUG => POF checksum: 0x60fea247, IBX checksum: 0xa337f75f -- "Verian.pof"
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconnewton with size 56x24 (25.0% wasted)
ANI icon_dadvanced with size 56x24 (25.0% wasted)
ANI icon_leech with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI icon_avenger with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
ANI icon_flail with size 56x24 (25.0% wasted)
ANI icon_sbreaker with size 56x24 (25.0% wasted)
ANI icon_banshee with size 56x24 (25.0% wasted)
ANI icon_mL16 with size 56x24 (25.0% wasted)
Loading model 'shardmodel.pof'
Model shardmodel.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 'shardmodel.pof'.
IBX-DEBUG => POF checksum: 0xe9d678bd, IBX checksum: 0x70fef1f1 -- "shardmodel.pof"
Loading model 'Berylmodel.pof'
Model Berylmodel.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 'Berylmodel.pof'.
IBX-DEBUG => POF checksum: 0xde67527a, IBX checksum: 0xe8d5fce7 -- "Berylmodel.pof"
Loading model 'citrinemodel.pof'
Model citrinemodel.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 'citrinemodel.pof'.
IBX-DEBUG => POF checksum: 0x900cb644, IBX checksum: 0x0a4c46af -- "citrinemodel.pof"
Loading model 'Rainmodel.pof'
Model Rainmodel.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 'Rainmodel.pof'.
IBX-DEBUG => POF checksum: 0xf85c1c81, IBX checksum: 0x069d763a -- "Rainmodel.pof"
Loading model 'Beammodel.pof'
Model Beammodel.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 'Beammodel.pof'.
IBX-DEBUG => POF checksum: 0x5e5075e1, IBX checksum: 0xb5489498 -- "Beammodel.pof"
Loading model 'Phasemodel.pof'
Model Phasemodel.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 'Phasemodel.pof'.
IBX-DEBUG => POF checksum: 0xb956d4d5, IBX checksum: 0x41b9e556 -- "Phasemodel.pof"
Loading model 'Sapphiremodel.pof'
Model Sapphiremodel.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 'Sapphiremodel.pof'.
IBX-DEBUG => POF checksum: 0xa9cf3ef3, IBX checksum: 0x810a5f41 -- "Sapphiremodel.pof"
Loading model 'Coilmodel.pof'
Model Coilmodel.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 'Coilmodel.pof'.
IBX-DEBUG => POF checksum: 0xf0855d96, IBX checksum: 0x25ce0856 -- "Coilmodel.pof"
Loading model 'Starfiremodel.pof'
Model Starfiremodel.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 'Starfiremodel.pof'.
IBX-DEBUG => POF checksum: 0xab394c33, IBX checksum: 0x4da0a6f2 -- "Starfiremodel.pof"
Loading model 'Lancemodel.pof'
Model Lancemodel.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 'Lancemodel.pof'.
IBX-DEBUG => POF checksum: 0x7fad52f2, IBX checksum: 0x72081f91 -- "Lancemodel.pof"
Loading model 'swarmpod.pof'
Model swarmpod.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 'swarmpod.pof'.
IBX-DEBUG => POF checksum: 0x52a567ee, IBX checksum: 0xa04f292a -- "swarmpod.pof"
Loading model 'slammerpod.pof'
Model slammerpod.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 'slammerpod.pof'.
IBX-DEBUG => POF checksum: 0xe82f5b1b, IBX checksum: 0xac15f650 -- "slammerpod.pof"
Frame  0 too long!!: frametime = 17.984 (17.984)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_WEAPON_SELECTION (21) in state GS_STATE_SHIP_SELECT (11)
ANI iconflail.ani with size 56x24 (25.0% wasted)
ANI iconSD4.ani with size 56x24 (25.0% wasted)
ANI iconPromR.ani with size 56x24 (25.0% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_WEAPON_SELECT (16)
Couldn't load model file in missionshipchoice.cpp
Couldn't load model file in missionshipchoice.cpp
Frame  0 too long!!: frametime = 0.313 (0.313)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_SHIP_SELECT (11)
Unloading in mission messages
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Fri Jul 29 15:01:57 2011
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect:                      FS1

