Author Topic: Fs2 open failing to generate ibx  (Read 2607 times)

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Fs2 open failing to generate ibx
Hi,
I'm not sure yet if the problem come from my system or my model or fs2open for now, that why i didn't mantised it yet, I've noticed two things :
When i run a debug build, each time i introduce a new pof models, the debug build (last nightly) will simply crash with a come back to windows thing.
Now the last pof i did, i just had to run a r builds and that was OK, it was generating it without problem, but I've made a pof (17 000 polies) with just a detail0 and a moment of inertia (for testing textures only) all generated by pcs2
When i open it in the f3 lab with any release build, the game fail to generate it's Ibx and systematically crash.

$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Fs2 open failing to generate ibx
Run debug and post a log. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 
Re: Fs2 open failing to generate ibx
Ok i'll do that, it should be a reflex for me now  :nervous:
Anyway the problem is : i didn't saw in the log windows  any complain from fs2open, the game is just crashing when it comes to generate ibx and it friend.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: Fs2 open failing to generate ibx
It could be corrupt IBX/TSB cache files. Have you confirmed that there aren't any cache files for that model?

Also, it's normal for the game to "freeze" when it's creating new cache files for large models. Does the game actually crash with an error message, or do you just abort the process before it's complete?

There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: Fs2 open failing to generate ibx
Well just after clicking on the lod0 in the lab it generate ibx but windows just tell me, fs2 open cease to work, the only option windows let me is : close program.
I have no cache file for it ya.
Maybe i should mention that i m runing win7 and using sse2 build
Here is the log

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.11
Passed cmdline options:
  -nomusic
  -spec_exp 15
  -ogl_spec 50
  -spec_static 1.7
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 5
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -ballistic_gauge
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -mod End Project,mediavp
  -debug_window
  -window
Building file index...
Found root pack 'D:\jeux\Freespace2\End Project\ma-sdrvfix.vp' with a checksum of 0xeb53ee0a
Found root pack 'D:\jeux\Freespace2\mediavp\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\jeux\Freespace2\mediavp\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\jeux\Freespace2\mediavp\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\jeux\Freespace2\mediavp\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\jeux\Freespace2\mediavp\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\jeux\Freespace2\Boomerang_3610.vp' with a checksum of 0xc6e5afc5
Found root pack 'D:\jeux\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\jeux\Freespace2\ma-sdrvfix.vp' with a checksum of 0xeb53ee0a
Found root pack 'D:\jeux\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\jeux\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\jeux\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\jeux\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\jeux\Freespace2\sparky_fs2.vp' with a checksum of 0x0389c962
Found root pack 'D:\jeux\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\jeux\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\jeux\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\jeux\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\jeux\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\jeux\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\jeux\Freespace2\End Project\' ... 678 files
Searching root pack 'D:\jeux\Freespace2\End Project\ma-sdrvfix.vp' ... 8 files
Searching root 'D:\jeux\Freespace2\mediavp\' ... 0 files
Searching root pack 'D:\jeux\Freespace2\mediavp\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\jeux\Freespace2\mediavp\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\jeux\Freespace2\mediavp\MV_Core.vp' ... 146 files
Searching root pack 'D:\jeux\Freespace2\mediavp\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\jeux\Freespace2\mediavp\MV_Music.vp' ... 32 files
Searching root 'D:\jeux\Freespace2\' ... 302 files
Searching root pack 'D:\jeux\Freespace2\Boomerang_3610.vp' ... 94 files
Searching root pack 'D:\jeux\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\jeux\Freespace2\ma-sdrvfix.vp' ... 8 files
Searching root pack 'D:\jeux\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\jeux\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\jeux\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\jeux\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\jeux\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\jeux\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\jeux\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\jeux\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\jeux\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\jeux\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\jeux\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 24 roots and 14414 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4800 Series
  OpenGL Version    : 2.1.9017

