Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on October 22, 2007, 09:20:35 am

Title: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 22, 2007, 09:20:35 am
This just has various bug fixes compared to 2007-10-07, none of which are related to the normal map stuff (in case you were having problems before and think it might be fixed).

Windows build (http://fs2source.warpcore.org/exes/latest/taylor/20071022-win32.rar)
Linux and OS X builds to follow tonight/tomorrow.

Normal map test pack (http://fs2source.warpcore.org/exes/nm_test.rar) (so there won't be any complaints about it not being here too :p)


Changes include:
 - minor performance boost for GLSL code path texture state handling (may be a little buggy, can't replicate)
 - (possibly) working docking/docked model animations
 - allow for model animations to work properly on indestructible subobjects
 - fixed afterburner trails not working the first time a mission is played
 - FRED hack/fix to allow it to run under Wine without requiring path hacks (for use under Linux)
 - bug fixes for beam section cleanup that would break when using +remove
 - fix for Mantis #1387 (add "2D Mission" checkbox to FRED mission specs window)
 - fix for Mantis #1473 (ship-subsys-guardian-threshold SEXP crash)
 - added KeldorKatarn's side-turret fix
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Snail on October 22, 2007, 12:56:50 pm
Side turrets work now? Cool.

Umm..

[attachment deleted by ninja]
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 22, 2007, 05:44:03 pm
Umm..
Hehe, see, the GLSL "performance boost" is a little buggy.  ;)

It did manage to work for me in testing, before I put out the build, but I'll rework that code quickly and re-upload the builds within the next hour.


EDIT:  Ok, build updated.  It should work like before now.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Tolwyn on October 23, 2007, 05:46:31 am
Side turrets work now?

the feature is still in need of testing, but yes, side mounted turrets should work now.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 23, 2007, 10:48:28 am
Taylor, do you remember my post in 1007 build about pilot corruption (http://www.hard-light.net/forums/index.php/topic,49939.msg1010413.html#msg1010413)?

Here you have a related issue (I think): The first mission, a cutscene, causes external view (PAD *) not to work in that game run, and sometimes a pilot corruption:

Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 23, 2007, 11:14:35 am
I'm still looking into the pilot corruption issue, but I haven't been able to replicate it yet.  Going through the code I can't seem to find an issue either. If you can find another way to replicate it more easily/reliably then let me know and I'll take another look.

The Blue Planet mod appears to trigger several different bugs though, and I'm looking into that at the moment.  It's possible that the pilot corruption has nothing to do with the pilot file code itself, but instead happens because of some totally unrelated code bug that this mod just happens to trigger.  That also means that it could be build/platform specific, which makes it more difficult to track down.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 23, 2007, 11:49:55 am
I THINK I GOT IT:

(All missions played in simulator through Ctrl-Shift-S):


Confirm if you can replicate it or if you need me to perform more test runs. I'm going to test with official 3.6.9.

EDITED------- Tests with 3.6.9.:


I'll try to pinpoint when PAD * issue appeared ASAP.


REEDITED ---------

External view not working after 1st mission appeared in XT0520. XT0510 works fine.

(Nevertheless XT0510 has the pilot corruption issue as expected).
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 23, 2007, 12:40:08 pm
Ok, I get the pilot corruption now.  I'll try and track it down later tonight.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 23, 2007, 01:07:37 pm
I've perform another test:


So it seems the corruption has nothing to do with non-canon use of simulator through Ctrl+Shift+S trick. Without "cheats" you can also get it.

(I hope this can narrow your bug-hunting work a little  ;) )


PS. Just to check you've read it as my last update in my previous post has been after your post: PAD * issue started in XT0520, XT0510 works fine.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Snail on October 23, 2007, 01:19:32 pm
Interesting bugs. Must say that it has to be a good job on testing. :nod:
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 23, 2007, 03:25:15 pm
So far I haven't found anything related to corruption, but there is definitely something wrong with it, behavior wise.  In my tests so far I can only get the ship to change when I run the 1st mission, then the 2nd.  If I don't bother loading the 1st mission then it doesn't mess up.  Following your procedure of 1st -> 2nd (no bug) -> exit -> 1st -> 2nd (bug), I can see see that the 1st mission does actually set the player ship to the Herc.  But in the "no bug" case, the ship gets reset in the 2nd mission, and in the "bug" case it doesn't.  So there appears to be some inconsistent behavior, but no actual file corruption (in the case specific to the ship getting set wrong anyway).  I'm trying to track down the difference between the two cases now so I can change it to work properly.


The external view problem was easy enough to solve though.  The first mission locks the perspective, and the code never resets that "locked" variable when you move to the next mission, which keeps the view controls disabled.  It looks like Goober fixed a bug in the sexp, which in turn make it work correctly, which in turn pointed out another bug in the code. But, it has officially been found and fixed now.  :D
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 23, 2007, 04:25:58 pm
So far I haven't found anything related to corruption, but there is definitely something wrong with it, behavior wise.  In my tests so far I can only get the ship to change when I run the 1st mission, then the 2nd.  If I don't bother loading the 1st mission then it doesn't mess up.  Following your procedure of 1st -> 2nd (no bug) -> exit -> 1st -> 2nd (bug), I can see see that the 1st mission does actually set the player ship to the Herc.  But in the "no bug" case, the ship gets reset in the 2nd mission, and in the "bug" case it doesn't.  So there appears to be some inconsistent behavior, but no actual file corruption (in the case specific to the ship getting set wrong anyway).  I'm trying to track down the difference between the two cases now so I can change it to work properly.

Taylor, take in mind that even the first 1st isn't needed. So it also happens with:  New pilot -> 2nd (no bug) -> exit -> 1st -> 2nd (bug).

And also returning to the origins. If you test with:  New pilot -> "Forced entry" mission -> Exit -> 1st -> "Forced entry", you get this wonderful ship loadout screen (which really seems a pilot corruption):

[attachment deleted by ninja]
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 23, 2007, 07:35:01 pm
There in indeed a bug in the loadout restore code, but I'm not quite sure what to do about it yet.  I'll test out some things, and if all goes will for me then I'll PM you a test build to double-check that the problem is fixed and that no new issues crop up.

The problem stems from a load order issue, where the loadout mission name (for which the current loadout data is valid) gets set to the current mission, but the loadout data itself is from the previous mission.  Due to this the code simply thinks that the loadout data is for the current mission, when it was actually for the previous mission instead.  I can't really fix the load order issue, so I have just made use of a previous hack to avoid a similar situation (technically the same situation, just for the loadout data itself).  I'm not sure if this fix is sound though, so it will need a bit of testing before I will commit the change.

I'll PM you with a test build link later tonight.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Nuke on October 24, 2007, 05:22:36 am
im getting ready to uv map my vulture v3, at first i was planning to overlap alot of uv space. im intrested in what frame of reference the normals are relative to. the engine nacels oin this thing for example are all identical. if i make each one a subobject, with a different orientation, can i use the same normal map on each and have the lighting calculated correctly? another thing is this thing is gonna also be an animation whore. with each subobject moving independantly would the lighting be calculated properly for each. this is gonna be the first time i make a normal map for a complete ship. i just want to be sure i get the details right.

(http://www.game-warden.com/nukemod-cos/Images/vulturev3.jpg)

all the articles ive read say that i cant mirror the uv map, but is that entirely true?is theres ome 5up3r1337 way around that limitation, like if the normals in the map were relative to the surface normal. id post this in modding but i want taylors opinion on this as hes the one who knows the ins and  outs of his implementation of the normal mapping shader.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 24, 2007, 06:24:52 am
all the articles ive read say that i cant mirror the uv map, but is that entirely true?is theres ome 5up3r1337 way around that limitation, like if the normals in the map were relative to the surface normal. id post this in modding but i want taylors opinion on this as hes the one who knows the ins and  outs of his implementation of the normal mapping shader.
I want to say that it would work, but I can't say that for sure.  DaBrain and Bobboau know far better than me how all of that works, I just wrote the code. :)

I would say just try it and see what happens. 
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Nuke on October 24, 2007, 06:26:07 am
thats probibly whats gonna end up happining. wouldnt be the first time i redid a model from scratch :D
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 24, 2007, 11:31:44 am
Taylor, look at your PM but it seems you fixed both bugs.  :yes: :yes:

OTOH, do you remember this small issue (http://www.hard-light.net/forums/index.php/topic,49939.msg1010325.html#msg1010325) about the white loading bar?

Well, I haven't seen it any more. But sometimes, (in fact, it's pretty common), I get the loading screen and, inside the loading bar progress, you can see again the loading screen stretched down to fix inside that available area. It's much prettier than a fully white bar, but it's strange nevertheless  ;)

Sorry but I cannot post any screenshot. "Print Screen" doesn't seem to work in that exact moment.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 24, 2007, 12:48:37 pm
Yeah, I'm working on that loading bar issue right now.  I haven't figured out where it's coming from yet, but it does affect more than the loading bar.  It's definitely something screwy with the OpenGL texture code, I just need to figure out what. :)
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: VulturEMaN on October 24, 2007, 02:34:05 pm
ah it's good to see another forum moved to SMF ^.^

Just tried this build and I got the following on launch:

Quote
Error: The required OpenGL extension 'GL_ARB_multitexture' is not supported by your current driver version or graphics card.

File: gropenglextension.cpp
Line: 440


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

I'm running a 8600GTS and have the latest drivers, so I dono wtf is up lol.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 24, 2007, 03:00:10 pm
Yeah, I'm working on that loading bar issue right now.  I haven't figured out where it's coming from yet, but it does affect more than the loading bar.  It's definitely something screwy with the OpenGL texture code, I just need to figure out what. :)

I suppose this also has to do with the same issue. Sometimes when I get the exit window I can see a huge cursor as background (it's even animated as Blue Planet mod one). I upload a screenshot. IIRC this doesn't happen with previous build.



[attachment deleted by ninja]
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 24, 2007, 03:56:42 pm
I'm running a 8600GTS and have the latest drivers, so I dono wtf is up lol.
There is a FAQ around here with the answer to that.  Basically it just means that you have the extension string limiter enabled, when you never should use it unless a game specifically requires it.  Just go into your drivers settings and disable the extension limit and it should work fine after that.


I suppose this also has to do with the same issue. Sometimes when I get the exit window I can see a huge cursor as background (it's even animated as Blue Planet mod one). I upload a screenshot. IIRC this doesn't happen with previous build.
Yep, same thing.  I have noticed it in the past few builds though, so it's not exactly new.  I know that it's related to the same problem as with the loading screen and that means that it's really been there for a while.  I'll track it down and fix it eventually though.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Snail on October 24, 2007, 04:17:49 pm
Bah, can someone point me to where a compatible mediavp pack can be found? And which .vps should I replace?
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: VulturEMaN on October 24, 2007, 04:32:46 pm
I'm running a 8600GTS and have the latest drivers, so I dono wtf is up lol.
There is a FAQ around here with the answer to that.  Basically it just means that you have the extension string limiter enabled, when you never should use it unless a game specifically requires it.  Just go into your drivers settings and disable the extension limit and it should work fine after that.

Thanks :) I was messin around with some settings after upgrading, so thats probably what did it :P
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Zacam on October 24, 2007, 08:41:26 pm
Speaking of BluePlanet and this version of the .exe (because it is what I am currently working with) I encountered the following:

I extracted the entire blueplanet vp into a new mod folder (Games\Freespace2\BP-Test), so that I could diff the changes in the topic forum for it and to do general snooping. (I also created a New Pilot for this to look at the pilot corruption issues mentioned).

In my snooping, I recalled the Wiki entry about TBM's (specifically xxx-shp.tbm) and that they could be used to modify and ADD ship entries to an existing table.

So, I decided (since I had never done it before) to strip out all of the FS2 regular ships from the blueplanet ships.tbl, leaving behind only the newly added ships (in their original order). I then renamed this file bp_ships-shp.tbm. (#Ship Classes and #End are present at begining and end, respectively).

It sorta worked. However, I only had the Terran vessels show up in F3 and Ctrl+Shift+S in the Tech room.

Somewhat confused, I wondered if there was perhaps a limit on the amount of entries it would take, so I split out the Vishnan ships into their own tbm file (since the wiki says that multiple TBM files are possible for the same table as long as there are no conflicts). I saved that file as bp_vis-shp.tbm, _BUT_ I forgot to save the changes that I made to the original TBM.

It worked, I saw everything. Upon exiting back to windows, I realized that I had not saved the original TBM, so I did so. I then decided to split out the shivan vessel into it's own TBM (for whatever reason, I was into sleep dep by then) and now I'm with the Terran vessels stopping with the GTC Hyperion, the Vishnan vessels and no Shivan SuperFugly. Returning the shivan vessel to the original file and removing it's seperate TBM from the folder, still results in the same behaviour.

I made no modifications to the ships data itself other than to remove original "retail" FS2 vessels and to split each "Species" into it's own TBM.

So, is there a limit of NEW entries that can be created by a TBM, is there something I goofed on or that I am missing, or do we actually possibly have something broken-ish here?

**EDIT: Also, I have an 8800 and the same problem ARSPR has screen shot on his post. nVidia Control Panel has Extension Limit OFF for this game AND as a Global Driver Setting. Forceware 163.44, NVTray build 1051, SP3 Beta build 3180.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 24, 2007, 11:19:12 pm
So, is there a limit of NEW entries that can be created by a TBM, is there something I goofed on or that I am missing, or do we actually possibly have something broken-ish here?
Nope, the limit is for both TBL and TBM, so there isn't any sort of extra limit, just the original 130 ships total.

Are you sure that the Blue Planet ships.tbl actually had *all* of the retail FS2 ships?  It's possible that some were actually removed to make room for the extras in the mod.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: karajorma on October 25, 2007, 03:41:41 am
http://winmerge.org/

Use that to compare the Blue Planet and standard FS2 tables.

It will show you all the changes a lot more easily than comparing them in two copies of notepad :)
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: jr2 on October 25, 2007, 07:46:46 am
http://winmerge.org/

  ^  ^   FTW!  That has been an irreplaceable tool ever since Kara showed it to me.  :nod:
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Zacam on October 25, 2007, 02:54:10 pm
karajorma: That is the same tool I use.

taylor: all of the Retail ships are present in Blueplanet. BP does not add a great deal in terms of extra ships. I knew about the 130 limit, but if that was in effect, then BP would be missing some ships and it is not. It's only when I TBM them that I've run into strange-ness.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Scuddie on October 25, 2007, 03:10:38 pm
OMG, I think I just wet my pants with goodness.  The better performance and prettier graphics was enough to...  well...  make me need a new keyboard.  Lucky thing for me too, cause now that it takes two and a half years to get past 60% loading a mission, I have time to clean up my mess.

But seriously, what's the deal with that?  It happens whether or not normalmaps or shader support is used.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 25, 2007, 04:00:30 pm
taylor: all of the Retail ships are present in Blueplanet.
No they aren't.  I just checked a diff and noticed more than a few that were removed or modified to be BP ships instead.  Even a quick look in the ships labs or in the techroom will show that various ships are missing.


OMG, I think I just wet my pants with goodness.  The better performance and prettier graphics was enough to...  well...  make me need a new keyboard.  Lucky thing for me too, cause now that it takes two and a half years to get past 60% loading a mission, I have time to clean up my mess.

But seriously, what's the deal with that?  It happens whether or not normalmaps or shader support is used.
A really long load time is generally due to one of this things: lack of memory, anti-virus software, using -noibx.  I'm not sure how much memory you have, but that would be one thing to check since hitting swap will make it crawl.  If you have anti-virus software running, and it's checking all files, then modify your anti-virus program settings to ignore VP files.  And obviously if you are using -noibx then the game will always be forced to generate IBX files again and will typically add several minutes to your load times, even on a fast computer.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Scuddie on October 25, 2007, 05:55:10 pm
C:\Games\FreeSpace2\fs2_open_3_6_10-20071022T.exe -mod mediavps -spec -glow -env -mipmap -nomotiondebris -missile_lighting -img2dds -cache_bitmaps -dualscanlines -targetinfo -rearm_timer -ship_choice_3d -3dwarp -warp_flash -snd_preload -alpha_env -fps  -fov 0.60 -ambient_factor 30 -spec_point 0.5 -spec_static 0.75 -ogl_spec 55

I have 2 gigs of ram, 1307MB of which is free, and no AV software.  The slowdown is not present in 3.6.9 or 3.6.9-7dot9x.  I turned on Timerbar and show mem usage, it displayed using ~350 of physical memory, ~300 of paged memory, and ~150 of virtual memory.  Physical memory displayed as ~760MB free.  Timerbar went full red scanlines at 60% loading, and remained until about 80% loading.  Clearing IBX cache did nothing.

EDIT:  It slows WAY down around the BMPMAN portion, maybe this can be of use to you.

=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldft-04 with size 93x93 (27.3% wasted)
ANI shieldft-05 with size 93x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0x2d3a3c54 -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x128f6499 -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x301e707c, IBX checksum: 0xcff3196e -- "hornet.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0x550e2976 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0x35cba680 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x301e707c, IBX checksum: 0xcff3196e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0x9eed3bf1 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0xce9ed141, IBX checksum: 0x393f374e -- "crossbow.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x51a56331 -- "cmeasure01.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xe8d505d5 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0xba3da9aa -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
ANI 2_lock1.ani with size 53x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
ANI toggle1.ani with size 20x20 (37.5% wasted)
ANI weapons1.ani with size 20x20 (37.5% wasted)
ANI 2_toparc1.ani with size 60x60 (6.3% wasted)
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
ANI targhit1.ani with size 21x21 (34.4% wasted)
ANI energy1.ani with size 41x41 (35.9% wasted)
ANI targetview1.ani with size 156x156 (39.1% wasted)
ANI targetview2.ani with size 96x96 (25.0% wasted)
ANI targetview3.ani with size 20x20 (37.5% wasted)
ANI damage1.ani with size 25x25 (21.9% wasted)
ANI support1.ani with size 24x24 (25.0% wasted)
ANI objective1.ani with size 21x21 (34.4% wasted)
ANI wingman1.ani with size 53x53 (17.2% wasted)
ANI wingman2.ani with size 53x53 (17.2% wasted)
ANI wingman3.ani with size 53x53 (17.2% wasted)
ANI netlag1.ani with size 30x30 (6.3% wasted)
ANI head1.ani with size 132x132 (48.4% wasted)
ANI time1.ani with size 23x23 (28.1% wasted)
ANI shieldft-04.ani with size 93x93 (27.3% wasted)
ANI shieldft-05.ani with size 93x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1582/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 438,  Estimated count = 425
================================================
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Zacam on October 25, 2007, 09:25:27 pm
Yarf. That's what I get for not looking close enough. I assumed they were not showing up in the tech database because flags got changed. But yeah, 17 Retail ships _are_ cropped from BP's ships.tbl (even though only 8 needed to be pulled, I suppose it's for surprises later.)

So, when is 130 going to go away? Can it even be temporarily bumped any higher until "unlimited" becomes a feasible option?
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 25, 2007, 10:19:53 pm
So, when is 130 going to go away? Can it even be temporarily bumped any higher until "unlimited" becomes a feasible option?
Not until 3.7, at the earliest.  Changing the limit breaks pilot files so it will require to new pilot file code to happen.  You can use an Inferno build if you want, since it has a higher ship limit, but I don't release INF test builds so you wouldn't get any of my improvements until 3.6.10-final.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Scuddie on October 26, 2007, 03:58:46 pm
Not enough info I take it?  Here's some more.  After running the debug version, I saw that it was shockwave3d-glow.eff which took forever to load.  Also, after starting the mission (...But hate the traitor.) in the debug exe, the game immediately crashes.

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: 3.6.10
Passed cmdline options:
  -fov 0.60
  -ogl_spec 55
  -spec_static 0.75
  -spec_point 0.5
  -alpha_env
  -ambient_factor 30
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -img2dds
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -snd_preload
  -mod mediavps
  -fps
  -show_mem_usage
  -stats
  -debug_window
Building file index...
Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'C:\games\freespace2\mediavps\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'C:\games\freespace2\mediavps\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'C:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'C:\games\freespace2\mediavps\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'C:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'C:\games\freespace2\mediavps\nm_test.vp' with a checksum of 0x85a84b5b
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\mediavps\' ... 280 files
Searching root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' ... 2063 files
Searching root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' ... 91 files
Searching root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' ... 31 files
Searching root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' ... 299 files
Searching root pack 'C:\games\freespace2\mediavps\mv_core.vp' ... 88 files
Searching root pack 'C:\games\freespace2\mediavps\mv_effects.vp' ... 580 files
Searching root pack 'C:\games\freespace2\mediavps\mv_models.vp' ... 399 files
Searching root pack 'C:\games\freespace2\mediavps\mv_music.vp' ... 15 files
Searching root pack 'C:\games\freespace2\mediavps\mv_textures.vp' ... 1526 files
Searching root pack 'C:\games\freespace2\mediavps\nm_test.vp' ... 72 files
Searching root 'C:\games\freespace2\' ... 18 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
Searching root 'f:\' ... 0 files
Found 22 roots and 12457 files.
AutoLang: Language auto-detection successful...
Setting language to English
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
GR_CPU: Family 15, MMX=Yes
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     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 6800/PCI/SSE2/3DNOW!
  OpenGL Version    : 2.1.1

  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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bsn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgsn-frag.sdr ...
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bsne-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bgsne-frag.sdr ...

  Max texture units: 4 (16)
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
... 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
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 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GTB Medusa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'b05-turreta', for ship 'GTB Ursa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTFR Triton', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTFR Triton', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Fenris', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Leviathan', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret06', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret07', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret08', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret06a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret07a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret08a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret09a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret10a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret04', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret04', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret05', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret11a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret19', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret21a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret22a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret23a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret24a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret25a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01-main', for ship 'GVFr Satis', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GVC Aten', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02a', for ship 'GVC Aten', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret15', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret16', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret05', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Cain', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Lilith', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 361
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 'scorpsquadc.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% 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 Scorpians
Someone passed an extension to bm_load for file 'scorpsquadc.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 25 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 25 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xfd7f303a, IBX checksum: 0x548e1daa -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xe3e74b11, IBX checksum: 0xaf49dd0a -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'loop1-3.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Scorpians
Someone passed an extension to bm_load for file 'scorpsquadc.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0x1436463a -- "subspacenode.pof"
Starting mission message count : 203
Ending mission message count : 216
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xb6f1d7a0, IBX checksum: 0x10867ffb -- "fighter2t-05.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0x18997af9, IBX checksum: 0xa159bd52 -- "fighter2t-04.pof"
Loading model 'transport01.pof'
IBX: Found a good IBX/TSB to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 0x4c79d850, IBX checksum: 0x13d45871 -- "transport01.pof"
Loading model 'cargo07.pof'
IBX: Found a good IBX/TSB to read for 'cargo07.pof'.
IBX-DEBUG => POF checksum: 0xa30166ed, IBX checksum: 0x07ad86c6 -- "cargo07.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX/TSB to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xb5f8eeca, IBX checksum: 0x1384ed13 -- "cargo03.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX/TSB to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xb7b41964, IBX checksum: 0x57ccd98a -- "Platform2T-01.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0a5df955, IBX checksum: 0x2507cb93 -- "cruiser2t-01.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 53x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 96x96 (25.0% wasted)
ANI toggle1 with size 20x20 (37.5% wasted)
ANI weapons1 with size 20x20 (37.5% wasted)
ANI weapons1_b with size 20x20 (37.5% wasted)
ANI 2_toparc1 with size 60x60 (6.3% wasted)
ANI 2_toparc2 with size 24x24 (25.0% wasted)
ANI 2_toparc3 with size 29x29 (9.4% wasted)
ANI 2_leftarc with size 252x252 (1.6% wasted)
ANI 2_rightarc1 with size 252x252 (1.6% wasted)
ANI 2_reticle1 with size 24x24 (25.0% wasted)
ANI targhit1 with size 21x21 (34.4% wasted)
ANI energy1 with size 41x41 (35.9% wasted)
ANI targetview1 with size 156x156 (39.1% wasted)
ANI targetview2 with size 96x96 (25.0% wasted)
ANI targetview3 with size 20x20 (37.5% wasted)
ANI damage1 with size 25x25 (21.9% wasted)
ANI support1 with size 24x24 (25.0% wasted)
ANI objective1 with size 21x21 (34.4% wasted)
ANI wingman1 with size 53x53 (17.2% wasted)
ANI wingman2 with size 53x53 (17.2% wasted)
ANI wingman3 with size 53x53 (17.2% wasted)
ANI netlag1 with size 30x30 (6.3% wasted)
ANI head1 with size 132x132 (48.4% wasted)
ANI time1 with size 23x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x2746ad28 -- "starfield.pof"
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldft-04 with size 93x93 (27.3% wasted)
ANI shieldft-05 with size 93x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0x2d3a3c54 -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x128f6499 -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x301e707c, IBX checksum: 0xcff3196e -- "hornet.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0x550e2976 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0x35cba680 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x301e707c, IBX checksum: 0xcff3196e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0x9eed3bf1 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0xce9ed141, IBX checksum: 0x393f374e -- "crossbow.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x51a56331 -- "cmeasure01.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xe8d505d5 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0xba3da9aa -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
ANI 2_lock1.ani with size 53x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
ANI toggle1.ani with size 20x20 (37.5% wasted)
ANI weapons1.ani with size 20x20 (37.5% wasted)
ANI 2_toparc1.ani with size 60x60 (6.3% wasted)
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
ANI targhit1.ani with size 21x21 (34.4% wasted)
ANI energy1.ani with size 41x41 (35.9% wasted)
ANI targetview1.ani with size 156x156 (39.1% wasted)
ANI targetview2.ani with size 96x96 (25.0% wasted)
ANI targetview3.ani with size 20x20 (37.5% wasted)
ANI damage1.ani with size 25x25 (21.9% wasted)
ANI support1.ani with size 24x24 (25.0% wasted)
ANI objective1.ani with size 21x21 (34.4% wasted)
ANI wingman1.ani with size 53x53 (17.2% wasted)
ANI wingman2.ani with size 53x53 (17.2% wasted)
ANI wingman3.ani with size 53x53 (17.2% wasted)
ANI netlag1.ani with size 30x30 (6.3% wasted)
ANI head1.ani with size 132x132 (48.4% wasted)
ANI time1.ani with size 23x23 (28.1% wasted)
ANI shieldft-04.ani with size 93x93 (27.3% wasted)
ANI shieldft-05.ani with size 93x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1582/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 438,  Estimated count = 425
================================================
Frame  0 too long!!: frametime = 74.844 (74.844)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
ANI iconSD4 with size 24x24 (25.0% wasted)
ANI iconPromR with size 24x24 (25.0% wasted)
ANI 2_SD4.ani with size 304x304 (40.6% wasted)
ANI 2_PromR.ani with size 304x304 (40.6% wasted)
ANI icont-fightW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 54x54 (15.6% wasted)
ANI icont-cargoW with size 43x43 (32.8% wasted)
ANI FadeiconT-CargoW with size 43x43 (32.8% wasted)
ANI FadeiconT-CargoW.ani with size 43x43 (32.8% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
ANI icont-fightW.ani with size 54x54 (15.6% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  84.518
Int3(): From J:\src\cvs\fs2_open_3_6_9.pre\code\Model\ModelInterp.cpp at line 2013
Error Log:
Code: [Select]
fs2_open_3_6_10_debug-20071022T caused a Breakpoint in module fs2_open_3_6_10_debug-20071022T.exe at 001b:0058feb7.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 10/26/2007 13:37:46.
C:\Games\FreeSpace2\fs2_open_3_6_10_debug-20071022T.exe, run by Scuddie.
2 processor(s), type 586.
2048 MBytes physical memory.