Interesting is this line too: WARNING: Unrecognized parameter in ai_profiles: $disarm or disable cause global ai goal effects:   YES   
I have no such thing in my ai_profile
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Double postan because putting in two debug logs in code tags in one post exceeds the forum post limits


and here's a log without any lines in ai_profile but just $Selection Effect: FS1 in the ship table. This seems to act like the effect is set to 'off', if you select a ship it does not play either the FS1 or FS2 effect.

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: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -fov 0.6
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 65
  -env
  -missile_lighting
  -glow
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 40
  -fxaa
  -ballistic_gauge
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Wings of Dawn II,mediavps_3612
  -fullscreen_window
Building file index...
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'G:\Games\Freespace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'G:\Games\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'G:\Games\Freespace\multi-mission-pack.vp' with a checksum of 0x925272dc
Found root pack 'G:\Games\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'G:\Games\Freespace\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'G:\Games\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'G:\Games\Freespace\sparky_fs2.vp' with a checksum of 0x0eae906e
Found root pack 'G:\Games\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'G:\Games\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'G:\Games\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'G:\Games\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'G:\Games\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'G:\Games\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'G:\Games\Freespace\Wings of Dawn II\' ... 5175 files
Searching root 'G:\Games\Freespace\mediavps_3612\' ... 125 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'G:\Games\Freespace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'G:\Games\Freespace\' ... 108 files
Searching root pack 'G:\Games\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'G:\Games\Freespace\multi-mission-pack.vp' ... 108 files
Searching root pack 'G:\Games\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'G:\Games\Freespace\root_fs2.vp' ... 157 files
Searching root pack 'G:\Games\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'G:\Games\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'G:\Games\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'G:\Games\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'G:\Games\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'G:\Games\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'G:\Games\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'G:\Games\Freespace\warble_fs2.vp' ... 52 files
Searching root 'i:\' ... 0 files
Found 25 roots and 19619 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
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: Microphone (C-Media USB Headpho
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 GTX 570/PCI/SSE2
  OpenGL Version   : 4.1.0

  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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.10 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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'misc-sct.tbm' ...
TBM  =>  Starting parse of 'gravity-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
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 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wxp.tbm' ...
TBM  =>  Starting parse of 'Explosions-wxp.tbm' ...
TBM  =>  Starting parse of 'beams-wxp.tbm' ...
BMPMAN: Found EFF (exp08.eff) with 141 frames at 25 fps.
BMPMAN: Found EFF (exp20.eff) with 81 frames at 40 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp30.eff) with 131 frames at 30 fps.
BMPMAN: Found EFF (exp40.eff) with 33 frames at 24 fps.
BMPMAN: Found EFF (exp50.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ExpW.eff) with 91 frames at 40 fps.
BMPMAN: Found EFF (ExpB.eff) with 74 frames at 30 fps.
BMPMAN: Found EFF (Zy.eff) with 43 frames at 30 fps.
BMPMAN: Found EFF (Tach.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (flashexpblue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (Dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (VX-23.eff) with 71 frames at 30 fps.
BMPMAN: Found EFF (Flashexp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (Flashexp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (Zyshipexp.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Blackhole.eff) with 63 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 72 frames at 30 fps.
BMPMAN: Found EFF (exp06.eff) with 58 frames at 30 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 (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.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Fmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Dmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Smoke.eff) with 71 frames at 35 fps.
BMPMAN: Found EFF (Vk01NMuzzle.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (BWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (exp07.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (Beamhitglow.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (HSMHS.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (HSMHSsmall.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Furaexp1.eff) with 81 frames at 30 fps.
BMPMAN: Found EFF (StarfireExp.eff) with 101 frames at 30 fps.
BMPMAN: Found EFF (SmallredExp.eff) with 46 frames at 30 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 24 fps.
WARNING: "Lifetime min or max specified, but $Lifetime was also specified; min or max will be used." at weapons.cpp:1400
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 'Wingmen-wep.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
WARNING: Unrecognized parameter in ai_profiles: $disarm or disable cause global ai goal effects: YES

TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
TBM  =>  Starting parse of 'Targetpriority-obt.tbm' ...
BMPMAN: Found EFF (ParticleSmoke02.eff) with 39 frames at 24 fps.
Particle effect for impact spew disabled on ship 'Fir'kyr Voidbringer'.
Particle effect for damage spew disabled on ship 'Fir'kyr Voidbringer'.
Particle effect for impact spew disabled on ship 'Fir'kyr VoidBearer'.
Particle effect for damage spew disabled on ship 'Fir'kyr VoidBearer'.
Particle effect for impact spew disabled on ship 'Fir'kyr VoidKeeper'.
Particle effect for damage spew disabled on ship 'Fir'kyr VoidKeeper'.
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'Wingmen-shp.tbm' ...
ANI head1 with size 256x206 (19.5% wasted)
TBM  =>  Starting parse of 'mv_core-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 weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 195
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)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'Ray.pof'
IBX: Found a good IBX to read for 'Ray.pof'.
IBX-DEBUG => POF checksum: 0xffbd65f5, IBX checksum: 0x521d437a -- "Ray.pof"
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.547 (0.547)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== 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.
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.
BMPMAN: Found EFF (Furaexp2.eff) with 150 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: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (CSAshieldhit.eff) with 37 frames at 30 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit04a.eff) with 38 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: 0xe3e74b11, IBX checksum: 0x314e1260 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Testings'
Using callsign: Isa
Loading model 'Kaze-B.pof'
IBX: Found a good IBX to read for 'Kaze-B.pof'.
IBX-DEBUG => POF checksum: 0xeb4b4dc5, IBX checksum: 0x012d0d21 -- "Kaze-B.pof"
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Particle_green.eff) with 11 frames at 6 fps.
Loading model 'CelestialF.pof'
BMPMAN: Found EFF (hullcelestial-glow.eff) with 14 frames at 12 fps.
BMPMAN: Found EFF (yellow2glass-glow.eff) with 17 frames at 12 fps.
IBX: Found a good IBX to read for 'CelestialF.pof'.
IBX-DEBUG => POF checksum: 0x55c3727a, IBX checksum: 0x49b1fa78 -- "CelestialF.pof"
Loading model 'CelestialB.pof'
IBX: Found a good IBX to read for 'CelestialB.pof'.
IBX-DEBUG => POF checksum: 0xb7c57904, IBX checksum: 0xe5839b8a -- "CelestialB.pof"
Starting mission message count : 1
Ending mission message count : 1
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'Celestial.pof'
IBX: Found a good IBX to read for 'Celestial.pof'.
IBX-DEBUG => POF checksum: 0xa4ba8c3f, IBX checksum: 0xfbcb456e -- "Celestial.pof"
Loading model 'astscar.pof'
IBX: Found a good IBX to read for 'astscar.pof'.
IBX-DEBUG => POF checksum: 0x75214c04, IBX checksum: 0x9c181b0a -- "astscar.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'astscarB.pof'
IBX: Found a good IBX to read for 'astscarB.pof'.
IBX-DEBUG => POF checksum: 0x9b9f00a9, IBX checksum: 0x87642cf8 -- "astscarB.pof"
Loading model 'astscarc.pof'
IBX: Found a good IBX to read for 'astscarc.pof'.
IBX-DEBUG => POF checksum: 0x88f405dc, IBX checksum: 0x68737e50 -- "astscarc.pof"
Loading model 'ZySlipstream.pof'
BMPMAN: Found EFF (blueglass-normal.eff) with 20 frames at 12 fps.
IBX: Found a good IBX to read for 'ZySlipstream.pof'.
IBX-DEBUG => POF checksum: 0x988e4927, IBX checksum: 0xab9dd30c -- "ZySlipstream.pof"
Loading model 'cavalier.pof'
IBX: Found a good IBX to read for 'cavalier.pof'.
IBX-DEBUG => POF checksum: 0xe9949d9c, IBX checksum: 0xc0696ef6 -- "cavalier.pof"
Loading model 'CelestialPOD.pof'
IBX: Found a good IBX to read for 'CelestialPOD.pof'.
IBX-DEBUG => POF checksum: 0xf32a0e61, IBX checksum: 0x8046b233 -- "CelestialPOD.pof"
Loading model 'CelestialCANNON.pof'
IBX: Found a good IBX to read for 'CelestialCANNON.pof'.
IBX-DEBUG => POF checksum: 0x6adce0e0, IBX checksum: 0xa5d59538 -- "CelestialCANNON.pof"
Loading model 'FunnelB.pof'
BMPMAN: Found EFF (mcwsring-glow.eff) with 12 frames at 9 fps.
IBX: Found a good IBX to read for 'FunnelB.pof'.
IBX-DEBUG => POF checksum: 0x52cf37c0, IBX checksum: 0x39b3fe74 -- "FunnelB.pof"
Loading model 'FunnelM.pof'
IBX: Found a good IBX to read for 'FunnelM.pof'.
IBX-DEBUG => POF checksum: 0x11c0b302, IBX checksum: 0x985451dd -- "FunnelM.pof"
Loading model 'Caliburn.pof'
IBX: Found a good IBX to read for 'Caliburn.pof'.
IBX-DEBUG => POF checksum: 0x772466ab, IBX checksum: 0xbc5fa548 -- "Caliburn.pof"
Loading model 'Challenger.pof'
BMPMAN: Found EFF (challengeri-glow.eff) with 19 frames at 12 fps.
IBX: Found a good IBX to read for 'Challenger.pof'.
IBX-DEBUG => POF checksum: 0x1cb41c0c, IBX checksum: 0x84dfbc2a -- "Challenger.pof"
Loading model 'AestivalR6.pof'
BMPMAN: Found EFF (mcwshull-glow.eff) with 7 frames at 6 fps.
IBX: Found a good IBX to read for 'AestivalR6.pof'.