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

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.40
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: 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 'velindc-sct.tbm' ...
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'flashdeath-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' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'tyranikfury-wep.tbm' ...
TBM  =>  Starting parse of 'tyranikbrood-wep.tbm' ...
TBM  =>  Starting parse of 'tturret-wep.tbm' ...
TBM  =>  Starting parse of 'thflak-wep.tbm' ...
TBM  =>  Starting parse of 'tflak-wep.tbm' ...
TBM  =>  Starting parse of 'Tfist-wep.tbm' ...
TBM  =>  Starting parse of 'tagdevice-wep.tbm' ...
TBM  =>  Starting parse of 'supturr-wep.tbm' ...
TBM  =>  Starting parse of 'supression-wep.tbm' ...
TBM  =>  Starting parse of 'reprobation-wep.tbm' ...
TBM  =>  Starting parse of 'punissor-wep.tbm' ...
TBM  =>  Starting parse of 'lgift-wep.tbm' ...
TBM  =>  Starting parse of 'crawlergun-wep.tbm' ...
TBM  =>  Starting parse of 'Correction-wep.tbm' ...
TBM  =>  Starting parse of 'bhturret-wep.tbm' ...
TBM  =>  Starting parse of 'bhflak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'tbglidingfortress-shp.tbm' ...
BMPMAN: Found EFF (thrustjets.eff) with 3 frames at 25 fps.
TBM  =>  Starting parse of 'Starripper-shp.tbm' ...
TBM  =>  Starting parse of 'shield-shp.tbm' ...
TBM  =>  Starting parse of 'niteravenlaunch-shp.tbm' ...
TBM  =>  Starting parse of 'niteravenimmo-shp.tbm' ...
TBM  =>  Starting parse of 'niteraven-shp.tbm' ...
TBM  =>  Starting parse of 'Nightwatcher-shp.tbm' ...
TBM  =>  Starting parse of 'mightoftyranny-shp.tbm' ...
TBM  =>  Starting parse of 'lightbringermk2-shp.tbm' ...
TBM  =>  Starting parse of 'lightbringerdock-shp.tbm' ...
TBM  =>  Starting parse of 'lightbringer-shp.tbm' ...
TBM  =>  Starting parse of 'lightbringemlaunch-shp.tbm' ...
TBM  =>  Starting parse of 'lightbringemk2launch-shp.tbm' ...
TBM  =>  Starting parse of 'Liberatii-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 276
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'
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)
IBX: Starting a new IBX for 'almt.pof'
IBX: Starting a new TSB for 'almt.pof'


Actually i've waited 5  minutes but i didn't saw any activity for the procs used by freespace2, it just play dead
« Last Edit: October 02, 2009, 05:59:05 am by Reprobator »
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: Fs2 open failing to generate ibx
Can you generate the cache files with a non-SSE2 build? Like for example 3.6.10 final.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: Fs2 open failing to generate ibx
yes, i've done that with 3.6.10 and an old 3.6.9 build, it's the same.
Maybe (this is my guess) windows7 just doesn't wait long enough and simply stop the whole program after a short given  timeout?
I've already generate some pof while under seven, but no one was so detailed. i shall try with windows  xp on another computer by this evening.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: Fs2 open failing to generate ibx
What happens if you run in XP compatibility mode? Just a shot in the dark...
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: Fs2 open failing to generate ibx
I'll try that when i'll home, but if i'm not wrong, xp mode in seven is a virtual machine with a virtual video card... i wonder how fs2open will support that? i'll tell you as soon as i can test it.
I've got a pretty descent lap top at home too who's running xp, i'll try it too.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline The E

  • He's Ebeneezer Goode
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Re: Fs2 open failing to generate ibx
I'll try that when i'll home, but if i'm not wrong, xp mode in seven is a virtual machine with a virtual video card... i wonder how fs2open will support that? i'll tell you as soon as i can test it.
I've got a pretty descent lap top at home too who's running xp, i'll try it too.

Nope, it isn't. That XP Mode VM is something that is utterly useless for gamers.

Maybe (this is my guess) windows7 just doesn't wait long enough and simply stop the whole program after a short given  timeout?

No, Win 7 will not simply kill a process when it thinks it has gone unresponsive. It will gray out the program's window or screen and then ask you if the process should be killed.
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Offline Zacam

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Re: Fs2 open failing to generate ibx
Here is an idea.Add -pofspew to your command line. Just once. Make sure your whole cache directory for the Mod folder and in Freespace2\Data is empty.

Running in a Release build should be fine. It will launch, think for a good long while (may even become non-responsive, this is normal) and then gracefully exit back to the windows desktop. At that point, remove -pofspew from the launcher and check the Cache directory and see if it has a lot of IBX files in it. If so (and especially if there is one for almt.ibx) launch the game again and see what it does.

Win7 due to the way the application threads, can actually cause for the game to be exited if multiple mouse clicks are made while it is processing in a "non-responsive" fashion. I've actually had it happen to me a few times now.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 
Re: Fs2 open failing to generate ibx
Well i just try it, empty the caches folders, runing pofspew and , well no that's still the same.
I ve looked at the cache folder : it only create the almt ones .
About how does seven react, it just say for 2/3 seconds that program has crashed and then show me a windows with only one option : Close the program.
I ve try with winxp on another computer, it crash too, but it say that "memory can't be read"

Something wrong with the pof that pcs2 didn't complain about?
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   ( has-time-elapsed "0" )
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)
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Offline Zacam

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Re: Fs2 open failing to generate ibx
Possibly. As I have not witnessed this issue in 7 at all. And the fact that it is also giving you a problem on XP means it's not OS related.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys