Hard Light Productions Forums

Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: mjn.mixael on June 28, 2011, 11:41:45 am

Title: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 28, 2011, 11:41:45 am
Discuss  ;7
Title: Re: FSPort 3.3 Discussion!
Post by: Jeff Vader on June 28, 2011, 11:50:09 am
Can we unsticky the 3.2 release thread to lessen confusion among manual installers (and other people as well)?
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 28, 2011, 11:53:41 am
Done'd.
Title: Re: FSPort 3.3 Discussion!
Post by: Rodo on June 28, 2011, 12:08:21 pm
wow, that was most unexpected!, at least for me.

congrats guys, as soon as I get all finals done with this will be one of the things in the top of the priority list.
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on June 28, 2011, 12:38:40 pm
yeeeeesssssss
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 28, 2011, 12:43:29 pm
Before I get a chance to look for myself, is the Athena's third engine finally added back to its .pof?
Other than that, **** YES IT'S OUT!

The Open Installer lists Port 3.3 and ST:R 1.2 but MVPs as 3.6.12 still. Typo or did that part somehow not get updated?
Perhaps I'm misreading something...

Ah, the FSPort audio mirror 404's.
Title: Re: FSPort 3.3 Discussion!
Post by: CKid on June 28, 2011, 12:43:46 pm
Great news! I guess it is safe to say that my evening is now all booked up. Thank you FSPort team for the time and hard work you guys have put in here.
Title: Re: FSPort 3.3 Discussion!
Post by: Kolgena on June 28, 2011, 01:15:58 pm
Aw man, right on the day I send my laptop in for repairs.

Look forward to getting it next week though!

edit: omfg typhon and hades.

Could we get some instructions on how to rip the typhon out so we can use it in mediavps_3612? Just knowing the pof/table/map names should be enough.
Title: Re: FSPort 3.3 Discussion!
Post by: swashmebuckle on June 28, 2011, 02:39:06 pm
Looks incredible--is there a list of all the assets that have been upgraded since the last release?  The big guys like the two destroyers and Cheops look fabulous of course, but a bunch of the smaller craft seem extra-polished to me too.  Guess I'll have to play all these campaigns over again now :yes:
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on June 28, 2011, 02:48:22 pm
So just to clarify, if we go for the shiny new high-res command briefings, we don't need the original tango_fs1.vp, right?
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 28, 2011, 02:57:30 pm
Oh my god.
The Athena.
It's gorgeous. :eek:
I will die happy.

wtf. Of course my computer decided not to extract that file.

Looks incredible--is there a list of all the assets that have been upgraded since the last release?
There is a list on the version history, but...

Quote
--Compatibility and stability updates for FSOpen and the MediaVPs.
--All sorts of awesome extra enhancements from mjn.mixael.
--A bunch of other stuff we forgot.
How vague... :blah:
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 28, 2011, 03:18:38 pm
Sorry. There were so many changes and updates that we kinda lost track...

All cbanims in hi-res.
Typhon and Hades HTLs.
Many POFs fixed/enhanced/replaced.
All nameplates fixed.
3.6.13 compatible HUD added.
Many textures enhanced/replaced.
Missions bugfixed.
All primary and secondary weapons have weapon select POFs.
Etc...
Title: Re: FSPort 3.3 Discussion!
Post by: T-LoW on June 28, 2011, 03:42:09 pm
Hm is it just me or is the normal on the Bast somewhat broken?

(http://s7.directupload.net/images/110628/jt9tqiat.jpg)
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 28, 2011, 03:52:12 pm
It seems if an Imhotep is destroyed the Void Glitch takes effect, everything except the HUD vanishes, and the radar wanders off into a corner.
Checked on a Debug run on the missions Warship Gauntlet and More Than Meets the Eye on ST:R.
Code: [Select]
==========================================================================
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe674ff30
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-str\fsport-str-voice.vp' with a checksum of 0xe72dc0dc
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-str\fsport-str.vp' with a checksum of 0xf8a596d4
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\SathMod.vp' with a checksum of 0xbd01c0f0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-mediavps\' ... 3 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-str\' ... 0 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-str\fsport-str-voice.vp' ... 943 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-str\fsport-str.vp' ... 62 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\' ... 1 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\warble_fs1.vp' ... 111 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\' ... 201 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\SathMod.vp' ... 26 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\' ... 40 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Found 44 roots and 20218 files.
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 version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC)
  Capture device: Microphone Array (IDT High Defi
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 5870
  OpenGL Version   : 3.2.9263 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  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 post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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: 1.50
... 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' ...
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 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'str-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'Sath-shp.tbm' ...
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 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'str-hulks-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'str-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1085
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '47thredshirts.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 0.303 (0.303)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.839 (0.839)
Frame  0 too long!!: frametime = 0.336 (0.336)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 2.739 (2.739)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX 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 (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'str02.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 177
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter05.pof'
IBX: Found a good IBX to read for 'fighter05.pof'.
IBX-DEBUG => POF checksum: 0xa71b2202, IBX checksum: 0xe30fa71f -- "fighter05.pof"
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Loading model 'science01.pof'
Unknown special object type $reactor while reading model science01.pof
IBX: Found a good IBX to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xb5e70139, IBX checksum: 0x979d6181 -- "science01.pof"
Submodel 'science01d-solar1' is detail level 3 of 'science01a-solar1'
Submodel 'science01c-solar1' is detail level 2 of 'science01a-solar1'
Submodel 'science01b-solar1' is detail level 1 of 'science01a-solar1'
Submodel 'science01c-solar1-destroyed' is detail level 2 of 'science01a-solar1-destroyed'
Submodel 'science01b-solar1-destroyed' is detail level 1 of 'science01a-solar1-destroyed'
Loading model 'escapepod01.pof'
IBX: Found a good IBX to read for 'escapepod01.pof'.
IBX-DEBUG => POF checksum: 0x43783a23, IBX checksum: 0xadea2ade -- "escapepod01.pof"
Submodel 'flightpod01b' is detail level 1 of 'flightpod01a'
Submodel 'flightpod01c' is detail level 2 of 'flightpod01a'
Submodel 'flightpod01d' is detail level 3 of 'flightpod01a'
Loading model 'imhotep.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship imhotep.pof
IBX: Found a good IBX to read for 'imhotep.pof'.
IBX-DEBUG => POF checksum: 0x6a76d351, IBX checksum: 0xded717b1 -- "imhotep.pof"
Allocating space for at least 11 new ship subsystems ...  a total of 200 is now available (11 in-use).
Loading model 'freighter01.pof'
IBX: Found a good IBX to read for 'freighter01.pof'.
IBX-DEBUG => POF checksum: 0xc57cd42e, IBX checksum: 0xe0847443 -- "freighter01.pof"
Submodel 'freighter01c-hull' is detail level 2 of 'freighter01a-hull'
Submodel 'freighter01b-hull' is detail level 1 of 'freighter01a-hull'
Submodel 'freighter01d-hull' is detail level 3 of 'freighter01a-hull'
Submodel 'freighter01c-clamp' is detail level 2 of 'freighter01a-clamp'
Submodel 'freighter01b-clamp' is detail level 1 of 'freighter01a-clamp'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Loading model 'cargo01.pof'
IBX: Found a good IBX to read for 'cargo01.pof'.
IBX-DEBUG => POF checksum: 0x84f8c651, IBX checksum: 0x9ff012e3 -- "cargo01.pof"
Submodel 'cargo01b' is detail level 1 of 'cargo01a'
Submodel 'cargo01c' is detail level 2 of 'cargo01a'
Submodel 'cargo01d' is detail level 3 of 'cargo01a'
Loading model 'freighter05.pof'
IBX: Found a good IBX to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0xf6fd5d33, IBX checksum: 0xf46ab547 -- "freighter05.pof"
Submodel 'freighter05b-hull' is detail level 1 of 'freighter05a-hull'
Submodel 'freighter05c-hull' is detail level 2 of 'freighter05a-hull'
Submodel 'freighter05d-hull' is detail level 3 of 'freighter05a-hull'
Loading model 'cargo04.pof'
IBX: Found a good IBX to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x254a1ef0 -- "cargo04.pof"
Submodel 'freighter05b-cargo' is detail level 1 of 'freighter05a-cargo'
Submodel 'freighter05c-cargo' is detail level 2 of 'freighter05a-cargo'
Submodel 'freighter05d-cargo' is detail level 3 of 'freighter05a-cargo'
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0x33df5f1d, IBX checksum: 0x219b7714 -- "freighter04.pof"
Loading model 'fighter12.pof'
IBX: Found a good IBX to read for 'fighter12.pof'.
IBX-DEBUG => POF checksum: 0xbcb9d3be, IBX checksum: 0x2463eaea -- "fighter12.pof"
Submodel 'shivoreb-hull' is detail level 1 of 'shivorea-hull'
Submodel 'shivorec-hull' is detail level 2 of 'shivorea-hull'
Submodel 'shivored-hull' is detail level 3 of 'shivorea-hull'
Loading model 'fighter10.pof'
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0x2b38ad95, IBX checksum: 0x6baaf1aa -- "fighter10.pof"
Submodel 'fighter10c-hull' is detail level 2 of 'fighter10a-hull'
Submodel 'fighter10b-hull' is detail level 1 of 'fighter10a-hull'
Submodel 'fighter10d-hull' is detail level 3 of 'fighter10a-hull'
Loading model 'bomber03.pof'
IBX: Found a good IBX to read for 'bomber03.pof'.
IBX-DEBUG => POF checksum: 0xbbc3cda1, IBX checksum: 0x7ffefa79 -- "bomber03.pof"
Submodel 'bomber03b-hull' is detail level 1 of 'bomber03a-hull'
Submodel 'bomber03c-hull' is detail level 2 of 'bomber03a-hull'
Submodel 'bomber03d-hull' is detail level 3 of 'bomber03a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'fighter11.pof'
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0xbec486fd -- "fighter11.pof"
Submodel 'shiver11b-hull' is detail level 1 of 'shiver11a-hull'
Submodel 'shiver11c-hull' is detail level 2 of 'shiver11a-hull'
Submodel 'shiver11d-hull' is detail level 3 of 'shiver11a-hull'
Loading model 'fighter03.pof'
BMPMAN: Found EFF (fighter03-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x1462202d, IBX checksum: 0xdd810092 -- "fighter03.pof"
Loading model 'Cheops.pof'
Potential problem found: Unrecognized subsystem type 'array', believed to be in ship Cheops.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Cheops.pof
IBX: Found a good IBX to read for 'Cheops.pof'.
IBX-DEBUG => POF checksum: 0xc683e9a8, IBX checksum: 0x4f373218 -- "Cheops.pof"
OpenGL: Created 512x512 FBO!
Loading model 'starfield.pof'
Model starfield.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 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "starfield.pof"
Loading model 'ast03.pof'
IBX: Found a good IBX to read for 'ast03.pof'.
IBX-DEBUG => POF checksum: 0xb6dfc8cb, IBX checksum: 0xb3f451e7 -- "ast03.pof"
Loading model 'ast02.pof'
IBX: Found a good IBX to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 0xa423ee95, IBX checksum: 0x27e2f891 -- "ast02.pof"
Loading model 'ast01.pof'
IBX: Found a good IBX to read for 'ast01.pof'.
IBX-DEBUG => POF checksum: 0x3caacd7a, IBX checksum: 0x3e8c4d69 -- "ast01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support01.pof'
IBX: Found a good IBX to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0xf0b70a98, IBX checksum: 0x916c16f7 -- "support01.pof"
Loading model 'support02.pof'
IBX: Found a good IBX to read for 'support02.pof'.
IBX-DEBUG => POF checksum: 0xc69a526d, IBX checksum: 0xc8788ca6 -- "support02.pof"
Submodel 'vsupport01b-hull' is detail level 1 of 'vsupport01a-hull'
Submodel 'vsupport01c-hull' is detail level 2 of 'vsupport01a-hull'
Submodel 'vsupport01d-hull' is detail level 3 of 'vsupport01a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Allocating space for at least 155 new ship subsystems ...  a total of 400 is now available (186 in-use).
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
ANI shield-f05 with size 112x93 (27.3% wasted)
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shield-f12 with size 112x93 (27.3% wasted)
ANI shield-b03 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x8d6824ab, IBX checksum: 0x5121c913 -- "MX-50.pof"
Loading model 'Fury.pof'
IBX: Found a good IBX to read for 'Fury.pof'.
IBX-DEBUG => POF checksum: 0x25f7565c, IBX checksum: 0xba925ea9 -- "Fury.pof"
Loading model 'Interceptor.pof'
Model Interceptor.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 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x2f8a23bd, IBX checksum: 0x70123160 -- "Interceptor.pof"
Loading model 'Hornet.pof'
IBX: Found a good IBX to read for 'Hornet.pof'.
IBX-DEBUG => POF checksum: 0x89dd1abe, IBX checksum: 0xa4dbe522 -- "Hornet.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 'S_Rockeye.pof'
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4a2c27f4, IBX checksum: 0x2098b367 -- "S_Rockeye.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0x2b3de38f -- "S_Hornet.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 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xf7e6e8a2 -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x9a344f4d, IBX checksum: 0xdfaafcbb -- "S_Trebuchet.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 (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (AVmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI Avenger_Impact.ani with size 80x80 (37.5% wasted)
ANI Leech_Impact.ani with size 80x80 (37.5% 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 head1.ani with size 164x132 (48.4% 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 energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1.ani with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1.ani with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1.ani with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1.ani with size 30x34 (46.9% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1.ani with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1.ani with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1.ani with size 51x51 (20.3% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1.ani with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI shield-f01.ani with size 112x93 (27.3% wasted)
ANI shield-f05.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-f10.ani with size 112x93 (27.3% wasted)
ANI shield-f11.ani with size 112x93 (27.3% wasted)
ANI shield-f12.ani with size 112x93 (27.3% wasted)
ANI shield-b03.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP163x118+16'
User bitmap 'TMP136x234+16'
User bitmap 'TMP293x165+16'
User bitmap 'TMP234x210+16'
User bitmap 'TMP91x72+16'
User bitmap 'TMP110x123+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1670/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 544,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
DRM: 0.25
DE: 3
DM: 1