IBX-DEBUG => POF checksum: 0xd4f0e87e, IBX checksum: 0xb18fc8d9 -- "AestivalR6.pof"
Loading model 'Pillager.pof'
IBX: Found a good IBX to read for 'Pillager.pof'.
IBX-DEBUG => POF checksum: 0x913425da, IBX checksum: 0x346d4ce7 -- "Pillager.pof"
Loading model 'Abyss-skybox.pof'
Model Abyss-skybox.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 'Abyss-skybox.pof'.
IBX-DEBUG => POF checksum: 0xe9e8030a, IBX checksum: 0x47b561d9 -- "Abyss-skybox.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 68 new ship subsystems ...  a total of 400 is now available (159 in-use).
About to page in ships!
BMPMAN: Found EFF (Cordipulse.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (Starfire.eff) with 21 frames at 24 fps.
Someone passed an extension to bm_load for file 'kinetictrail.dds'
Someone passed an extension to bm_load for file 'kinetictrail.dds'
BMPMAN: Found EFF (Particle_Blue.eff) with 11 frames at 6 fps.
BMPMAN: Found EFF (Wavemotion.eff) with 50 frames at 30 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
Someone passed an extension to bm_load for file 'Pulse_Trail.dds'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'Wildfire.pof'
Model Wildfire.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 'Wildfire.pof'.
IBX-DEBUG => POF checksum: 0x259e6a90, IBX checksum: 0x47db1266 -- "Wildfire.pof"
Loading model 'Dart.pof'
Model Dart.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 'Dart.pof'.
IBX-DEBUG => POF checksum: 0xd10e57c4, IBX checksum: 0x16f288c5 -- "Dart.pof"
Loading model 'phoenix.pof'
IBX: Found a good IBX to read for 'phoenix.pof'.
IBX-DEBUG => POF checksum: 0xd02acd12, IBX checksum: 0x3fd08367 -- "phoenix.pof"
Loading model 'Wasp.pof'
IBX: Found a good IBX to read for 'Wasp.pof'.
IBX-DEBUG => POF checksum: 0xd2a15d45, IBX checksum: 0x12c8e68f -- "Wasp.pof"
Loading model 'Drg.pof'
Model Drg.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 'Drg.pof'.
IBX-DEBUG => POF checksum: 0x637bd23b, IBX checksum: 0x3eb1e0ee -- "Drg.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'Refraction.pof'
IBX: Found a good IBX to read for 'Refraction.pof'.
IBX-DEBUG => POF checksum: 0x3c6e6e35, IBX checksum: 0xae05f725 -- "Refraction.pof"
Loading model 'Tsunami.pof'
IBX: Found a good IBX to read for 'Tsunami.pof'.
IBX-DEBUG => POF checksum: 0x80da58b6, IBX checksum: 0xe8167fc9 -- "Tsunami.pof"
Loading model 'trebuchet.pof'
No subsystems found for model "trebuchet.pof".
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x7c28aa13, IBX checksum: 0x837b58e3 -- "trebuchet.pof"
Loading model 'Booster.pof'
IBX: Found a good IBX to read for 'Booster.pof'.
IBX-DEBUG => POF checksum: 0x286949ee, IBX checksum: 0x0be77b05 -- "Booster.pof"
Loading model 'newhornet.pof'
IBX: Found a good IBX to read for 'newhornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "newhornet.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'yari.pof'
IBX: Found a good IBX to read for 'yari.pof'.
IBX-DEBUG => POF checksum: 0x9832d790, IBX checksum: 0x237df9b5 -- "yari.pof"
Loading model 'treb2.pof'
Model treb2.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 'treb2.pof'.
IBX-DEBUG => POF checksum: 0x1b46178a, IBX checksum: 0x9ecd0492 -- "treb2.pof"
Loading model 'JackhammerMk2.pof'
Model JackhammerMk2.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 'JackhammerMk2.pof'.
IBX-DEBUG => POF checksum: 0x44e33a9b, IBX checksum: 0x41f72935 -- "JackhammerMk2.pof"
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0x60bd5c91 -- "helios.pof"
Loading model 'pulsar01.pof'
Model pulsar01.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 'pulsar01.pof'.
IBX-DEBUG => POF checksum: 0xd7a4ff27, IBX checksum: 0x7ec85704 -- "pulsar01.pof"
Loading model 'rocket.pof'
BMPMAN: Found EFF (redglass-glow.eff) with 18 frames at 12 fps.
IBX: Found a good IBX to read for 'rocket.pof'.
IBX-DEBUG => POF checksum: 0x8e9a54d2, IBX checksum: 0xff25cfa2 -- "rocket.pof"
Loading model 'hominglaser.pof'
IBX: Found a good IBX to read for 'hominglaser.pof'.
IBX-DEBUG => POF checksum: 0x869fb72a, IBX checksum: 0x6b536b8f -- "hominglaser.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'NFlare.pof'
Model NFlare.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 'NFlare.pof'.
IBX-DEBUG => POF checksum: 0x3a6824e3, IBX checksum: 0xf4f695ad -- "NFlare.pof"
Loading model 'Flare.pof'
Model Flare.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 'Flare.pof'.
IBX-DEBUG => POF checksum: 0x65fdee7d, IBX checksum: 0xc51f242b -- "Flare.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (Ringflash.eff) with 35 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI head1.ani with size 256x206 (19.5% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 3813/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 375,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: lsf hazel-d
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.35
BEDu: 2000
BEDM: 6

