Hard Light Productions Forums

General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: Tobin Ra on January 28, 2016, 08:11:24 am

Title: mod not working right need help please
Post by: Tobin Ra on January 28, 2016, 08:11:24 am
Hey guys i am having a problem with these star wars mods there is no weapons mounted on my ship and no way to mount one either there is nothing there where the weapons  should be i have tried both v4 and v3 of the star wars mods with the same results so what can i do to fix this problem? also in the Babylon project stand alone game i am doing  a mission i think its the 2nd or 3rd mission and when i finish it i get the message to return to base but i try and return to base by hitting alt-j and i get a  cant jump from system jump aborted must go to a jump gate well let me tell u i looked for 2 hours for a jump gate and if there is one in that system i couldn't find it  so is this another bug or what? because i ain't spending hours just looking for a gate that may or may not be there,so if is there where is it hidden somewhere because u can't target it so how do u find it? so i need help guys.
Title: Re: mod not working right need help please
Post by: Tobin Ra on January 28, 2016, 08:19:10 am
Hey guys me again i left out some info that u might need if u are going to help me out i am using the latest version of freespace2 open source 3_7_2  which i believe is the latest version also the wxlauncher and i used the freespace 2 installer to  install everything,hope this helps and someone actually reads this.
Title: Re: mod not working right need help please
Post by: Nyctaeus on January 28, 2016, 08:31:54 am
Sweet Jesus... Commas and dots are your friends. The whole punctuation is!

What Star Wars mod? The only one that comes to my mind is Fate of Galaxy and it's still unreleased.
Also, if you have problem like this, you should attach a log to your post. Run a debug build, find "fs2_open.log" in your data folder and post it here.
Title: Re: mod not working right need help please
Post by: AdmiralRalwood on January 28, 2016, 07:49:58 pm
What Star Wars mod? The only one that comes to my mind is Fate of Galaxy and it's still unreleased.
Star Wars: Original Trilogy Mod (http://www.hard-light.net/forums/index.php?topic=85153.0)
Title: Re: mod not working right need help please
Post by: Tobin Ra on January 29, 2016, 11:10:06 am
Well bro,i didn't think i was still in school lol.well anyway the exe for the debug fs2 3 3_7_2 debug wouldn't run but i did get this  message  when i tried to run it which is exactly my problem no weapons.            unable to find WEAPON_LIST_TYPE string "Hellion" in stuff_int_list

Many possible sources for this error.  Get a programmer!

KERNELBASE.dll! WaitForSingleObject
fs2_open_3_7_2-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2-DEBUG.exe! stuff_int_list + 574 bytes
fs2_open_3_7_2-DEBUG.exe! parse_weaponstbl + 594 bytes
fs2_open_3_7_2-DEBUG.exe! parse_modular_table + 331 bytes
fs2_open_3_7_2-DEBUG.exe! weapon_init + 101 bytes
fs2_open_3_7_2-DEBUG.exe! game_init + 1754 bytes
fs2_open_3_7_2-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_2-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlUnicodeStringToInteger + 595 bytes
ntdll.dll! RtlUnicodeStringToInteger + 542 bytes
i hope this helps.
Title: Re: mod not working right need help please
Post by: Jeff Vader on January 29, 2016, 02:37:22 pm
http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359
Title: Re: mod not working right need help please
Post by: Tobin Ra on January 30, 2016, 05:35:49 pm
Jeff vader,yes the star wars original trilogy i tried v4 and v3,i went to the link u provided but i didn't get any thing from it i saw my problem listed but no solutions are there how am i supposed to fix this?
Title: Re: mod not working right need help please
Post by: Tobin Ra on January 30, 2016, 05:40:08 pm
AdmiralRalwood,i am talking about the star wars original trilogy.
Title: Hey guys i have a problem here and i need some help.
Post by: Tobin Ra on January 30, 2016, 05:53:53 pm
Hey guys,i have a problem with no weapons on my xwing fighter in the star wars original trilogy v4 and i tried it in the v3 as well with the same problem so with no weapons i can do no missions how do i fix it?Unable to find WEAPON_LIST_TYPE string "Hellion" in stuff_int_list

Many possible sources for this error.  Get a programmer!

KERNELBASE.dll! WaitForSingleObject
fs2_open_3_7_2-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2-DEBUG.exe! stuff_int_list + 574 bytes
fs2_open_3_7_2-DEBUG.exe! parse_weaponstbl + 594 bytes
fs2_open_3_7_2-DEBUG.exe! parse_modular_table + 331 bytes
fs2_open_3_7_2-DEBUG.exe! weapon_init + 101 bytes
fs2_open_3_7_2-DEBUG.exe! game_init + 1754 bytes
fs2_open_3_7_2-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_2-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlUnicodeStringToInteger + 595 bytes
ntdll.dll! RtlUnicodeStringToInteger + 542 bytes
Title: Re: mod not working right need help please
Post by: coffeesoft on January 30, 2016, 06:07:16 pm
Strange, i´m playing Star Wars Original Trilogy Mod almost every day with " fs2_open_3_7_2.exe " without problems ...   :rolleyes:
Title: Re: mod not working right need help please
Post by: Tobin Ra on January 30, 2016, 06:31:37 pm
well i have the same file path and the same mod but i got no weapons none?
Title: Re: Hey guys i have a problem here and i need some help.
Post by: General Battuta on January 30, 2016, 06:32:42 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: mod not working right need help please
Post by: niffiwan on January 30, 2016, 07:01:04 pm
yo, please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: mod not working right need help please
Post by: Jeff Vader on January 31, 2016, 02:49:17 am
Yes. That post (to which I linked too) contains instructions on
- how to create an fs2_open.log
- where to find it
- how to post it here.

It will greatly help us so that we can help you.
Title: Re: mod not working right need help please
Post by: Tobin Ra on January 31, 2016, 04:26:57 pm
This may sound like a stupid question but do i need the star wars mod loaded before i run every thing.also there is no option in the features tad to run windowed.
Title: Re: mod not working right need help please
Post by: coffeesoft on January 31, 2016, 07:35:30 pm
If i´m not wrong, you said you are using wxlauncher, why don´t try Launcher 55g ?

I suppose you are Windows user
Here the download...

http://www.hard-light.net/wiki/index.php/Manually_Installing_FreeSpace_2_Open (http://www.hard-light.net/wiki/index.php/Manually_Installing_FreeSpace_2_Open)
Title: Re: mod not working right need help please
Post by: niffiwan on January 31, 2016, 08:48:31 pm
This may sound like a stupid question but do i need the star wars mod loaded before i run every thing.

Yes, you need to run the mod that is having problems in order to generate a useful fs2_open.log.

also there is no option in the features tad to run windowed.

It should be called -window and is probably under "advanced settings".
Title: Re: mod not working right need help please
Post by: AdmiralRalwood on January 31, 2016, 09:16:16 pm
also there is no option in the features tad to run windowed.

It should be called -window and is probably under "advanced settings".
Specifically it should be labelled "Run in window" and should be right above "Run in fullscreen window" (for some reason listed under "Dev Tool"). Should be near the top of the section; my list goes "Show frames per second on HUD", "Show position of camera", then "Run in window".
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 01, 2016, 01:04:33 am
ok i found the run in windows used fs2 3_7_2 no sse debug with star wars original trilogy v4 installed and this is what i get.                                                                                   Weapon explosion 'Maxim_impact' does not have an LOD0 anim!
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! weapon_explosions::Load + 296 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! weapon_expl_info_init + 141 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! weapon_init + 44 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_init + 1754 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlUnicodeStringToInteger + 595 bytes
ntdll.dll! RtlUnicodeStringToInteger + 542 bytes
Title: Re: mod not working right need help please
Post by: Jeff Vader on February 01, 2016, 01:39:06 am
Great! Then onto the next step.

You have your FreeSpace 2 installed somewhere (I'm just gonna assume C:\Games\FreeSpace2 because that is a popular choice).

That folder has a subfolder named "data". Open that folder.

Inside that subfolder you should find a file called "fs2_open.log". Or if you have your file extensions hidden, it'll just be "fs2_open". Please post that file or the contents of that file. That will help us and you.