Class: gtf apollo
DRM: 0.25
DE: 3
DM: 1

Class: gtf valkyrie
DRM: 0.25
DE: 3
DM: 1

Class: gtf hercules
DRM: 0.25
DE: 3
DM: 1

Class: gtf loki
DRM: 0.25
DE: 3
DM: 1

Class: gtf loki#stealth
DRM: 0.25
DE: 3
DM: 1

Class: gtf angel
DRM: 0.25
DE: 3
DM: 1

Class: gtb athena
DRM: 0.25
DE: 3
DM: 1

Class: gtb zeus
DRM: 0.25
DE: 3
DM: 1

Class: gtb medusa
DRM: 0.25
DE: 3
DM: 1

Class: gtb ursa
DRM: 0.25
DE: 3
DM: 1

Class: gtdr amazon
DRM: 0.25
DE: 3
DM: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts centaur
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: gtt elysium
DRM: 0.25
DE: 3
DM: 1

Class: gtt hunter
DRM: 0.25
DE: 3
DM: 1

Class: gtfr poseidon
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 3
DM: 1

Class: tsc 2
DRM: 0.25
DE: 3
DM: 1

Class: ttc 1
DRM: 0.25
DE: 3
DM: 1

Class: gtfr chronos
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tac 1
DRM: 0.25
DE: 3
DM: 1

Class: gtc fenris
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: terran probe
DRM: 0.25
DE: 3
DM: 1

Class: gtd orion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#amadeus
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#bastion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#eisenhower
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#galatea
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#goliath
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#intrepid
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#krios
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#legion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#minnow
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#myrmidon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#orion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#repulse
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#soyakaze
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti polaris extension
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti polaris pylon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: terran asteroid base
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg watchdog
DRM: 0.25
DE: 3
DM: 1

Class: gtsg cerberus
DRM: 0.25
DE: 3
DM: 1

Class: gtep hermes
DRM: 0.25
DE: 3
DM: 1

Class: gtsc faustus#medical
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtfr chronos#medical
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tac 1#medical
DRM: 0.25
DE: 3
DM: 1

Class: gtt elysium#medical
DRM: 0.25
DE: 3
DM: 1

Class: pvf ulysses
DRM: 0.25
DE: 3
DM: 1

Class: pvf anubis
DRM: 0.25
DE: 3
DM: 1

Class: pvf seth
DRM: 0.25
DE: 3
DM: 1

Class: pvf horus
DRM: 0.25
DE: 3
DM: 1

Class: pvf thoth
DRM: 0.25
DE: 3
DM: 1

Class: pvb osiris
DRM: 0.25
DE: 3
DM: 1

Class: pvb amun
DRM: 0.25
DE: 3
DM: 1

Class: pvb sekhmet
DRM: 0.25
DE: 3
DM: 1

Class: pvdr jackal
DRM: 0.25
DE: 3
DM: 1

Class: pvs scarab
DRM: 0.25
DE: 3
DM: 1

Class: pvt isis
DRM: 0.25
DE: 3
DM: 1

Class: pvfr bast
DRM: 0.25
DE: 3
DM: 1

Class: vc 3
DRM: 0.25
DE: 3
DM: 1

Class: pvfr ma'at
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: vac 4
DRM: 0.25
DE: 3
DM: 1

Class: pvfr satis
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: pvc aten
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: pvsc imhotep
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: vasudan probe
DRM: 0.25
DE: 3
DM: 1

Class: pvd typhon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: pvi karnak
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: karnak reactor
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: karnak reactor#cargo
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: pvi shah extension
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: pvi shah pylon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: vasudan asteroid base
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: pvsg ankh
DRM: 0.25
DE: 3
DM: 1

Class: gvep ra
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon#weakened
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon#terrans
DRM: 0.25
DE: 3
DM: 1

Class: sf basilisk
DRM: 0.25
DE: 3
DM: 1

Class: sf manticore
DRM: 0.25
DE: 3
DM: 1

Class: sf scorpion
DRM: 0.25
DE: 3
DM: 1

Class: sf gorgon
DRM: 0.25
DE: 3
DM: 1

Class: sb shaitan
DRM: 0.25
DE: 3
DM: 1

Class: sb nephilim
DRM: 0.25
DE: 3
DM: 1

Class: sb seraphim
DRM: 0.25
DE: 3
DM: 1

Class: sb nahema
DRM: 0.25
DE: 3
DM: 1

Class: st azrael
DRM: 0.25
DE: 3
DM: 1

Class: sfr mephisto
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 3
DM: 1

Class: sfr asmodeus
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 3
DM: 1

Class: sc cain
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc lilith
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd demon#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
DRM: 0.25
DE: 3
DM: 1

Class: sslbeam
BEI: 0.2
BEDu: 600
BEDi: 1200

Class: lrsslbeam
BEI: 0.2
BEDu: 600
BEDi: 1200

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

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

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

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

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

Class: harbinger#end
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: tsunami#shivan
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: harbinger#shivan
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

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: 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
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 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0x33c109fb, IBX checksum: 0xd66d8c14 -- "fighter04.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xc5eced1d, IBX checksum: 0x713dda25 -- "fighter06.pof"
Loading model 'wep_ml16_tech.pof'
Model wep_ml16_tech.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 'wep_ml16_tech.pof'.
IBX-DEBUG => POF checksum: 0xbf8548b6, IBX checksum: 0x08adb994 -- "wep_ml16_tech.pof"
Loading model 'wep_disruptor_tech.pof'
Model wep_disruptor_tech.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 'wep_disruptor_tech.pof'.
IBX-DEBUG => POF checksum: 0x79f833dd, IBX checksum: 0x762130c1 -- "wep_disruptor_tech.pof"
Loading model 'wep_avenger_tech.pof'
Model wep_avenger_tech.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 'wep_avenger_tech.pof'.
IBX-DEBUG => POF checksum: 0xb61265da, IBX checksum: 0x71c1cf75 -- "wep_avenger_tech.pof"
Loading model 'wep_flail_tech.pof'
Model wep_flail_tech.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 'wep_flail_tech.pof'.
IBX-DEBUG => POF checksum: 0xf317afef, IBX checksum: 0x5037568b -- "wep_flail_tech.pof"
Loading model 'wep_prom_tech.pof'
Model wep_prom_tech.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 'wep_prom_tech.pof'.
IBX-DEBUG => POF checksum: 0x329635df, IBX checksum: 0x2588dc00 -- "wep_prom_tech.pof"
Loading model 'wep_banshee_tech.pof'
Model wep_banshee_tech.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 'wep_banshee_tech.pof'.
IBX-DEBUG => POF checksum: 0x033b7069, IBX checksum: 0xa8cec1d0 -- "wep_banshee_tech.pof"
Loading model 'wep_leech_tech.pof'
Model wep_leech_tech.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 'wep_leech_tech.pof'.
IBX-DEBUG => POF checksum: 0x9702d9fb, IBX checksum: 0x018b48d2 -- "wep_leech_tech.pof"
Loading model 'MX-50_tech.pof'
IBX: Found a good IBX to read for 'MX-50_tech.pof'.
IBX-DEBUG => POF checksum: 0x01c19590, IBX checksum: 0x645796c2 -- "MX-50_tech.pof"
Loading model 'Fury_tech.pof'
IBX: Found a good IBX to read for 'Fury_tech.pof'.
IBX-DEBUG => POF checksum: 0xc3835ee5, IBX checksum: 0x25a099c3 -- "Fury_tech.pof"
Loading model 'Interceptor_tech.pof'
Model Interceptor_tech.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 'Interceptor_tech.pof'.
IBX-DEBUG => POF checksum: 0xdd5001b2, IBX checksum: 0x29b7c1fc -- "Interceptor_tech.pof"
Loading model 'Hornet_tech.pof'
IBX: Found a good IBX to read for 'Hornet_tech.pof'.
IBX-DEBUG => POF checksum: 0x54ad39ab, IBX checksum: 0x54a89336 -- "Hornet_tech.pof"
Loading model 'phoenix_tech.pof'
IBX: Found a good IBX to read for 'phoenix_tech.pof'.
IBX-DEBUG => POF checksum: 0xa672dd43, IBX checksum: 0xa0f6b3b1 -- "phoenix_tech.pof"
ANI IconFreighterCWing with size 129x67 (47.7% wasted)
ANI FadeIconFreighterCW with size 129x67 (47.7% wasted)
ANI FadeIconFreighterCW.ani with size 129x67 (47.7% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI iconasteroid with size 117x123 (3.9% wasted)
ANI FadeiconAsteroid with size 117x123 (3.9% wasted)
ANI FadeiconAsteroid.ani with size 117x123 (3.9% wasted)
ANI iconfighterw with size 50x46 (28.1% wasted)
ANI Fadeiconfighterw with size 50x46 (28.1% wasted)
ANI Fadeiconfighterw.ani with size 50x46 (28.1% wasted)
ANI IconCapital with size 97x29 (9.4% wasted)
ANI FadeIconCapital with size 97x29 (9.4% wasted)
ANI FadeIconCapital.ani with size 97x29 (9.4% wasted)
ANI iconhighlight06 with size 186x186 (27.3% wasted)
ANI iconhighlight06.ani with size 186x186 (27.3% wasted)
ANI IconWaypoint with size 23x26 (18.8% wasted)
ANI FadeIconWaypoint with size 23x26 (18.8% wasted)
ANI FadeIconWaypoint.ani with size 23x26 (18.8% wasted)
Frame  0 too long!!: frametime = 32.889 (32.889)
ANI IconFreighterCWing.ani with size 129x67 (47.7% wasted)
ANI iconasteroid.ani with size 117x123 (3.9% wasted)
ANI iconfighterw.ani with size 50x46 (28.1% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  43.637
Frame  1 too long!!: frametime = 0.688 (0.688)
message 'intro 1' with invalid head.  Fix by assigning persona to the message.
ANI Head-VCa.ani with size 160x120 (6.3% wasted)
ASSERTION: "is_valid_vec(&new_vel)" at physics.cpp:184
Int3(): From g:\fso\fs2_open_0\code\globalincs\windebug.cpp at line 902
Physics? So what, Imhotep goes boom = universal space-time ****s itself? :P
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 28, 2011, 03:53:14 pm
The log omits only my Launcher flag settings since the whole thing apparently exceeds the post size limit. :wtf:
Title: Re: FSPort 3.3 Discussion!
Post by: Kolgena on June 28, 2011, 04:42:06 pm
I'd check myself, but I don't have an FSO install for now:

If you want to use the widescreen HUDs, does naming it as a tbm work? I thought that you needed to use .tbl to make sure that there are no duplicated HUD elements, though I'm probably wrong.
Title: Re: FSPort 3.3 Discussion!
Post by: -Norbert- on June 28, 2011, 05:08:10 pm
So just to clarify, if we go for the shiny new high-res command briefings, we don't need the original tango_fs1.vp, right?
I'd like to know the answer to that question too.
I think so, since the low-res file comes alphabetically before the hi-res, thus it should have higher priority, but I'd still prefer a clear answer from someone who knows for sure, rather than my educated guess.
Title: Re: FSPort 3.3 Discussion!
Post by: The E on June 28, 2011, 05:11:57 pm
Code: [Select]
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 5870
  OpenGL Version   : 3.2.9263 Compatibility Profile Context

You really need to upgrade your GPU drivers, Zane

Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 28, 2011, 05:23:34 pm
So just to clarify, if we go for the shiny new high-res command briefings, we don't need the original tango_fs1.vp, right?
I'd like to know the answer to that question too.
I think so, since the low-res file comes alphabetically before the hi-res, thus it should have higher priority, but I'd still prefer a clear answer from someone who knows for sure, rather than my educated guess.

Well, tango_fs1.vp may not be required, but I wouldn't recommend going without, just in the off chance something crazy happens.. of course in the case of Tango, the worst that can happen is the Anim won't be found and will be substituted with cb_default.
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on June 28, 2011, 05:43:04 pm
Well, I'll go without it for the time being, and if anything crazy does happen, I'll report my findings. :D
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 28, 2011, 05:56:17 pm
There have been reported issues with various models contained in MV_FSPORT.vp. These issues were caused by a build error and have been fixed. If you downloaded mv_fsport before this was posted, please redownload it from the release thread or right here. (http://www.lunardigitalproductions.com/downloads/fs1/fsport/fsport-mediavps.7z)

Sorry for the inconvenience and thanks for your understanding. ~ Mjn
Title: Re: FSPort 3.3 Discussion!
Post by: est1895 on June 28, 2011, 10:01:06 pm
When will a "complete package" or one file be avaialbe and where? ;)  Thank you so much! :nod: :cool:
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 28, 2011, 10:28:23 pm
Code: [Select]
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 5870
  OpenGL Version   : 3.2.9263 Compatibility Profile Context

You really need to upgrade your GPU drivers, Zane


Considering the computer insists that they're up to date and manually installing them does absolutely nothing, just how would I go about doing that? :doubt:
For a change it worked. :blah:
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 28, 2011, 10:46:12 pm
When will a "complete package" or one file be avaialbe and where? ;)  Thank you so much! :nod: :cool:

Soon.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 28, 2011, 11:07:28 pm
Doesn't seem that the update does anything regarding the Imhotep from botching the game if destroyed, the same report appears.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 29, 2011, 12:10:52 am
We have been made aware of the issues with the Imhotep model. I do believe the missions require you to keep the Imhotep alive.. so now doubly so!  :lol:

I'll let you all know when I know more.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 29, 2011, 12:21:22 am
True, though it also appears as the first target on Warship Gauntlet which I wanted to try just to see what I had to fight.
Title: Re: FSPort 3.3 Discussion!
Post by: Goober5000 on June 29, 2011, 02:56:09 am
I think so, since the low-res file comes alphabetically before the hi-res, thus it should have higher priority, but I'd still prefer a clear answer from someone who knows for sure, rather than my educated guess.
It's not a question of priority; the file names are different.  The high-res names start with 2_ and the low-res ones don't.  So even if you don't have the low-res pack, if you're playing in 1024x768 or above, the high-res cbanis should display.


When will a "complete package" or one file be avaialbe and where? ;)  Thank you so much! :nod: :cool:
I don't think we'll do that this time.  Last time we had a lot of hassle keeping it up-to-date.  One major reason for using multiple downloads is so that errors in one (such as the fsport-mediavps this time) can be patched without requiring redownloading the entire release.

If you're impatient, use a download manager or the FSO Installer.
Title: Re: FSPort 3.3 Discussion!
Post by: -Norbert- on June 29, 2011, 03:51:30 am
I think so, since the low-res file comes alphabetically before the hi-res, thus it should have higher priority, but I'd still prefer a clear answer from someone who knows for sure, rather than my educated guess.
It's not a question of priority; the file names are different.  The high-res names start with 2_ and the low-res ones don't.  So even if you don't have the low-res pack, if you're playing in 1024x768 or above, the high-res cbanis should display.
Ah that's good to know. No experiments necessary :lol: thanks.
Title: Re: FSPort 3.3 Discussion!
Post by: Macfie on June 29, 2011, 06:31:20 am
Is there a way to get the FS1 style HUD to work with the new version of the FSPort?
When I try to use the old HUD gauges table I was using in FSPort 3.2, I get everything doubled like one table is trying to write over another.  If I use the TBM in the 3.3 release I get the FS2 style HUD.

(edit)
Nevermind for some reason the Hud gauges table in the mediavps_3612 was overriding the TBM in the FSPort Media VPs
Title: Re: FSPort 3.3 Discussion!
Post by: Eratharon on June 29, 2011, 01:28:38 pm
Okay, downloaded it and played it. So far it was great but I ecountered a little problem. After finishtin the Capture the Taranis mission the next mission doesn't load. Until then it loaded in seconds. There are no error messages no crashes no nothing, it just doesn't load (even after 10 minutes). I downloaded it today so that othe error doesn't seem to be the problem. Does ayone else ecountered this? If so did they fiy it somehow?

My other question is about the cutscenes. I is a great imrpovement but I would like to see the "vanilla" ones because the newer ones are... I don't know the English word I think they are lagging, not flowing good.

Other than these my computer can handle FSOpen well (I get ~55 fps on 1280x1024 full every shiny effects and stuff).

Thank you for your replies in advance!
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 29, 2011, 01:34:35 pm
Loading files for the cache perhaps?
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 29, 2011, 01:49:00 pm
Okay, downloaded it and played it. So far it was great but I ecountered a little problem. After finishtin the Capture the Taranis mission the next mission doesn't load. Until then it loaded in seconds. There are no error messages no crashes no nothing, it just doesn't load (even after 10 minutes). I downloaded it today so that othe error doesn't seem to be the problem. Does ayone else ecountered this? If so did they fiy it somehow?

My other question is about the cutscenes. I is a great imrpovement but I would like to see the "vanilla" ones because the newer ones are... I don't know the English word I think they are lagging, not flowing good.

Other than these my computer can handle FSOpen well (I get ~55 fps on 1280x1024 full every shiny effects and stuff).

Thank you for your replies in advance!

Try to run with a nightly build? Download the latest one here. (http://www.hard-light.net/forums/index.php?board=173.0)

As for the movies, you can try the lower res ones from here. (http://www.hard-light.net/forums/index.php?topic=68161.0)
Title: Re: FSPort 3.3 Discussion!
Post by: Eratharon on June 29, 2011, 02:36:57 pm
Okay, downloaded it and played it. So far it was great but I ecountered a little problem. After finishtin the Capture the Taranis mission the next mission doesn't load. Until then it loaded in seconds. There are no error messages no crashes no nothing, it just doesn't load (even after 10 minutes). I downloaded it today so that othe error doesn't seem to be the problem. Does ayone else ecountered this? If so did they fiy it somehow?

My other question is about the cutscenes. I is a great imrpovement but I would like to see the "vanilla" ones because the newer ones are... I don't know the English word I think they are lagging, not flowing good.

Other than these my computer can handle FSOpen well (I get ~55 fps on 1280x1024 full every shiny effects and stuff).

Thank you for your replies in advance!

Try to run with a nightly build? Download the latest one here. (http://www.hard-light.net/forums/index.php?board=173.0)

As for the movies, you can try the lower res ones from here. (http://www.hard-light.net/forums/index.php?topic=68161.0)

Yes, the nightly build solved the problem, the videos are working too. Thanks you very much for your assistance.
Title: Re: FSPort 3.3 Discussion!
Post by: Venicius on June 29, 2011, 03:01:28 pm
just a quick question, were the new mainhalls included with this or are they not quite ready yet?
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 29, 2011, 03:05:10 pm
The new mainhalls were not included because they are unfinished and facing hard code limitations.
Title: Re: FSPort 3.3 Discussion!
Post by: Venicius on June 29, 2011, 03:16:08 pm
Ok, I hate to be a further bother, but the Hades in my download is all white.  And no error log is generated when I run the debug. 
Title: Re: FSPort 3.3 Discussion!
Post by: Jeff Vader on June 29, 2011, 03:23:15 pm
If you run a debug build, an fs2_open.log is generated. It is called fs2_open.log and can be found in \freespace2\data\ .
Title: Re: FSPort 3.3 Discussion!
Post by: Venicius on June 29, 2011, 03:27:22 pm
Oh duh, well, here it is.

[attachment deleted by ninja]
Title: Re: FSPort 3.3 Discussion!
Post by: Jeff Vader on June 29, 2011, 03:35:32 pm
Code: [Select]
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel 965/963 Graphics Media Accelerator
  OpenGL Version   : 2.0.0 - Build 8.14.10.1930
Hurh. Your graphics card doesn't sound particularly beefy. Try removing at least MV_Advanced.vp and MV_AnimGlows.vp. If that doesn't produce good results, try running selecting \fsport\ as your active mod so that the FSPort MediaVPs are left out.
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on June 29, 2011, 06:28:29 pm
I just experienced a bit of unexpected behavior after downloading the new version of mv_fsport.vp: selecting fsport-mediavps as the active mod apparently didn't load the Port content, instead taking me to the regular FS2 mainhall, but selecting fsport-str worked as expected.  It turns out that the mod.ini file included in the new download has "fsport3_3" in its secondarylist, instead of the expected "fsport," so most of the Port content was being skipped over.  I'd assume that "fsport" is the intended name, since that's what was in the first download version, so it might be a good idea to tweak it.
Title: Re: FSPort 3.3 Discussion!
Post by: Goober5000 on June 29, 2011, 11:24:35 pm
Before I get a chance to look for myself, is the Athena's third engine finally added back to its .pof?
I don't understand what you mean.  If you're referring to the engine thrusters, both the retail and MVP Athena models have three of them (now, at least).  If you're referring to the subsystems, even in FS1 there were only "engine 1" and "engine 2", never "engine 3".
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 29, 2011, 11:29:50 pm
Thruster point, which the Retail Athena had three of but for the longest time the Port Athena had two and was completely dismissed forcing me to have to add it back in.
Which I now know is fixed as I have screens of it posted.
Title: Re: FSPort 3.3 Discussion!
Post by: stele on June 29, 2011, 11:31:18 pm
Dunno if I should post here or over in the FSOpen Installer thread.  But I'm getting an error with the installer, and it seems to be with this part (FSPort).

After finizhing with fsport-missions.zip on a full install, it then just stalls.

Here are the last few lines:

Quote
Finished with Zip File: fsport-missions.zip
Checking: HASH
Current File Size: 0
New File Size: 330
Download Mirror 1 (http://fsport.freespacemods.net/releases/) has failed.
All Download Mirrors have failed.

It never ends, never skips over the problem file, just sits there forever until I exit.  Left it earlier tonight while I went out for a couple hours.

Anyway just got FS2 on the GOG sales and figured this installer was the easiest way to get things up and running.  Any chance this gets fixed in the next couple days or do I need to try the manual install of FSPort?
Title: Re: FSPort 3.3 Discussion!
Post by: Goober5000 on June 29, 2011, 11:45:22 pm
Argh.  You stumbled across a feature (MD5 hash validation) for the upcoming rewritten FSO Installer.  I thought the old installer would be smart enough to ignore those tags it didn't recognize, but I guess not.

I've changed the installation config accordingly; if you try again it should complete successfully.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 29, 2011, 11:51:39 pm
I'm surprised the missile thrusters weren't made to match the color of their trails for the new release like the FS2 MVPs have been doing, I'm wondering how much work would need to be done to do this.

Edit: mjn.mixael had asked me earlier to check if the game-breaking glitch caused by destroyed Imhoteps was solved; it is.
Out of curiosity were the opaque fighter canopies an intended change to the new version of the Port MVPs, the Hercules remains with a transparent canopy though all other fighters are fully opaque.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 30, 2011, 09:07:35 am
 :wtf:

Please provide a screenshot. Because I don't have any opaque fighter canopies (at least not terran).
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 30, 2011, 10:23:33 am
You got it.

(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/OpaqueCanopies2.png)
Picked the Valkyrie because of its large canopy.

(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/OpaqueCanopies1.png)
The Centaur is another good ship to use, its canopy is solid black when not reflecting anything, and to show what I mentioned earlier the Hercules still has glass you can see through in the image.

On the celebration thread the three screens of the Athena I did also have solid glass, and when I checked in the Ship Lab every other fighter I looked at also had no transparent glass.

I can't say if it started on the first 3.3 Port MVP release or not since I was concentrating entirely on the error the Imhotep was causing, though I still have the second release and the glass behaves as they are in these two screens, which are the third (Current) release.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 30, 2011, 10:35:53 am
Ok, something is really wrong with your install, because that is not the case in my local install of Port 3.3 (I download and install the release files just to help confirm user issues.)
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 30, 2011, 10:51:41 am
What could you suggest? I initially downloaded all of the 3.3 Port files (All older Port-related folders were removed before hand) and placed them in a new fsport folder, the Port MVPs in a new fsport-mediavps folder, the ST:R files in a new fsport-str folder, and MediaVPs 3.6.12 files in the mediavps_3612 folder. If it's of any relevance I'm using Build 7283.
Title: Re: FSPort 3.3 Discussion!
Post by: MatthTheGeek on June 30, 2011, 10:52:19 am
A debug log could help.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 30, 2011, 10:55:03 am
Uh. Check the first page. Nothing in my folders have changed since then.

Edit: Oh dear, I think I might've found another quirk (Look inside the red circle). I'm just glad the screens of the Hope I took didn't show that...
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/MeshError.png)
Title: Re: FSPort 3.3 Discussion!
Post by: stele on June 30, 2011, 02:33:00 pm
Argh.  You stumbled across a feature (MD5 hash validation) for the upcoming rewritten FSO Installer.  I thought the old installer would be smart enough to ignore those tags it didn't recognize, but I guess not.

I've changed the installation config accordingly; if you try again it should complete successfully.

Thank you sir.  It has passed the hiccup point and seems to be installing all parts of FSPort now.  Will edit and update for sure when it finishes.  But looking good so far.  And my plans for a weekend replay of Freespace are go!  :cool:

EDIT:  Yep all finished.  Everything appears installed.  Thanks again!
Title: Re: FSPort 3.3 Discussion!
Post by: MatthTheGeek on June 30, 2011, 02:48:29 pm
Uh. Check the first page. Nothing in my folders have changed since then.

Edit: Oh dear, I think I might've found another quirk (Look inside the red circle). I'm just glad the screens of the Hope I took didn't show that...
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/MeshError.png)

You haven't re-DL the mv_fsport.vp, which original iteration was corrupted. Re-DL it now from the release post.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 30, 2011, 02:51:32 pm
Actually, I have redownloaded it, which was to fix the problem that I was talking about on the first page of this thread.
Unless it had two revisions done in the same day today.

Edit: To double-check I downloaded it once again, the holes are still there.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on June 30, 2011, 05:25:31 pm
Zane.. I don't know what to tell you.. locally, I cannot reproduce your canopy issues, or the Typhon holes. And you still haven't posted a log.
Title: Re: FSPort 3.3 Discussion!
Post by: Water on June 30, 2011, 10:03:22 pm
Zane
Glass - I've got the same problem. Try this, put the attached dds in fsport-mediavps/data/maps. It's just a replacement for glass.dds

Also have a look at the fighters in mediavps_3612. Do they have the same issue for you?   Excluding Herc2 as it has it's own glass texture.

[attachment deleted by ninja]
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on June 30, 2011, 11:27:49 pm
And you still haven't posted a log.
Like I said nothing changed between now and the first time I posted the log on the first page why do it again?
This time something came up that was different from other times loading Debug Builds, related to the Typhon obviously since the .exe simply crashes trying to load it; this did not occur before.
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
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 80
  -env
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -post_process
  -fxaa
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod fsport-mediavps,fsport,mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\SathMod.vp' with a checksum of 0xbd01c0f0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-mediavps\' ... 2 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\' ... 1 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\warble_fs1.vp' ... 111 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\' ... 201 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\SathMod.vp' ... 26 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\' ... 40 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Found 41 roots and 19212 files.
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 version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC)
  Capture device: Microphone Array (IDT High Defi
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 5800 Series
  OpenGL Version   : 4.1.10834 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  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 post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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
... 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' ...
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 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'Sath-shp.tbm' ...
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 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1158
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '47thredshirts.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 0.331 (0.331)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.866 (0.866)
Frame  0 too long!!: frametime = 0.378 (0.378)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 4.683 (4.683)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX 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 (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'W-Gauntlet'
Starting mission message count : 177
Ending mission message count : 182
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0xa3d48e96, IBX checksum: 0x5c49d25f -- "cruiser02.pof"
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Loading model 'cruiser01.pof'
IBX: Found a good IBX to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x13dc2d00, IBX checksum: 0x2dbed800 -- "cruiser01.pof"
Submodel 'cruiser01b-hull' is detail level 1 of 'cruiser01a-hull'
Submodel 'cruiser01c-hull' is detail level 2 of 'cruiser01a-hull'
Submodel 'cruiser01d-hull' is detail level 3 of 'cruiser01a-hull'
Submodel 'turret09b-01-main' is detail level 1 of 'turret09a-01-main'
Submodel 'turret09c-01-main' is detail level 2 of 'turret09a-01-main'
Submodel 'turret09d-01-main' is detail level 3 of 'turret09a-01-main'
Submodel 'turret09b-02-sub' is detail level 1 of 'turret09a-02-sub'
Submodel 'turret09c-02-sub' is detail level 2 of 'turret09a-02-sub'
Submodel 'radar01b-dish' is detail level 1 of 'radar01a-dish'
Submodel 'radar01c-dish' is detail level 2 of 'radar01a-dish'
Submodel 'radar01d-dish' is detail level 3 of 'radar01a-dish'
Loading model 'cruiser01x.pof'
IBX: Found a good IBX to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0xd2d59346, IBX checksum: 0x152fa60b -- "cruiser01x.pof"
Submodel 'radar01d-dish' is detail level 3 of 'radar01a-dish'
Submodel 'radar01c-dish' is detail level 2 of 'radar01a-dish'
Submodel 'radar01b-dish' is detail level 1 of 'radar01a-dish'
Submodel 'turret09d-01-main' is detail level 3 of 'turret09a-01-main'
Submodel 'turret09c-01-main' is detail level 2 of 'turret09a-01-main'
Submodel 'turret09b-01-main' is detail level 1 of 'turret09a-01-main'
Submodel 'turret09c-02-sub' is detail level 2 of 'turret09a-02-sub'
Submodel 'turret09b-02-sub' is detail level 1 of 'turret09a-02-sub'
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xf9cc8638, IBX checksum: 0x54166f9f -- "cruiser03.pof"
Loading model 'cruiser03x.pof'
IBX: Found a good IBX to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 0x80451365, IBX checksum: 0x73747fea -- "cruiser03x.pof"
Loading model 'capital04.pof'
BMPMAN: Found EFF (capital04-02-glow.eff) with 37 frames at 15 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital04.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital04.pof
IBX: Found a good IBX to read for 'capital04.pof'.
IBX-DEBUG => POF checksum: 0xdd0af35a, IBX checksum: 0xd5bbc0c7 -- "capital04.pof"
Submodel 'capital04b' is detail level 1 of 'capital04a'
Submodel 'capital04c' is detail level 2 of 'capital04a'
Submodel 'capital04d' is detail level 3 of 'capital04a'
Submodel 'turret03b-base' is detail level 1 of 'turret03a-base'
Submodel 'turret07b-base' is detail level 1 of 'turret07a-base'
Loading model 'capital02.pof'
Potential problem found: Unrecognized subsystem type 'reactor 4', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 5', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 3', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 2', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital02.pof
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
IBX: Found a good IBX to read for 'capital02.pof'.
IBX-DEBUG => POF checksum: 0xd50a4925, IBX checksum: 0xb8859552 -- "capital02.pof"
Loading model 'capital05.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital05.pof
IBX: Found a good IBX to read for 'capital05.pof'.
IBX-DEBUG => POF checksum: 0xc399c2f2, IBX checksum: 0x9f134fcf -- "capital05.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Loading model 'capital01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x8e4830bc, IBX checksum: 0x4b14997f -- "capital01.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01c' is detail level 2 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret02c' is detail level 2 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret03c' is detail level 2 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret04c' is detail level 2 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret05c' is detail level 2 of 'turret05a'
Loading model 'Typhon.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
IBX: Found a good IBX to read for 'Typhon.pof'.
IBX-DEBUG => POF checksum: 0xb40cf996, IBX checksum: 0xd0c9bc39 -- "Typhon.pof"
Bad chunk type 134675971, len=-301138178 in model_octant_find_faces_sub
Int3(): From g:\fso\fs2_open_0\code\model\modeloctant.cpp at line 278

Zane
Glass - I've got the same problem. Try this, put the attached dds in fsport-mediavps/data/maps. It's just a replacement for glass.dds

Also have a look at the fighters in mediavps_3612. Do they have the same issue for you?   Excluding Herc2 as it has it's own glass texture.
FS2 MVPs don't have the problem. I'll see if removing everything Port related and redownloading / reinstalling the files does anything.

Edit: With a redownload, I made new folders and started the game again, and there's still holes in the Typhon and opaque glass on the fighters.
Edit2: No difference even with the mirror download of mv_fsport.vp.
Title: Re: FSPort 3.3 Discussion!
Post by: MatthTheGeek on July 01, 2011, 02:46:16 am
Your mv_fsport.vp definitely has a different checksum from mine. Either you didn't DL the new mv_fsport.vp or the release post hasn't been updated with it. This is the source of at least your Typhon issues.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on July 01, 2011, 03:54:49 am
The release thread is not updated, as I said I redownloaded that .vp five different times in a spread out duration, I downloaded it twice just now today from both the first link and the mirror. The release thread is not updated. Read on my posts where it says that I have redownloaded files more than once.
Title: Re: FSPort 3.3 Discussion!
Post by: Water on July 01, 2011, 08:00:56 am
Commander Zane, could I get you to check the MVP fighters with gold glass?  Ares, Erinyes and the Pegasus.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on July 01, 2011, 08:13:28 am
I'll look at it.
How bizzare, those three fighters have opaque canopies.
Title: Re: FSPort 3.3 Discussion!
Post by: Water on July 01, 2011, 09:37:08 am
Be curious to find out how many other Radeon HD 5xxx users are having this canopy problem as well.
glass.dds in the port and goldglass.dds in the MVP.
Title: Re: FSPort 3.3 Discussion!
Post by: The E on July 01, 2011, 10:04:58 am
Radeon Mobile 5470 here. All glass is as transparent as it should be.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on July 01, 2011, 10:32:06 am
5870, although this hasn't happened on this card at all until suddenly just yesterday.
Unless it's because of the 11.6 drivers. I really wouldn't be surprised.

Hold on...it used to say the exact model, now my logs and hardware specs just say "5800 series." :wtf:
Title: Re: FSPort 3.3 Discussion!
Post by: Jeff Vader on July 01, 2011, 10:59:52 am
/me confirms working, transparent, pretty glass on his 5770.
Title: Re: FSPort 3.3 Discussion!
Post by: Rodo on July 01, 2011, 09:45:09 pm
ok, wtf?:

(http://img35.imageshack.us/img35/9088/screen0070y.jpg)

at first I thought I had a problem with my custom hud on the mvps (I was correct) so I disabled that, but I still get this when trying to use the custom hud provided on the release thread (16:10 and 16:9 versions, running on 1680x1050).

here's the log if someone needs it:

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:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 30
  -fxaa
  -orbradar
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod fsport-mediavps,fsport,mediavps_3612
Building file index...
Found root pack 'C:\Games\FreeSpace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Games\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'C:\Games\FreeSpace2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'C:\Games\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'C:\Games\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'C:\Games\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'C:\Games\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'C:\Games\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\fsport-mediavps\' ... 2 files
Searching root pack 'C:\Games\FreeSpace2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\fsport-mediavps\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Games\FreeSpace2\fsport\' ... 3 files
Searching root pack 'C:\Games\FreeSpace2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'C:\Games\FreeSpace2\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'C:\Games\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'C:\Games\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'C:\Games\FreeSpace2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'C:\Games\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 112 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 22 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 35 roots and 18570 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 Altavoces (VIA High Definition Audio)
  Capture device: Micrófono (VIA High Definition
... 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 260/PCI/SSE2
  OpenGL Version   : 3.3.0

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
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 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'hud_gauges-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 429
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'btm-02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
Starting mission message count : 177
Ending mission message count : 215
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa11617dd, IBX checksum: 0xa7e588d1 -- "fighter04.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'Drone02.pof'
IBX: Found a good IBX to read for 'Drone02.pof'.
IBX-DEBUG => POF checksum: 0xe37cefb4, IBX checksum: 0xc270d0c7 -- "Drone02.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0xc3137a87, IBX checksum: 0xc1cacb13 -- "freighter02.pof"
Submodel 'freighter02b-hull' is detail level 1 of 'freighter02a-hull'
Submodel 'freighter02c-hull' is detail level 2 of 'freighter02a-hull'
Submodel 'freighter02d-hull' is detail level 3 of 'freighter02a-hull'
Loading model 'cargo02.pof'
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x5ab783e1 -- "cargo02.pof"
Submodel 'transport02c-cargo' is detail level 2 of 'transport02a-cargo'
Submodel 'transport02b-cargo' is detail level 1 of 'transport02a-cargo'
Submodel 'transport02d-cargo' is detail level 3 of 'transport02a-cargo'
OpenGL: Created 512x512 FBO!
Loading model 'starfield.pof'
Model starfield.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 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "starfield.pof"
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support01.pof'
IBX: Found a good IBX to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0xf0b70a98, IBX checksum: 0x916c16f7 -- "support01.pof"
Loading model 'support02.pof'
IBX: Found a good IBX to read for 'support02.pof'.
IBX-DEBUG => POF checksum: 0xc69a526d, IBX checksum: 0xc8788ca6 -- "support02.pof"
Submodel 'vsupport01b-hull' is detail level 1 of 'vsupport01a-hull'
Submodel 'vsupport01c-hull' is detail level 2 of 'vsupport01a-hull'
Submodel 'vsupport01d-hull' is detail level 3 of 'vsupport01a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
About to page in ships!
ANI shield-f04 with size 112x93 (27.3% wasted)
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x8d6824ab, IBX checksum: 0x5121c913 -- "MX-50.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 '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 (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (AVmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI Avenger_Impact.ani with size 80x80 (37.5% 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 head1.ani with size 164x132 (48.4% 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 energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1.ani with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1.ani with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1.ani with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1.ani with size 30x34 (46.9% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1.ani with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1.ani with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1.ani with size 51x51 (20.3% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1.ani with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI shield-f04.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP163x118+16'
User bitmap 'TMP136x234+16'
User bitmap 'TMP293x165+16'
User bitmap 'TMP234x210+16'
User bitmap 'TMP91x72+16'
User bitmap 'TMP110x123+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1440/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 403,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
DRM: 0.25
DE: 3
DM: 1

Class: gtf apollo
DRM: 0.25
DE: 3
DM: 1

Class: gtf valkyrie
DRM: 0.25
DE: 3
DM: 1

Class: gtf hercules
DRM: 0.25
DE: 3
DM: 1

Class: gtf loki
DRM: 0.25
DE: 3
DM: 1

Class: gtf loki#stealth
DRM: 0.25
DE: 3
DM: 1

Class: gtf angel
DRM: 0.25
DE: 3
DM: 1

Class: gtb athena
DRM: 0.25
DE: 3
DM: 1

Class: gtb zeus
DRM: 0.25
DE: 3
DM: 1

Class: gtb medusa
DRM: 0.25
DE: 3
DM: 1

Class: gtb ursa
DRM: 0.25
DE: 3
DM: 1

Class: gtdr amazon
DRM: 0.25
DE: 3
DM: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts centaur
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: gtt elysium
DRM: 0.25
DE: 3
DM: 1

Class: gtt hunter
DRM: 0.25
DE: 3
DM: 1

Class: gtfr poseidon
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 3
DM: 1

Class: tsc 2
DRM: 0.25
DE: 3
DM: 1

Class: ttc 1
DRM: 0.25
DE: 3
DM: 1

Class: gtfr chronos
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tac 1
DRM: 0.25
DE: 3
DM: 1

Class: gtc fenris
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: terran probe
DRM: 0.25
DE: 3
DM: 1

Class: gtd orion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#amadeus
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#bastion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#eisenhower
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#galatea
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#goliath
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#intrepid
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#krios
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#legion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#minnow
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#myrmidon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#orion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#repulse
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#soyakaze
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti polaris extension
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti polaris pylon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: terran asteroid base
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg watchdog
DRM: 0.25
DE: 3
DM: 1

Class: gtsg cerberus
DRM: 0.25
DE: 3
DM: 1

Class: gtep hermes
DRM: 0.25
DE: 3
DM: 1

Class: gtsc faustus#medical
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtfr chronos#medical
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tac 1#medical
DRM: 0.25
DE: 3
DM: 1

Class: gtt elysium#medical
DRM: 0.25
DE: 3
DM: 1

Class: pvf ulysses
DRM: 0.25
DE: 3
DM: 1

Class: pvf anubis
DRM: 0.25
DE: 3
DM: 1

Class: pvf seth
DRM: 0.25
DE: 3
DM: 1

Class: pvf horus
DRM: 0.25
DE: 3
DM: 1

Class: pvf thoth
DRM: 0.25
DE: 3
DM: 1

Class: pvb osiris
DRM: 0.25
DE: 3
DM: 1

Class: pvb amun
DRM: 0.25
DE: 3
DM: 1

Class: pvb sekhmet
DRM: 0.25
DE: 3
DM: 1

Class: pvdr jackal
DRM: 0.25
DE: 3
DM: 1

Class: pvs scarab
DRM: 0.25
DE: 3
DM: 1

Class: pvt isis
DRM: 0.25
DE: 3
DM: 1

Class: pvfr bast
DRM: 0.25
DE: 3
DM: 1

Class: vc 3
DRM: 0.25
DE: 3
DM: 1

Class: pvfr ma'at
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: vac 4
DRM: 0.25
DE: 3
DM: 1

Class: pvfr satis
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: pvc aten
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: pvsc imhotep
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: vasudan probe
DRM: 0.25
DE: 3
DM: 1

Class: pvd typhon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: pvi karnak
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: karnak reactor
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: karnak reactor#cargo
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: pvi shah extension
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: pvi shah pylon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: vasudan asteroid base
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: pvsg ankh
DRM: 0.25
DE: 3
DM: 1

Class: gvep ra
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon#weakened
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon#terrans
DRM: 0.25
DE: 3
DM: 1

Class: sf basilisk
DRM: 0.25
DE: 3
DM: 1

Class: sf manticore
DRM: 0.25
DE: 3
DM: 1

Class: sf scorpion
DRM: 0.25
DE: 3
DM: 1

Class: sf gorgon
DRM: 0.25
DE: 3
DM: 1

Class: sb shaitan
DRM: 0.25
DE: 3
DM: 1

Class: sb nephilim
DRM: 0.25
DE: 3
DM: 1

Class: sb seraphim
DRM: 0.25
DE: 3
DM: 1

Class: sb nahema
DRM: 0.25
DE: 3
DM: 1

Class: st azrael
DRM: 0.25
DE: 3
DM: 1

Class: sfr mephisto
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 3
DM: 1

Class: sfr asmodeus
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 3
DM: 1

Class: sc cain
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc lilith
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd demon#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
DRM: 0.25
DE: 3
DM: 1

Class: sslbeam
BEI: 0.2
BEDu: 600
BEDi: 1200

Class: lrsslbeam
BEI: 0.2
BEDu: 600
BEDi: 1200

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

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

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

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

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

Class: harbinger#end
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: tsunami#shivan
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: harbinger#shivan
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

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: 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
MediaVPs: Flaming debris script ACTIVE!
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 'wep_ml16_tech.pof'
Model wep_ml16_tech.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 'wep_ml16_tech.pof'.
IBX-DEBUG => POF checksum: 0xbf8548b6, IBX checksum: 0x08adb994 -- "wep_ml16_tech.pof"
Loading model 'wep_disruptor_tech.pof'
Model wep_disruptor_tech.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 'wep_disruptor_tech.pof'.
IBX-DEBUG => POF checksum: 0x79f833dd, IBX checksum: 0x762130c1 -- "wep_disruptor_tech.pof"
Loading model 'MX-50_tech.pof'
IBX: Found a good IBX to read for 'MX-50_tech.pof'.
IBX-DEBUG => POF checksum: 0x01c19590, IBX checksum: 0x645796c2 -- "MX-50_tech.pof"
ANI iconfighterp with size 24x23 (28.1% wasted)
ANI Fadeiconfighterp with size 24x23 (28.1% wasted)
ANI Fadeiconfighterp.ani with size 24x23 (28.1% wasted)
ANI iconfighter with size 24x23 (28.1% wasted)
ANI Fadeiconfighter with size 24x23 (28.1% wasted)
ANI Fadeiconfighter.ani with size 24x23 (28.1% wasted)
ANI iconcargo with size 24x23 (28.1% wasted)
ANI FadeiconCargo with size 24x23 (28.1% wasted)
ANI FadeiconCargo.ani with size 24x23 (28.1% wasted)
ANI iconhighlight04 with size 148x148 (42.2% wasted)
ANI iconhighlight04.ani with size 148x148 (42.2% wasted)
ANI IconFreighter with size 64x24 (25.0% wasted)
ANI FadeIconFreighter with size 64x24 (25.0% wasted)
ANI FadeIconFreighter.ani with size 64x24 (25.0% wasted)
ANI iconhighlight01 with size 172x172 (32.8% wasted)
ANI iconhighlight01.ani with size 172x172 (32.8% wasted)
Frame  0 too long!!: frametime = 9.852 (9.852)
ANI iconfighterp.ani with size 24x23 (28.1% wasted)
ANI iconfighter.ani with size 24x23 (28.1% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  14.679
Dumping screen to 'screen0070'
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Fri Jul 01 23:38:20 2011
Title: Re: FSPort 3.3 Discussion!
Post by: Macfie on July 01, 2011, 10:01:24 pm
I had the same problem and found it was due to the mod trying to use the hud gauges file I had in the mediavps_3612 folder.  I changed the name of the file to mv_root-hdg.tbm like in the FSPort media VP and the hud gauges worked correctly for both FSPort and FS2.  The hud_gauges.tbl was being used as the main table with the mv_root-hdg.tbm acting as an add in.
Title: Re: FSPort 3.3 Discussion!
Post by: Rodo on July 01, 2011, 10:22:30 pm
Ohh I see, thanks it seems to be working now.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on July 02, 2011, 12:47:00 am
The canopy problem was because of the 11.6 drivers, all of the canopies on Port and FS2 are transparent now since I went back to 11.4, my only remaining problem is the holes in the Typhon.pof.
Title: Re: FSPort 3.3 Discussion!
Post by: Water on July 02, 2011, 02:24:13 am
Radeon Mobile 5470 here. All glass is as transparent as it should be.
/me confirms working, transparent, pretty glass on his 5770.
My bad luck then.
Getting a lot of shader warnings. This is with 3.6.12 and 3.6.13 using drivers from 11.3 to 11.6. Any suggestions?
5770 win7 i5 x64

Code: [Select]
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -glow
  -spec
  -normal
  -3dshockwave
  -post_process
  -fxaa
  -no_vsync
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_3612
Building file index...
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0xf28919f3
Found root pack 'C:\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\FreeSpace2\mediavps_3612\' ... 2 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\FreeSpace2\' ... 2 files
Searching root pack 'C:\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\FreeSpace2\warble_fs2.vp' ... 52 files
Found 24 roots and 14241 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 version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (2- Logitech USB Headset)
  Capture device: Digital Audio (S/PDIF) (High De
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 5700 Series
  OpenGL Version   : 4.1.10666 Compatibility Profile Context

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

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.


  Compiling post-processing shader 1 ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

WARNING: Unable to get shader uniform location for "timer"!
  Compiling post-processing shader 2 ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling post-processing shader 3 ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling post-processing shader 4 ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.

  Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.
 
Shader linked with warnings:
Vertex shader(s) linked, fragment shader(s) linked.


  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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
... 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' ...
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' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
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 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of '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 head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI 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!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 292
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
Bumping dynamic sexp node limit from 0 to 250...
Bumping dynamic sexp node limit from 250 to 500...
Bumping dynamic sexp node limit from 500 to 750...
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x97cf5fc2 -- "fighter2t-04.pof"
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Jul 02 19:06:18 2011
Title: Re: FSPort 3.3 Discussion!
Post by: The E on July 02, 2011, 02:39:37 am
Read the warnings. They're all "Shader compiled successfully". The "Warning" here is that everything went well.

The reason why it's called a warning is because there's only one channel for the shader compiler to print information about the shader compile process. And since it's usually used for warnings....

EDIT: And no, the one real WARNING there doesn't mean anything either.
Title: Re: FSPort 3.3 Discussion!
Post by: Water on July 02, 2011, 03:09:19 am
Read the warnings. They're all "Shader compiled successfully". The "Warning" here is that everything went well.

The reason why it's called a warning is because there's only one channel for the shader compiler to print information about the shader compile process. And since it's usually used for warnings....

EDIT: And no, the one real WARNING there doesn't mean anything either.
Ok that's good to know, Thanks though.  I'm all out of ideas, and at this point it's not a port problem.
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on July 02, 2011, 12:59:08 pm
Try using 11.4 instead of 11.6, that took care of the glass problem I was having. However I'm not sure what the results would be with a 5770 since it's a different category than mine.

Edit: Was curious to see if redownloading mv_port a sixth time would do anything for the Typhon.pof, no results.
Edit 2: Nothing different from the link on the second page as well.
Title: Re: FSPort 3.3 Discussion!
Post by: ody on July 02, 2011, 05:39:14 pm
Since this is my first post here, I want to say CONGRATULATIONS to all the people that are involved with FreeSpace 2 open. Either by making new missions or upgrading the visuals or writing code or maintaining/contributing to this and other websites... wonderful job!


Anyway, I also have the problem with the non-transparent glass. Using the 3.6.12 or the 3.6.13 r7309 the problem is there. I've upgraded my ATI HD 5770 drivers from 11.2 to 11.6, still the same.
Here's the log from nightly build r7309. I run the mod fsport-mediavps, start the first training mission and quit.
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 0.65
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.2
  -ambient_factor 100
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod fsport-mediavps,fsport,mediavps_3612
  -fps
  -stats
Building file index...
Found root pack 'F:\FreeSpace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'F:\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'F:\FreeSpace2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'F:\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'F:\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'F:\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'F:\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'F:\FreeSpace2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'F:\FreeSpace2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'F:\FreeSpace2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'F:\FreeSpace2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'F:\FreeSpace2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'F:\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'F:\FreeSpace2\fsport\data\missions\fsport-awakenings-voice.vp' with a checksum of 0xe12d98aa
Found root pack 'F:\FreeSpace2\fsport\data\missions\fsport-awakenings.vp' with a checksum of 0x0a5cfdb9
Found root pack 'F:\FreeSpace2\fsport\data\missions\fsport-destinyofpeace-voice.vp' with a checksum of 0x169f0cd4
Found root pack 'F:\FreeSpace2\fsport\data\missions\fsport-destinyofpeace.vp' with a checksum of 0xa30526c7
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x6b831455
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xb58a1f46
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'F:\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'F:\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FreeSpace2\fsport-mediavps\' ... 4 files
Searching root pack 'F:\FreeSpace2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root 'F:\FreeSpace2\fsport\' ... 0 files
Searching root pack 'F:\FreeSpace2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'F:\FreeSpace2\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'F:\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'F:\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'F:\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'F:\FreeSpace2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'F:\FreeSpace2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'F:\FreeSpace2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'F:\FreeSpace2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'F:\FreeSpace2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'F:\FreeSpace2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'F:\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root pack 'F:\FreeSpace2\fsport\data\missions\fsport-awakenings-voice.vp' ... 317 files
Searching root pack 'F:\FreeSpace2\fsport\data\missions\fsport-awakenings.vp' ... 32 files
Searching root pack 'F:\FreeSpace2\fsport\data\missions\fsport-destinyofpeace-voice.vp' ... 199 files
Searching root pack 'F:\FreeSpace2\fsport\data\missions\fsport-destinyofpeace.vp' ... 19 files
Searching root 'F:\FreeSpace2\mediavps_3612\' ... 0 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'F:\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'F:\FreeSpace2\' ... 34 files
Searching root pack 'F:\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FreeSpace2\warble_fs2.vp' ... 52 files
Found 44 roots and 19547 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 version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on AMD HDMI Output (AMD High Definition Audio Device)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 5700 Series
  OpenGL Version   : 4.1.10834 Compatibility Profile Context

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

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.10
... 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 'shieldman-sct.tbm' ...
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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 1
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 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'awakenings-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'awakenings-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'awakenings-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 505
TrackIR Init Failed - 1
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'btm-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
Starting mission message count : 177
Ending mission message count : 216
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa11617dd, IBX checksum: 0xa7e588d1 -- "fighter04.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'Drone01.pof'
IBX: Found a good IBX to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xa2f72c45, IBX checksum: 0x6f1bb182 -- "Drone01.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x5ab783e1 -- "cargo02.pof"
Submodel 'transport02c-cargo' is detail level 2 of 'transport02a-cargo'
Submodel 'transport02b-cargo' is detail level 1 of 'transport02a-cargo'
Submodel 'transport02d-cargo' is detail level 3 of 'transport02a-cargo'
OpenGL: Created 512x512 FBO!
Loading model 'starfield.pof'
Model starfield.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 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "starfield.pof"
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support01.pof'
IBX: Found a good IBX to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0xf0b70a98, IBX checksum: 0x916c16f7 -- "support01.pof"
Loading model 'support02.pof'
IBX: Found a good IBX to read for 'support02.pof'.
IBX-DEBUG => POF checksum: 0xc69a526d, IBX checksum: 0xc8788ca6 -- "support02.pof"
Submodel 'vsupport01b-hull' is detail level 1 of 'vsupport01a-hull'
Submodel 'vsupport01c-hull' is detail level 2 of 'vsupport01a-hull'
Submodel 'vsupport01d-hull' is detail level 3 of 'vsupport01a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
About to page in ships!
ANI shield-f04 with size 112x93 (27.3% wasted)
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x8d6824ab, IBX checksum: 0x5121c913 -- "MX-50.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 '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 (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (AVmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI Avenger_Impact.ani with size 80x80 (37.5% 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 head1.ani with size 164x132 (48.4% 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 energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1.ani with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1.ani with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1.ani with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1.ani with size 30x34 (46.9% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1.ani with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1.ani with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1.ani with size 51x51 (20.3% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1.ani with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f04.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP163x118+16'
User bitmap 'TMP136x234+16'
User bitmap 'TMP293x165+16'
User bitmap 'TMP234x210+16'
User bitmap 'TMP91x72+16'
User bitmap 'TMP110x123+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1599/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 398,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
DRM: 0.25
DE: 3
DM: 1

Class: gtf apollo
DRM: 0.25
DE: 3
DM: 1

Class: gtf valkyrie
DRM: 0.25
DE: 3
DM: 1

Class: gtf hercules
DRM: 0.25
DE: 3
DM: 1

Class: gtf loki
DRM: 0.25
DE: 3
DM: 1

Class: gtf loki#stealth
DRM: 0.25
DE: 3
DM: 1

Class: gtf angel
DRM: 0.25
DE: 3
DM: 1

Class: gtb athena
DRM: 0.25
DE: 3
DM: 1

Class: gtb zeus
DRM: 0.25
DE: 3
DM: 1

Class: gtb medusa
DRM: 0.25
DE: 3
DM: 1

Class: gtb ursa
DRM: 0.25
DE: 3
DM: 1

Class: gtdr amazon
DRM: 0.25
DE: 3
DM: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts centaur
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: gtt elysium
DRM: 0.25
DE: 3
DM: 1

Class: gtt hunter
DRM: 0.25
DE: 3
DM: 1

Class: gtfr poseidon
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 3
DM: 1

Class: tsc 2
DRM: 0.25
DE: 3
DM: 1

Class: ttc 1
DRM: 0.25
DE: 3
DM: 1

Class: gtfr chronos
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tac 1
DRM: 0.25
DE: 3
DM: 1

Class: gtc fenris
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: terran probe
DRM: 0.25
DE: 3
DM: 1

Class: gtd orion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#amadeus
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#bastion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#eisenhower
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#galatea
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#goliath
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#intrepid
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#krios
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#legion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#minnow
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#myrmidon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#orion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#repulse
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#soyakaze
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti polaris extension
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti polaris pylon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: terran asteroid base
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg watchdog
DRM: 0.25
DE: 3
DM: 1

Class: gtsg cerberus
DRM: 0.25
DE: 3
DM: 1

Class: gtep hermes
DRM: 0.25
DE: 3
DM: 1

Class: gtsc faustus#medical
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtfr chronos#medical
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tac 1#medical
DRM: 0.25
DE: 3
DM: 1

Class: gtt elysium#medical
DRM: 0.25
DE: 3
DM: 1

Class: pvf ulysses
DRM: 0.25
DE: 3
DM: 1

Class: pvf anubis
DRM: 0.25
DE: 3
DM: 1

Class: pvf seth
DRM: 0.25
DE: 3
DM: 1

Class: pvf horus
DRM: 0.25
DE: 3
DM: 1

Class: pvf thoth
DRM: 0.25
DE: 3
DM: 1

Class: pvb osiris
DRM: 0.25
DE: 3
DM: 1

Class: pvb amun
DRM: 0.25
DE: 3
DM: 1

Class: pvb sekhmet
DRM: 0.25
DE: 3
DM: 1

Class: pvdr jackal
DRM: 0.25
DE: 3
DM: 1

Class: pvs scarab
DRM: 0.25
DE: 3
DM: 1

Class: pvt isis
DRM: 0.25
DE: 3
DM: 1

Class: pvfr bast
DRM: 0.25
DE: 3
DM: 1

Class: vc 3
DRM: 0.25
DE: 3
DM: 1

Class: pvfr ma'at
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: vac 4
DRM: 0.25
DE: 3
DM: 1

Class: pvfr satis
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: pvc aten
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: pvsc imhotep
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: vasudan probe
DRM: 0.25
DE: 3
DM: 1

Class: pvd typhon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: pvi karnak
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: karnak reactor
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: karnak reactor#cargo
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: pvi shah extension
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: pvi shah pylon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: vasudan asteroid base
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: pvsg ankh
DRM: 0.25
DE: 3
DM: 1

Class: gvep ra
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon#weakened
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon#terrans
DRM: 0.25
DE: 3
DM: 1

Class: sf basilisk
DRM: 0.25
DE: 3
DM: 1

Class: sf manticore
DRM: 0.25
DE: 3
DM: 1

Class: sf scorpion
DRM: 0.25
DE: 3
DM: 1

Class: sf gorgon
DRM: 0.25
DE: 3
DM: 1

Class: sb shaitan
DRM: 0.25
DE: 3
DM: 1

Class: sb nephilim
DRM: 0.25
DE: 3
DM: 1

Class: sb seraphim
DRM: 0.25
DE: 3
DM: 1

Class: sb nahema
DRM: 0.25
DE: 3
DM: 1

Class: st azrael
DRM: 0.25
DE: 3
DM: 1

Class: sfr mephisto
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 3
DM: 1

Class: sfr asmodeus
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 3
DM: 1

Class: sc cain
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc lilith
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd demon#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
DRM: 0.25
DE: 3
DM: 1

Class: sslbeam
BEI: 0.2
BEDu: 600
BEDi: 1200

Class: lrsslbeam
BEI: 0.2
BEDu: 600
BEDi: 1200

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

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

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

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

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

Class: harbinger#end
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: tsunami#shivan
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: harbinger#shivan
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

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: 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
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 'wep_ml16_tech.pof'
Model wep_ml16_tech.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 'wep_ml16_tech.pof'.
IBX-DEBUG => POF checksum: 0xbf8548b6, IBX checksum: 0x08adb994 -- "wep_ml16_tech.pof"
ANI iconfighter with size 24x23 (28.1% wasted)
ANI Fadeiconfighter with size 24x23 (28.1% wasted)
ANI Fadeiconfighter.ani with size 24x23 (28.1% wasted)
ANI iconfighterp with size 24x23 (28.1% wasted)
ANI Fadeiconfighterp with size 24x23 (28.1% wasted)
ANI Fadeiconfighterp.ani with size 24x23 (28.1% wasted)
ANI iconcargo with size 24x23 (28.1% wasted)
ANI FadeiconCargo with size 24x23 (28.1% wasted)
ANI FadeiconCargo.ani with size 24x23 (28.1% wasted)
Frame  0 too long!!: frametime = 11.975 (11.975)
ANI iconfighter.ani with size 24x23 (28.1% wasted)
ANI iconfighterp.ani with size 24x23 (28.1% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  21.052
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Jul 02 20:26:24 2011


When I check the "Disable GLSL (shader) support" or the "Don't use shaders for model rendering" in the Launcher, the glass is transparent again. See attached pic.


Your mv_fsport.vp definitely has a different checksum from mine. Either you didn't DL the new mv_fsport.vp or the release post hasn't been updated with it. This is the source of at least your Typhon issues.
My mv_fsport.vp has the same checksum as Commander Zane's. I have downloaded the file again from the release thread and from the link that mjn.mixael posted in the 2nd page of this thread and it's the same. Where can we find your mv_fsport.vp?

[attachment deleted by ninja]
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on July 02, 2011, 08:32:52 pm
Various people are working on fixes. All the download links are to the right VP, I checked.
Title: Re: FSPort 3.3 Discussion!
Post by: Water on July 03, 2011, 02:32:01 am
When I check the "Disable GLSL (shader) support" or the "Don't use shaders for model rendering" in the Launcher, the glass is transparent again. See attached pic.
What seems to be happening with the shader, is our cards are viewing the alpha differently.

The Port version has an alpha of 119 which is almost half way between fully transparent and opaque. (0-255)

At 127 ours are already fully opaque. An alpha of 60 would probably show the equivalent the port texture. If you look at the MPV fighters with clear glass you'll probably see strong blurry streaks.

Try using 11.4 instead of 11.6, that took care of the glass problem I was having. However I'm not sure what the results would be with a 5770 since it's a different category than mine.
Unfortunately not. I'd tried from 11.3 through to 11.6
Title: Re: FSPort 3.3 Discussion!
Post by: starbug on July 03, 2011, 10:52:43 am
I have just downloaded and installed 3.3 and looked at the stunning new stuff, but while i was looking at the Typhon in the ship database i noticed the missing poly problem others have been having, so i had a look at the model in PCS and there is indeed missing polys on the model, see attached image but i also noticed a capital03-hulk where looking at it the model seems to be intact, but i am not sure what that one is used for as it and the wrecked aten models don't appear in the ship database.

[attachment deleted by ninja]
Title: Re: FSPort 3.3 Discussion!
Post by: MikeRoz on July 04, 2011, 09:56:43 am
Hey guys, great job as always. One question though. If I create a new pilot, is it supposed to skip the Orff mission and put me straight in the asteroid belt mission?
Title: Re: FSPort 3.3 Discussion!
Post by: Jeff Vader on July 04, 2011, 09:59:07 am
No, that does not sound normal.
Title: Re: FSPort 3.3 Discussion!
Post by: MatthTheGeek on July 04, 2011, 10:07:50 am
If you created your new pilot by cloning an existing one, you'll have the same campaign progress. This might be what happened. In any case, go hit the "restart campaign" button, that should fix it.
Title: Re: FSPort 3.3 Discussion!
Post by: MikeRoz on July 04, 2011, 01:06:06 pm
Did not clone. Hitting 'restart campaign' fixed it.
Title: Re: FSPort 3.3 Discussion!
Post by: Rodo on July 04, 2011, 09:57:10 pm
let me guess.. you already had a pilot with that name before, right?
Title: Re: FSPort 3.3 Discussion!
Post by: Timerlane on July 05, 2011, 10:43:25 am
I have just downloaded and installed 3.3 and looked at the stunning new stuff, but while i was looking at the Typhon in the ship database i noticed the missing poly problem others have been having, so i had a look at the model in PCS and there is indeed missing polys on the model, see attached image but i also noticed a capital03-hulk where looking at it the model seems to be intact, but i am not sure what that one is used for as it and the wrecked aten models don't appear in the ship database.
I see the same holes in the current Typhon; however, I still have the first FSP-MVP release archive(the original was a .7z, so it didn't overwrite), and it seems the original release Typhon's POF doesn't have them:
(http://img.photobucket.com/albums/v379/Timerlane/notyphonhole.gif)
Title: Re: FSPort 3.3 Discussion!
Post by: Commander Zane on July 05, 2011, 10:47:53 am
Lovely, so you either get a holeless Typhon in the initial release where dying Imhoteps **** the game up, or the current release with fixed Imhoteps but holes in the Typhon.
I'll wait for the next release nonetheless.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on July 05, 2011, 10:50:56 am
We are working on the problem.