Class: sttq gaster
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.35
BEDu: 2000
BEDM: 6

Class: prometheus frame
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 2.5

Class: cordi broodlord
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2500
BEDM: 7

Class: sttq alate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2000
BEDM: 6

Class: nordera battleaxe
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2000
BEDM: 5

Class: nordera blacksmith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2500
BEDM: 5

Class: adasya
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 1500
BEDM: 5

Class: zgf archon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 5

Class: hertak armageddon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 10

Class: hertak flagship
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 4500
BEDM: 13

Class: fir'kyr voidbringer
DRM: 0.5
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.85
BEDu: 6000
BEDM: 10

Class: fir'kyr voidbearer
DRM: 0.6
DE: 2
DM: 1.2
FRM: 5.5
FE: 6
BE: 0.9
BEDu: 8000
BEDM: 12

Class: fir'kyr voidkeeper
DRM: 0.8
DE: 2
DM: 1.5
FRM: 6
FE: 6
BE: 0.95
BEDu: 10000
BEDM: 15

Class: lsf skirmisher
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 2000
BEDM: 3.5

Class: lsf challenger
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2500
BEDM: 5

Class: lsf challenger ii
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.45
BEDu: 2500
BEDM: 5

Class: lsf guardian angel
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 5

Class: lsf champion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 3000
BEDM: 5

Class: lsf crusader 
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 2750
BEDM: 5

Class: csa starlight
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.5
BEDu: 1750
BEDM: 4.5

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
LibraryManager: Reloading all loaded librariesLibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "effectManager.lua"
PARTICLE SCRIPT: Parsing file "particles.cfg"
PARTICLE SCRIPT: Configuration file read. Loaded 49 entries and took 0 ms
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'Ray.pof'
IBX: Found a good IBX to read for 'Ray.pof'.
IBX-DEBUG => POF checksum: 0xffbd65f5, IBX checksum: 0x521d437a -- "Ray.pof"
Loading model 'RaymkIII.pof'
BMPMAN: Found EFF (ray mkiii-glow.eff) with 17 frames at 30 fps.
IBX: Found a good IBX to read for 'RaymkIII.pof'.
IBX-DEBUG => POF checksum: 0xc3e79b82, IBX checksum: 0xa58e9179 -- "RaymkIII.pof"
Loading model 'RaymkIII-E.pof'
IBX: Found a good IBX to read for 'RaymkIII-E.pof'.
IBX-DEBUG => POF checksum: 0x83520ca4, IBX checksum: 0x41e26289 -- "RaymkIII-E.pof"
Loading model 'RaymkIII-WE.pof'
IBX: Found a good IBX to read for 'RaymkIII-WE.pof'.
IBX-DEBUG => POF checksum: 0x737f4599, IBX checksum: 0x8bfa2638 -- "RaymkIII-WE.pof"
Loading model 'Kaze-BB.pof'
IBX: Found a good IBX to read for 'Kaze-BB.pof'.
IBX-DEBUG => POF checksum: 0x756c833d, IBX checksum: 0xca354163 -- "Kaze-BB.pof"
Loading model 'Hazel.pof'
IBX: Found a good IBX to read for 'Hazel.pof'.
IBX-DEBUG => POF checksum: 0x14803329, IBX checksum: 0x077637e4 -- "Hazel.pof"
Loading model 'RaymkIV.pof'
IBX: Found a good IBX to read for 'RaymkIV.pof'.
IBX-DEBUG => POF checksum: 0x7ce7f0c1, IBX checksum: 0x527b0f35 -- "RaymkIV.pof"
Loading model 'Excelion.POF'
IBX: Found a good IBX to read for 'Excelion.POF'.
IBX-DEBUG => POF checksum: 0xd31c76d4, IBX checksum: 0x5a6c01da -- "Excelion.POF"
Loading model 'Prometheus.POF'
IBX: Found a good IBX to read for 'Prometheus.POF'.
IBX-DEBUG => POF checksum: 0x7102ba28, IBX checksum: 0xb3c5ae41 -- "Prometheus.POF"
Loading model 'mcwsb.pof'
IBX: Found a good IBX to read for 'mcwsb.pof'.
IBX-DEBUG => POF checksum: 0x0e7c3a7d, IBX checksum: 0x92677ffc -- "mcwsb.pof"
Loading model 'Zervium.pof'
BMPMAN: Found EFF (hullsilver-glow.eff) with 8 frames at 9 fps.
BMPMAN: Found EFF (ringsilver-glow.eff) with 12 frames at 9 fps.
IBX: Found a good IBX to read for 'Zervium.pof'.
IBX-DEBUG => POF checksum: 0x73dfae62, IBX checksum: 0x4dadabf9 -- "Zervium.pof"
Loading model 'ZerviumT.pof'
IBX: Found a good IBX to read for 'ZerviumT.pof'.
IBX-DEBUG => POF checksum: 0xb79a04f3, IBX checksum: 0xf20f871e -- "ZerviumT.pof"
Loading model 'Verian.pof'
BMPMAN: Found EFF (starlight-glow.eff) with 20 frames at 16 fps.
IBX: Found a good IBX to read for 'Verian.pof'.
IBX-DEBUG => POF checksum: 0x60fea247, IBX checksum: 0xa337f75f -- "Verian.pof"
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconnewton with size 56x24 (25.0% wasted)
ANI icon_dadvanced with size 56x24 (25.0% wasted)
ANI icon_leech with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI icon_avenger with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
ANI icon_flail with size 56x24 (25.0% wasted)
ANI icon_sbreaker with size 56x24 (25.0% wasted)
ANI icon_banshee with size 56x24 (25.0% wasted)
ANI icon_mL16 with size 56x24 (25.0% wasted)
Loading model 'shardmodel.pof'
Model shardmodel.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 'shardmodel.pof'.
IBX-DEBUG => POF checksum: 0xe9d678bd, IBX checksum: 0x70fef1f1 -- "shardmodel.pof"
Loading model 'Berylmodel.pof'
Model Berylmodel.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 'Berylmodel.pof'.
IBX-DEBUG => POF checksum: 0xde67527a, IBX checksum: 0xe8d5fce7 -- "Berylmodel.pof"
Loading model 'citrinemodel.pof'
Model citrinemodel.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 'citrinemodel.pof'.
IBX-DEBUG => POF checksum: 0x900cb644, IBX checksum: 0x0a4c46af -- "citrinemodel.pof"
Loading model 'Rainmodel.pof'
Model Rainmodel.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 'Rainmodel.pof'.
IBX-DEBUG => POF checksum: 0xf85c1c81, IBX checksum: 0x069d763a -- "Rainmodel.pof"
Loading model 'Beammodel.pof'
Model Beammodel.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 'Beammodel.pof'.
IBX-DEBUG => POF checksum: 0x5e5075e1, IBX checksum: 0xb5489498 -- "Beammodel.pof"
Loading model 'Phasemodel.pof'
Model Phasemodel.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 'Phasemodel.pof'.
IBX-DEBUG => POF checksum: 0xb956d4d5, IBX checksum: 0x41b9e556 -- "Phasemodel.pof"
Loading model 'Sapphiremodel.pof'
Model Sapphiremodel.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 'Sapphiremodel.pof'.
IBX-DEBUG => POF checksum: 0xa9cf3ef3, IBX checksum: 0x810a5f41 -- "Sapphiremodel.pof"
Loading model 'Coilmodel.pof'
Model Coilmodel.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 'Coilmodel.pof'.
IBX-DEBUG => POF checksum: 0xf0855d96, IBX checksum: 0x25ce0856 -- "Coilmodel.pof"
Loading model 'Starfiremodel.pof'
Model Starfiremodel.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 'Starfiremodel.pof'.
IBX-DEBUG => POF checksum: 0xab394c33, IBX checksum: 0x4da0a6f2 -- "Starfiremodel.pof"
Loading model 'Lancemodel.pof'
Model Lancemodel.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 'Lancemodel.pof'.
IBX-DEBUG => POF checksum: 0x7fad52f2, IBX checksum: 0x72081f91 -- "Lancemodel.pof"
Loading model 'swarmpod.pof'
Model swarmpod.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 'swarmpod.pof'.
IBX-DEBUG => POF checksum: 0x52a567ee, IBX checksum: 0xa04f292a -- "swarmpod.pof"
Loading model 'slammerpod.pof'
Model slammerpod.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 'slammerpod.pof'.
IBX-DEBUG => POF checksum: 0xe82f5b1b, IBX checksum: 0xac15f650 -- "slammerpod.pof"
Frame  0 too long!!: frametime = 17.260 (17.260)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Couldn't load model file in missionshipchoice.cpp
Couldn't load model file in missionshipchoice.cpp
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_SHIP_SELECT (11)
Unloading in mission messages
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Fri Jul 29 15:06:46 2011
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Im back to address some concerns youre having.
So when will we get a working FS1 effect?

Based on the debug logs I figured out what was wrong and we should have a commit for that very soon.

Quote
Start cloaked

Of course this will be added i just have to figure out how.

Quote
RABBEL RABBEL RABBEL

Guys, calm down please. I posted the vid to give you a sneak peak that im working on the SEXP and stuff for in mission Shader application. This was my FIRST working version. I have many ideas for this and did not explore any of them at the time. Yesterday I also had some RL work to do. So, please, i'm working on it, calm down. I'm always thinking about how people will use what i code so you can be sure that your needs and comments are taken into consideration
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Offline The E

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Fix for the tbl issue is in revision 7386
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 Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
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  • Custom Title? Wizards need no Custom Title!
Realtime Framebuffer Cloaking: http://www.youtube.com/watch?v=7Jn_N3RDnfs
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Offline Spoon

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Realtime Framebuffer Cloaking: http://www.youtube.com/watch?v=7Jn_N3RDnfs
The first time I watched that my eyes were telling me the collosi shrunk

Bloody awesome effect
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline mjn.mixael

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 :eek:

My FRED based cloaking effect is totally moot now...
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Commander Zane

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Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
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:eek:

My FRED based cloaking effect is totally moot now...

i had that in the back of my head since starting the cloaking stuff and hesitated because of it cause i know you put a lot of work into that. But there is so much more possibilities with this code than just cloaking so i went ahead. Cloaking is just the easiest effect to implement when you got framebuffer and animated shaders running. But i know that youll be a great help getting the effect really cool and awesome cause what im doing now is just really simple and lame.

Anyway ive been looking into this "start cloaked" thing and i need some help cause i only have visual studio express and 1st i cant compile fred and 2nd i cant edit the fred gui so i need someone who helps me getting the flags into fred and syncing the code with the main game to transfer the parameters right cause im sure that needs something in missionparse or something but i have no idea how thats gonna work. So find me on irc if you wanna help.
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Offline Spoon

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Yeah man, so simple and lame
Better stop now before you embarrass yourself any further!
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Kolgena

  • 211
Wow, that looks awesome.

 

Offline Black Wolf

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****. Yes.

It's always awesome when someone new pops up and just drops a succession of high-yield awesome bombs like this. :D
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline Rodo

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I can't believe it.
el hombre vicio...

 

Offline Cobra

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I literally squeed just now. Now I'll say it.

Who's going to revive the Star Trek mods?

[EDIT] I don't know if the newest version of the effect is in the nightlies, but when viewing the ship draw effect the wireframe of the model is completely visible before the effect is complete. of course it could also be my graphics card.
« Last Edit: July 30, 2011, 01:28:13 am by Cobra »
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