Also off the top of my head. You select the Star Wars mod from the Launcher, yes? Then, when you get to the game and select a pilot, did you remember to go to the campaign room and select the correct campaign? If you didn't, the game will select the normal FreeSpace 2 campaign by default and it will work badly with any mods that do heavy table ****ery.
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 01, 2016, 04:50:34 am
Jeff Vader,here u go bro and i am not sure if i chose the right campaign or not but i will check.   
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.2.11329
Passed cmdline options:
  -mod mods\star wars mod v4,MediaVPs_2014
  -window
Building file index...
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\STEAM\steamapps\common\Freespace 2\mods\star wars mod v4\' ... 3062 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\' ... 114 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' ... 52 files
Found 14 roots and 11129 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'sw-mod.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 (IDT High Definition
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics 3000
  OpenGL Version   : 3.1.0 - Build 9.17.10.4229

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (16)
  Max elements vertices: 1200
  Max elements indices: 1200
  Max texture size: 8192x8192
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 1.40 - Intel Build 9.17.10.4229
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'imt-sct.tbm' ...
TBM  =>  Starting parse of 'csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
pcx: Couldn't open '2_PreLoadLogo.pcx'
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.
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'OT-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
ANI Explode1 with size 112x102 (20.3% wasted)
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
Int3(): From c:\code\fs2_open_3_7_2\code\globalincs\windebug.cpp at line 1389
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 01, 2016, 05:01:13 am
Jeff Vader, hey Jeff i looked  at the available campaigns and there is only 1 there it says freespace2 no other campaigns are listed.
Title: Re: mod not working right need help please
Post by: AdmiralRalwood on February 01, 2016, 07:11:07 am
If memory serves, the Original Trilogy mod doesn't have a campaign yet; you have to fly the missions as "single missions" through the tech room for now.

Additionally, your log is about a non-fatal Warning, not the fatal Error you were having earlier; you need to hit "no" to continue running FSO until you hit an error it won't let you continue past, then give us the resultant log.
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 02, 2016, 01:01:21 am
o. k. Jeff i kept hitting no until i kept getting the same message all the messages i was getting were about weapons here is the last 1.Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list

Many possible sources for this error.  Get a programmer!

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! stuff_int_list + 574 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_common_object_data + 949 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_object + 1708 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_objects + 188 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_mission + 497 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_main + 444 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! mission_load + 228 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! game_start_mission + 192 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! game_enter_state + 511 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! game_process_event + 242 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlUnicodeStringToInteger + 595 bytes
ntdll.dll! RtlUnicodeStringToInteger + 542 bytes
Title: Re: mod not working right need help please
Post by: The E on February 02, 2016, 01:50:48 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: mod not working right need help please
Post by: tomimaki on February 02, 2016, 05:03:22 am
Code: [Select]
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739eProbably Star Wars OT uses more things from mediavps.
Download Assets and Effects from MediaVPs_2014. Manually (http://www.hard-light.net/forums/index.php?topic=86475.0) or through installer.

Or are you trying to play fs campaign in this mod? If yes, don't try. Only Tech Room -> Mission Simulator -->Single missions.
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 03, 2016, 12:59:23 am
Guys,here is the fs2 open file u wanted.
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.2.11329
Passed cmdline options:
  -mod mods\star wars mod v4,MediaVPs_2014
  -window
Building file index...
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\STEAM\steamapps\common\Freespace 2\mods\star wars mod v4\' ... 3062 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\' ... 114 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' ... 52 files
Found 14 roots and 11129 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'sw-mod.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 (IDT High Definition
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics 3000
  OpenGL Version   : 3.1.0 - Build 9.17.10.4229

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (16)
  Max elements vertices: 1200
  Max elements indices: 1200
  Max texture size: 8192x8192
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 1.40 - Intel Build 9.17.10.4229
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'imt-sct.tbm' ...
TBM  =>  Starting parse of 'csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
pcx: Couldn't open '2_PreLoadLogo.pcx'
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.
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'OT-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
ANI Explode1 with size 112x102 (20.3% wasted)
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
Ignoring free flight speed for weapon 'S1 Charge'
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'SW-cockpits-shp.tbm' ...
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)
BMPMAN: Found EFF (Rebel_Wingman.eff) with 2 frames at 2 fps.
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 time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (Rebel_ETS.eff) with 3 frames at 2 fps.
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
BMPMAN: Found EFF (Radar_Rebel.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (Rebel_Weapons.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Reticle_Center_Rebel.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Rebel_Throttle.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (2_rightarc1.eff) with 2 frames at 1 fps.
BMPMAN: Found EFF (Rebel_Threat1.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Rebel_Threat2.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Flight_Path_Rebel.eff) with 3 frames at 2 fps.
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
BMPMAN: Found EFF (proBox.eff) with 1 frames at 15 fps.
BMPMAN: Found EFF (proLine.eff) with 3 frames at 15 fps.
BMPMAN: Found EFF (Empire_Wingman.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (mini_target.eff) with 8 frames at 2 fps.
BMPMAN: Found EFF (Radar_Empire.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (Empire_Weapons.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Reticle_Center_Empire.eff) with 1 frames at 2 fps.
BMPMAN: Found EFF (Empire_Throttle.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Empire_Threat1.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Empire_Threat2.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Flight_Path_Empire.eff) with 3 frames at 2 fps.
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 152
TrackIR Init Failed - 1
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Torin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Maverick.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Tobin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Torin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
PLR => Verifying 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.273 (0.273)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xfdb54311, IBX checksum: 0xcade3ea1 -- "warp.pof"
 300
ANI H_IO3b with size 160x120 (6.3% wasted)
ANI H_EFb with size 160x120 (6.3% wasted)
ANI H_IO1b with size 160x120 (6.3% wasted)
ANI H_IO2b with size 160x120 (6.3% wasted)
ANI H_ISb with size 160x120 (6.3% wasted)
ANI H_IO3a with size 160x120 (6.3% wasted)
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
WARNING: "Invalid type "Subach HL-7" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Akheton SDG" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Rockeye" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Tempest" found in loadout of mission file...skipping" at parselo.cpp:3047
MISSIONS: Ship "Alpha 1" has an invalid ship type (ships.tbl probably changed).  Making it type 0
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
Freeing all existing models...
Title: Re: mod not working right need help please
Post by: AdmiralRalwood on February 03, 2016, 01:01:18 am
MISSION LOAD: 'SM1-01.fs2'
Stop trying to play the FreeSpace 2 campaign in the Original Trilogy mod.
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 03, 2016, 04:05:03 pm
It is the only option i have.
Title: Re: mod not working right need help please
Post by: The E on February 03, 2016, 04:09:46 pm
No, it's not. If you want to play FS2, make sure you're not loading the Star Wars mod. If you want to play the Star Wars mod, use the techroom to play the single missions shipped with it.
Title: Re: Hey guys i have a problem here and i need some help.
Post by: Tobin Ra on February 04, 2016, 12:48:14 pm
here it is general,==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.2.11329
Passed cmdline options:
  -mod mods\star wars mod v4,MediaVPs_2014
  -window
Building file index...
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\STEAM\steamapps\common\Freespace 2\mods\star wars mod v4\' ... 3062 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\' ... 114 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' ... 52 files
Found 14 roots and 11129 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'sw-mod.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 (IDT High Definition
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics 3000
  OpenGL Version   : 3.1.0 - Build 9.17.10.4229