Shotgun rereleases aren't solving the problem, obviously. So we are working on fixes for all known issues, testing them, and will release when we are sure.
Title: Re: FSPort 3.3 Discussion!
Post by: ody on July 05, 2011, 11:15:32 am
I played the fsport campaigns and when I was about to start Silent Threat Reborn the new release came out. I "had" to (re)play the new version... I wanted to see the new stuff. I'm now near the end of FS1 and I have to say the improvements are strikingly beautiful!!
Title: Re: FSPort 3.3 Discussion!
Post by: CKid on July 05, 2011, 08:40:15 pm
Just finished playing port. Great work but for some reason, I don't get the final cut scene. It just skips it and rolls straight to the credits.
Title: Re: FSPort 3.3 Discussion!
Post by: est1895 on July 16, 2011, 09:39:25 pm
Is anyone having problems with FSPORT campagins that are not compatable with 3.3?  ST:r works fine but all the others don't.  I'm using the 3.3 Complete Package from Freespacemods.  Feedback please.  :nod:
Title: Re: FSPort 3.3 Discussion!
Post by: Goober5000 on July 16, 2011, 11:52:25 pm
All the others?  Which ones have you tried?
Title: Re: FSPort 3.3 Discussion!
Post by: KyadCK on July 17, 2011, 12:32:43 am
I rigged Awakenings with a mod.ini to pull up 3.6.12, fsport 3.3, and fsport-mediavps. loaded with no errors. Ships and weapons appear to be fine in breifing (did not test past the first mission). Build 7309r.
Title: Re: FSPort 3.3 Discussion!
Post by: IsKent on July 19, 2011, 05:36:56 pm
My game freezes every time when I try to load a mission with HTL Typhon (same thing happens with loading its model in the tech-room)  :sigh:
Title: Re: FSPort 3.3 Discussion!
Post by: MatthTheGeek on July 19, 2011, 05:44:24 pm
No, it doesn't freeze. It's just generating a cache file. Will happen only once, and takes some time, but your game isn't frozen, just busy. Let it do its job, should take a few minutes.
Title: Re: FSPort 3.3 Discussion!
Post by: Jeff Vader on July 20, 2011, 01:19:10 am
And it's Typhon. One "o".
                    /\
                    ||
Title: Re: FSPort 3.3 Discussion!
Post by: IsKent on July 20, 2011, 09:18:31 pm
No, it doesn't freeze. It's just generating a cache file. Will happen only once, and takes some time, but your game isn't frozen, just busy. Let it do its job, should take a few minutes.

Thanks MatthTheGeek.It took around 2 minutes to load ( and I just alt+ctrl+del'd a process after seweral seconds of waiting).
And yea I'll keep in my mind this name mistake  :)
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on July 30, 2011, 02:03:02 pm
So since I'm replaying FS1 at the moment, let me just say that mixael's new CB animations are fantastic.  I really hope we get something like that proposed .MNG support down the road, though, since the compression for .anis absolutely murders the color gradients in them. :(
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on July 30, 2011, 02:28:41 pm
So since I'm replaying FS1 at the moment, let me just say that mixael's new CB animations are fantastic.  I really hope we get something like that proposed .MNG support down the road, though, since the compression for .anis absolutely murders the color gradients in them. :(

inorite
Title: Re: FSPort 3.3 Discussion!
Post by: Kolgena on August 01, 2011, 11:41:08 am
Posterization and dithering is the new brown and bloom!
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 08, 2011, 06:04:54 am
I had the exact same problem with the Typhon, that the game froze when I selected it in the Tech Room or launched a mission where a Typhon is present. At first I thought it would take a while, but after 30 minutes of waiting I killed the process. Also the harddrive didn't really do anything while waiting. This problem persisted.

A combination of downloading the new MV_FSPORT.vp (found on page 2) and a nightly build solved the problem for me. :confused: I would prefer, if I knew exactly, what the solution was, but I don't... ;)
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on August 08, 2011, 08:14:00 am
The problem was a corrupted VP that dirtied the model. Think something along the lines of divide by 0.
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 08, 2011, 10:42:55 am
Okay, I tried it with the nightly build Revision 7430, but I didn't check sound yesterday - It's - uhm - missing. Some Sound effects are there but no music, no gun effects, no speech, no music... It simply isn't fun.

So I set the executable back to fs2_open_3_6_12r_INF.exe and now it freezes again! :hopping: (I've waited over ten minutes - with the nightly build it was ready after less than a minute)

Then I generated a Logfile and I think the important part says:
IBX: Starting a new TSB for 'Typhon.pof'.
IBX NOTICE:  Vert limit hit for IBX version 1 on subobject 'detail0', changing file format to version 2...

But here's all...
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -fov 1,2
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod fsport-mediavps,fsport,mediavps_3612
Building file index...
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Spiele\Action\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Spiele\Action\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Spiele\Action\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Spiele\Action\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Spiele\Action\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Spiele\Action\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Spiele\Action\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Spiele\Action\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Spiele\Action\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Spiele\Action\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Spiele\Action\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\' ... 40 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\mv_fsport.vp' ... 386 files
Searching root 'D:\Spiele\Action\FreeSpace2\fsport\' ... 0 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport3_3.vp' ... 805 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'D:\Spiele\Action\FreeSpace2\mediavps_3612\' ... 0 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'D:\Spiele\Action\FreeSpace2\' ... 69 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\warble_fs2.vp' ... 52 files
Found 38 roots and 19375 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software on Realtek AC97 Audio' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
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 8600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.3.0

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

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30 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' ...
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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1670
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 0.318 (0.318)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter04.pof'
IBX: Found a good IBX/TSB to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa11617dd, IBX checksum: 0x77941c76 -- "fighter04.pof"
Frame  0 too long!!: frametime = 1.957 (1.957)
Frame  0 too long!!: frametime = 1.026 (1.026)
TECH ROOM: Dumping excess ship textures...
Loading model 'Typhon.pof'
IBX:  Warning!  Found invalid TSB file: 'Typhon.tsb'
IBX: Starting a new IBX for 'Typhon.pof'.
IBX: Starting a new TSB for 'Typhon.pof'.
IBX NOTICE:  Vert limit hit for IBX version 1 on subobject 'detail0', changing file format to version 2...

I don't know what to to... I like to play, which is possible with the nighly build, but I also like to have sound! Arrrgh! :rolleyes:

Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on August 08, 2011, 11:27:37 am
No, that is exactly what 3.6.12 is supposed to be doing... Please generate a debug log with a .13 build.
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 08, 2011, 12:36:22 pm
It appears that I simply was too impatient (if you really want to call it like that.) I startet loading the model and went elsewhere - didn't want to wait for it in front of my monitor. After about 15 minutes it was really done... The next time it took "only" roughly 5 minutes to load - but every time it has to load!

I thought the cache would shorten the loading time a little more once built.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on August 08, 2011, 12:39:58 pm
The 3.6.12 cache system is just not as fast as the 3.6.13

I asked for a 3.6.13 log to try to help with your sound issues. I can't help without that. If you prefer the 5 minute load times, then stick with 3.6.12.
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 09, 2011, 01:02:08 am
Since I don't prefer waiting five minutes I'll post a log file later that day. ;)

But by the way: I can confirm the holes in the Typhon that were mentioned a few pages before. Forgot to make screenshots but they're there.


PS: Apart from that: Great work!!!  :)
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 09, 2011, 01:18:43 pm
Okay, I found out something more about my sound issue with the .13 build. It seems that FS tries to put out 5.1 sound and I get only the sound put out by the center speaker. So I disabled the 5.1 capability of my sound card an now get full sound. :rolleyes: Great in FSPort but not so great in all other games so I think I have to switch this everytime I need to. That's okay I think.

Then there was another issue I like to tell. Don't know if it helps somehow...

The last couple times I started FSPort it in fact crashed (regardless of which build I used), while loading the Typhon model. First it was "freezing" like I got to know but after that the game crashed to desktop. I created a logfile which told me about "Unrecognized subsystem type 'fighterbay 1', (and 'fighterbay 2') believed to be in ship Typhon.pof" in the last few lines...

I ended up clearing the cache folder and now it doesn't crash at all.

So far so good - But: I still get this weird error messages about the unrecognized subsystems. I attach my last log file here:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -fov 1,2
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod fsport-mediavps,fsport,mediavps_3612
Building file index...
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Spiele\Action\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Spiele\Action\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Spiele\Action\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Spiele\Action\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Spiele\Action\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Spiele\Action\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Spiele\Action\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Spiele\Action\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Spiele\Action\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Spiele\Action\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Spiele\Action\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\' ... 2 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\mv_fsport.vp' ... 386 files
Searching root 'D:\Spiele\Action\FreeSpace2\fsport\' ... 0 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport3_3.vp' ... 805 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'D:\Spiele\Action\FreeSpace2\mediavps_3612\' ... 0 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'D:\Spiele\Action\FreeSpace2\' ... 69 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\warble_fs2.vp' ... 52 files
Found 38 roots and 19337 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software on Realtek AC97 Audio' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
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 8600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.3.0

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

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30 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' ...
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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1909
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.264 (0.264)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 0.694 (0.694)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter04.pof'
IBX: Starting a new IBX for 'fighter04.pof'.
IBX: Starting a new TSB for 'fighter04.pof'.
Frame  0 too long!!: frametime = 3.108 (3.108)
Frame  0 too long!!: frametime = 0.968 (0.968)
TECH ROOM: Dumping excess ship textures...
Loading model 'Typhon.pof'
IBX: Starting a new IBX for 'Typhon.pof'.
IBX: Starting a new TSB for 'Typhon.pof'.
IBX NOTICE:  Vert limit hit for IBX version 1 on subobject 'detail0', changing file format to version 2...
IBX NOTICE:  Vert limit hit for IBX version 1 on subobject 'greebles', changing file format to version 2...
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
Bad chunk type 134675971, len=-301138178 in model_octant_find_faces_sub
Int3(): From c:\temp\fs2_final_export\code\model\modeloctant.cpp at line 278

There isn't any directory like C:\temp. Not now, and not even while FS is runnig. What's that now?

And by the way: The holes in the Typhon are still there but do not appear in the tech room. They are only there while playing. And while playing you can shoot through these holes and even fly into the Typhon (which is not very eventful since it just looks like a graphical error).  :D
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on August 09, 2011, 01:24:00 pm
unrecognized subsystem type is not an issue. You can ignore it.

As for the sound... that's beyond me.. I can't think of any reason why FSPort would screw with how the sound works...
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 09, 2011, 01:35:22 pm
The sound thing* seems to be something in the .13 build. I tested this with about 5 nightly builds. All of them showed the same behavior.

*) I call it thing since this may not be really a problem... :)


EDIT: Forgot to mention that the .12 build didn't have this behavior at all.
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 09, 2011, 01:55:40 pm
Okay, I have to revise my posting about my fix... Now it keeps crashing even if I clear the cache. :(

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 1,2
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod fsport-mediavps,fsport,mediavps_3612
Building file index...
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'D:\Spiele\Action\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Spiele\Action\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Spiele\Action\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Spiele\Action\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Spiele\Action\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Spiele\Action\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Spiele\Action\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Spiele\Action\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Spiele\Action\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Spiele\Action\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Spiele\Action\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Spiele\Action\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\' ... 3 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root 'D:\Spiele\Action\FreeSpace2\fsport\' ... 0 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'D:\Spiele\Action\FreeSpace2\mediavps_3612\' ... 0 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\Spiele\Action\FreeSpace2\' ... 18 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\Action\FreeSpace2\warble_fs2.vp' ... 52 files
Found 38 roots and 18879 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 Realtek AC97 Audio
  Capture device: Realtek AC97 Audio
... 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 8600 GT/PCI/SSE2/3DNOW!
  OpenGL Version   : 3.3.0

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30 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' ...
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 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
WARNING: Unrecognized parameter in ai_profiles: $disarm or disable cause global ai goal effects: YES

TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 769
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 0.366 (0.366)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa11617dd, IBX checksum: 0xa7e588d1 -- "fighter04.pof"
Frame  0 too long!!: frametime = 1.595 (1.595)
Frame  0 too long!!: frametime = 0.393 (0.393)
TECH ROOM: Dumping excess ship textures...
Loading model 'Typhon.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
IBX:  Warning!  Found invalid IBX file: 'Typhon.bx'
IBX: Starting a new IBX for 'Typhon.pof'.
Bad chunk type 134675971, len=-301138178 in model_octant_find_faces_sub
Int3(): From c:\code\fs2_open_1\code\model\modeloctant.cpp at line 278
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on August 09, 2011, 02:07:27 pm
Please download this and place it in 'freespace2\fsport-mediavps\data\models' and let me know the results. You will have to generate the cache again. Sorry.

http://www.qfpost.com/download.do?get=b045e5c8f2089dccaf12637615afd040 (http://www.qfpost.com/download.do?get=b045e5c8f2089dccaf12637615afd040)
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on August 09, 2011, 08:30:45 pm
So here's a random observation.  I'm working my way through FS1 again, and I just finished up the mission "Exodus."  A Vasudan support ship showed up at one point, so I called for a rearm, and it responded to me using the FS2 Vasudan support ship dialog.  According to the Wiki, the Scarab was supposed to be unmanned, so I guess :v: never had any dialog for it in FS1.  Not exactly a bug or anything, but it was something that I hadn't noticed before.
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 09, 2011, 11:57:03 pm
You will have to generate the cache again. Sorry.