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (16)
  Max elements vertices: 1200
  Max elements indices: 1200
  Max texture size: 8192x8192
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 1.40 - Intel Build 9.17.10.4229
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'imt-sct.tbm' ...
TBM  =>  Starting parse of 'csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
pcx: Couldn't open '2_PreLoadLogo.pcx'
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.
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'OT-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
ANI Explode1 with size 112x102 (20.3% wasted)
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
Ignoring free flight speed for weapon 'S1 Charge'
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'SW-cockpits-shp.tbm' ...
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)
BMPMAN: Found EFF (Rebel_Wingman.eff) with 2 frames at 2 fps.
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 time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (Rebel_ETS.eff) with 3 frames at 2 fps.
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
BMPMAN: Found EFF (Radar_Rebel.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (Rebel_Weapons.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Reticle_Center_Rebel.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Rebel_Throttle.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (2_rightarc1.eff) with 2 frames at 1 fps.
BMPMAN: Found EFF (Rebel_Threat1.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Rebel_Threat2.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Flight_Path_Rebel.eff) with 3 frames at 2 fps.
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
BMPMAN: Found EFF (proBox.eff) with 1 frames at 15 fps.
BMPMAN: Found EFF (proLine.eff) with 3 frames at 15 fps.
BMPMAN: Found EFF (Empire_Wingman.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (mini_target.eff) with 8 frames at 2 fps.
BMPMAN: Found EFF (Radar_Empire.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (Empire_Weapons.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Reticle_Center_Empire.eff) with 1 frames at 2 fps.
BMPMAN: Found EFF (Empire_Throttle.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Empire_Threat1.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Empire_Threat2.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Flight_Path_Empire.eff) with 3 frames at 2 fps.
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 152
TrackIR Init Failed - 1
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Torin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Maverick.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Tobin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Torin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
PLR => Verifying 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.273 (0.273)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xfdb54311, IBX checksum: 0xcade3ea1 -- "warp.pof"
 300
ANI H_IO3b with size 160x120 (6.3% wasted)
ANI H_EFb with size 160x120 (6.3% wasted)
ANI H_IO1b with size 160x120 (6.3% wasted)
ANI H_IO2b with size 160x120 (6.3% wasted)
ANI H_ISb with size 160x120 (6.3% wasted)
ANI H_IO3a with size 160x120 (6.3% wasted)
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
WARNING: "Invalid type "Subach HL-7" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Akheton SDG" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Rockeye" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Tempest" found in loadout of mission file...skipping" at parselo.cpp:3047
MISSIONS: Ship "Alpha 1" has an invalid ship type (ships.tbl probably changed).  Making it type 0
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
Freeing all existing models...
Title: Re: Hey guys i have a problem here and i need some help.
Post by: NeonShivan on February 04, 2016, 12:57:10 pm
IIRC there are many possible solutions for this problem, so lets start with something simple, how did you install the mod?
Title: Re: Hey guys i have a problem here and i need some help.
Post by: X3N0-Life-Form on February 04, 2016, 01:48:18 pm
My first guess would be "don't try to play the FS2 campaign with the SW original trilogy mod selected".
Title: Re: Hey guys i have a problem here and i need some help.
Post by: Nyctaeus on February 04, 2016, 02:14:18 pm
Is that you who placed SW mod in "mods" folder? If yes, place "star wars mod v4" in your main Freespace2 directory. I don't know if it's using anything from MediaVPs but I assume it is [it's not standalone]. If you have this placed in "mods" folder, config file of the mod may have problem with reading files due to different file directions.
Title: Re: Hey guys i have a problem here and i need some help.
Post by: niffiwan on February 04, 2016, 06:01:12 pm
My first guess would be "don't try to play the FS2 campaign with the SW original trilogy mod selected".

This; per the other support thread (http://www.hard-light.net/forums/index.php?topic=91443.0) for the same issue, I think the two should be merged to avoid confusion.
Title: Re: mod not working right need help please
Post by: Mongoose on February 04, 2016, 09:09:18 pm
Done.  For future reference, Tobin, please try to keep your posts about a problem all in a single thread.  It makes things much easier for people who are trying to help you. :)
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 07, 2016, 03:50:28 am
Mongoose,sorry i didn't realize i had done that.
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 07, 2016, 04:39:25 am
Thanks guys my problem has been solved,i followed BETRAYAL'S advice and moved my starwars mod from the mod folder to the fs2 folder and it works,but i want to thank everyone who gave me advice for this issue you guys rock.
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 07, 2016, 04:52:15 am
Hey guys this mod is working but not working in full screen i thought it had full screen support.
Title: Re: mod not working right need help please
Post by: tomimaki on February 07, 2016, 06:18:42 am
In launcher unmark "Run in window".
Title: Re: mod not working right need help please
Post by: Tobin Ra on February 07, 2016, 11:59:12 pm
tomimaki,ty bro