Hey, you're great. (I'm serious) You are helping me playing my most favorite game in a way better version, so dont beg for pardon just because the caceh has to be rebuilt. ;)

If this hint will solve the problem, then it is more than okay for met to wait for the cache being rebuilt another time... I got used to wait for it and found ways to kill the time this takes. :cool:

I'll try and report. :) Many thanks!
Title: Re: FSPort 3.3 Discussion!
Post by: Goober5000 on August 10, 2011, 12:27:25 am
So here's a random observation.  I'm working my way through FS1 again, and I just finished up the mission "Exodus."  A Vasudan support ship showed up at one point, so I called for a rearm, and it responded to me using the FS2 Vasudan support ship dialog.  According to the Wiki, the Scarab was supposed to be unmanned, so I guess :v: never had any dialog for it in FS1.  Not exactly a bug or anything, but it was something that I hadn't noticed before.
Using the FS2 Vasudan dialog was the best we could do under the circumstances; if you call the Vasudan support ship when playing FS1, it uses the Terran persona. :p

Hm, now I suppose we should add a SCP option for disabling the support ship voice...
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on August 10, 2011, 12:34:12 am
Crap, I just created work for someone. :p
Title: Re: FSPort 3.3 Discussion!
Post by: rscaper1070 on August 10, 2011, 12:36:57 am
Or maybe it's the Vasudan version of Betty.  :lol:
Title: Re: FSPort 3.3 Discussion!
Post by: FlashbackFM on August 10, 2011, 11:00:11 am
Please download this and place it in 'freespace2\fsport-mediavps\data\models' and let me know the results. You will have to generate the cache again. Sorry.

http://www.qfpost.com/download.do?get=b045e5c8f2089dccaf12637615afd040 (http://www.qfpost.com/download.do?get=b045e5c8f2089dccaf12637615afd040)

I tested it an tried a few things which led to crash before (such as restarting the game a couple of times) and it seems to work now. :)

And I think you already know but the holes in the Typhon are gone. :)

Thanks a lot!
Title: Re: FSPort 3.3 Discussion!
Post by: Kolgena on August 14, 2011, 10:00:26 am
So, the current FSPort download + that typhon should fix all the as-of-now known problems right?
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on August 14, 2011, 01:33:54 pm
I have no idea. I haven't enough testers to confirm anything. (http://www.hard-light.net/forums/index.php?topic=77075.0) I have better things to do than to do the testing work that is meant for a small team.
Title: Re: FSPort 3.3 Discussion!
Post by: Kolgena on August 15, 2011, 10:40:09 pm
I can't say that I'll join that effort since I won't be playing fsport (or anything really) for some time, but if I run into any bugs, I'll let you guys know.
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on August 23, 2011, 04:37:03 am
So after I finished my FS1 replay, I decided to check out the ported Templar campaign, since I never managed to beat the unbalanced multiplayer version in FS2.  It was a bit rough, but actually playable, so kudos for that. :) When I initially selected it in the campaign room, though, I had a bit of trouble picking it out.  The Port version is listed as "Operation Templar," but the FS2 "Templar" campaign shows up too, though it gives the expected missing-ships warning if you try to select it.  I'm not sure if there's something you guys can do to clear this up, even if it's putting an extra sentence in the description of the Port version specifying it as such.

Also, there was an issue in the final mission of the campaign that I think was raised in the past.  There's a transport you're supposed to destroy (but given annoyingly little time to before it jumps out) that becomes invulnerable at a low hull percentage.  Goober had mentioned that it was like that in the FS2 version, but I think that was a bug, since there's a secondary objective that requires its destruction to be completed.

Edit for justice: Nothing like replaying all of the fan missions that came with Silent Threat and running into a few of the same old bugs. :p
Title: Re: FSPort 3.3 Discussion!
Post by: Klaustrophobia on September 25, 2011, 08:14:44 pm
I'm a little late to the party, but I just completed playthrough of FSport 3.3.  I downloaded the files just a couple of days ago from the release thread, so I would assume I should have the most up-to-date files.  Couple of bug reports.  I am also getting the Typhon with holes and the opaque canopies.  I didn't think anything of the canopy thing, and only realized it was a bug when I saw a post about it here.  Finally, in the final mission in subspace, the white bit at the end of the tunnel goes "on top" of everything else, covering whatever is visually in line with it up.  I have a screenshot if someone can tell me how to turn the TGA into something standard.  Using nightly 7776.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on September 25, 2011, 08:23:36 pm
There's a patch in the release thread for the Typhon issues.

IIRC, the opaque canopies were narrowed down to an ATI issue. (http://www.hard-light.net/forums/index.php?topic=76844.msg1527493#msg1527493)

As for the subspace thing.. I've never heard of that before. I would need you to reproduce with a debug build and post the debug log before anyone could do anything about it.
Title: Re: FSPort 3.3 Discussion!
Post by: Klaustrophobia on September 26, 2011, 12:40:04 am
log and screenshot attached.  i accidentally started the cutscene mission first, you can probably skip ahead in the log a bit.

on an unrelated note, the opening cutscene reverted to the fs2 one and the flickering black bars that i though i killed with the complete reinstall came back when i used the 7776 debug build.  anyone ever seen that before?
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on September 26, 2011, 12:43:54 am
log and screenshot attached.

Try again.
Title: Re: FSPort 3.3 Discussion!
Post by: Klaustrophobia on September 26, 2011, 02:07:14 am
woops

[attachment deleted by ninja]
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on September 26, 2011, 03:03:21 am
Heh...I noticed that too, but I completely forgot about it until right now.  I can grab an additional log if it's needed.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on September 26, 2011, 08:06:20 am
 :wtf:

Log tells me nothing apparent... I'm going to have to try to reproduce this one.
Title: Re: FSPort 3.3 Discussion!
Post by: CaptJosh on September 26, 2011, 08:12:56 am
Well, as I recall from just originally playing through FS1, when you're first coming up on the Lucy in that mission, mostly what you can see are engine glows. Might that blend with the glow at the "end" of the hyperspacial "tunnel" some, possibly?
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on September 26, 2011, 09:06:57 am
Well, as I recall from just originally playing through FS1, when you're first coming up on the Lucy in that mission, mostly what you can see are engine glows. Might that blend with the glow at the "end" of the hyperspacial "tunnel" some, possibly?

No, it's definitely not blended glows.
Title: Re: FSPort 3.3 Discussion!
Post by: MatthTheGeek on September 26, 2011, 11:54:49 am
IIRC there's supposed to be a "sun" at the end of the tunnel. Looks like he's seeing it through the Lucy.
Title: Re: FSPort 3.3 Discussion!
Post by: Mongoose on September 26, 2011, 01:09:19 pm
Yeah, that's exactly what's happening.  I know I could easily see it moving in relation to the Lucy as I flew around in that mission.
Title: Re: FSPort 3.3 Discussion!
Post by: Klaustrophobia on September 26, 2011, 05:31:10 pm
it's not just the lucy, the white spot goes on top of everything.  there's a herc partially behind it in the screenshot, but it didn't come out as clearly as it was in-game.  potentially related, the subsace tunnel seems different than what i remember, although it's been a LONG time since my last playthrough.  could i possibly have the effect somehow?
Title: Re: FSPort 3.3 Discussion!
Post by: Mr_Blastman on October 02, 2011, 05:30:40 pm
Okay, I'm confused about something.

In the past, we'd put the fsport media vp's into fsport-mediavps

However, in this thread for the release of 3.3:

http://www.hard-light.net/forums/index.php?topic=76733.0

I see in the top part saying to put EVERYTHING into the fsport directory, however, at the bottom, it says to the contrary, rather and to put them in fsport and the mediavps into fsport-mediavps.

Which is it?  :)  One one of the two choices is the right one, yet the thread specifies two different ways.
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on October 02, 2011, 05:41:55 pm
The downloads are quite clearly split into sections. Under each header is a line that tells you where those downloads should be installed. I'm not sure it could be any more clear.

Nonetheless, to answer your question... it's the same as it's always been. Main downloads to 'freespace2/fsport' and mediavps downloads to 'freespace2/fsport-mediavps'.
Title: Re: FSPort 3.3 Discussion!
Post by: Mr_Blastman on October 02, 2011, 06:28:22 pm
Hmm, yes, I misread it... I'll chalk that up to lack of sleep due to my toddler being sick all weekend.  Thanks. :)
Title: Re: FSPort 3.3 Discussion!
Post by: Kolgena on October 03, 2011, 12:43:49 am
it's not just the lucy, the white spot goes on top of everything.  there's a herc partially behind it in the screenshot, but it didn't come out as clearly as it was in-game.  potentially related, the subsace tunnel seems different than what i remember, although it's been a LONG time since my last playthrough.  could i possibly have the effect somehow?

A new patch was made in the nightlies a week or two back that drew sun/lens flares above all foreground objects. If the subspace "sun" is rendered as one of these flares, then it might be what's causing the issue.
Title: Re: FSPort 3.3 Discussion!
Post by: Klaustrophobia on October 03, 2011, 02:04:25 am
that sounds like a winner. 

Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on October 03, 2011, 08:15:35 am
it's not just the lucy, the white spot goes on top of everything.  there's a herc partially behind it in the screenshot, but it didn't come out as clearly as it was in-game.  potentially related, the subsace tunnel seems different than what i remember, although it's been a LONG time since my last playthrough.  could i possibly have the effect somehow?

A new patch was made in the nightlies a week or two back that drew sun/lens flares above all foreground objects. If the subspace "sun" is rendered as one of these flares, then it might be what's causing the issue.

The best thing you could do is run some tests and mantis it. Start with older builds (before the patch you mentioned) and then the newer builds to try and narrow down when the issue first appears.
Title: Re: FSPort 3.3 Discussion!
Post by: FreeSpaceFreak on January 30, 2012, 04:07:32 am
Q: What are the -subglow maps in the FSPort MVPs, and does the engine recognize them?

Also, about the patch - the cache file doesn't match up with the model on 3.6.14 RC4, log provided.

[attachment deleted by a ninja]
Title: Re: FSPort 3.3 Discussion!
Post by: mjn.mixael on January 30, 2012, 08:13:58 am
the subglows are used for subspace missions, we execute them with texture replace. No the engine doesn't recognize them as anything special.

As for the cache. Woops. Just let it build a new one then.
Title: Re: FSPort 3.3 Discussion!
Post by: Hades on February 01, 2012, 02:01:33 pm
The Valkyrie has a hole on the back and some messed up normal maps (maybe?) on the nose.
http://i293.photobucket.com/albums/mm56/HLPHades/FreeSpace%20Shots/screen0146.png?t=1328125793
Back hole in the mesh.

http://i293.photobucket.com/albums/mm56/HLPHades/FreeSpace%20Shots/screen0145.png?t=1328125789
Seam on the nose.

In the fourth (I think?) mission where you capture Omega and the Rasputin, the Rasputin was inside of Omega and could not be shot or damaged until it eventually moved out from inside the mesh.

In mission two, in the asteroid field, I do think some larger, still asteroids (sort of like the ones from BTRL) would help make the mission area look connected to the larger belt around the planet, and some asteroids sitting in the distance to make it look less like a local spam of asteroids.
Title: Re: FSPort 3.3 Discussion!
Post by: Goober5000 on February 01, 2012, 05:12:12 pm
I assume this was running with MVPs?
Title: Re: FSPort 3.3 Discussion!
Post by: Hades on February 01, 2012, 05:20:59 pm
I assume this was running with MVPs?
Indeed it was.
Title: Re: FSPort 3.3 Discussion!
Post by: Goober5000 on February 02, 2012, 07:38:42 pm
Try playing the fourth mission without the MVPs.  If it works as expected, then that means the paths on the MVP models need to be fixed.