Registers:
EAX=00000000 CS=001b EIP=0058feb7 EFLGS=00000206
EBX=7ffdd000 SS=0023 ESP=0012ea0c EBP=0012ea58
ECX=00000000 DS=0023 ESI=0012ec00 FS=003b
EDX=0134ce38 ES=0023 EDI=0012ea58 GS=0000
Bytes at CS:EIP:
cc 6a 01 e8 21 8d e9 ff 83 c4 04 5f 5e 5b 83 c4
Stack dump:
0012ea0c: 0012eaf8 0012ec00 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc
0012ea2c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ea4c: cccccccc cccccccc cccccccc 0012eaf8 00574ce4 0081603c 000007dd 0012eb70
0012ea6c: 0012ec00 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ea8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012eaac: cccccccc cccccccc 0000020f 00000051 cccccccc cccccccc cccccccc cccccccc
0012eacc: cccccccc cccccccc 0000020f 00000051 00000000 cccccccc 00000000 00000000
0012eaec: 0455264a 00000003 00000003 0012eb70 0057751f 0455261e 01ebcc50 0012ebe8
0012eb0c: 0012ec00 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012eb2c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012eb4c: cccccccc cccccccc cccccccc 00000003 cccccccc 00000000 00000050 00000003
0012eb6c: 0455261e 0012ebe8 005759bb 045525fe 01ebcc50 01f2b0a0 00000000 0012ec68
0012eb8c: 0012ec00 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ebac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ebcc: cccccccc cccccccc 00000158 00000150 00000148 000000d0 00000058 0012ec68
0012ebec: 0057753f 0455252e 01ebcc50 01f2b0a0 00000000 0012ece0 0012ecf8 7ffdd000
0012ec0c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ec2c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ec4c: cccccccc 00000004 cccccccc 00000000 00000050 00000004 0455252e 0012ece0
0012ec6c: 005759bb 0455252e 01ebcc50 01f2b0a0 00000000 0012ed60 0012ecf8 7ffdd000
0012ec8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ecac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012eccc: 00000328 00000320 00000318 000001b8 00000058 0012ed60 0057753f 04552376
0012ecec: 01ebcc50 01f2b0a0 00000000 0012edd8 0012edf0 7ffdd000 cccccccc cccccccc
0012ed0c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ed2c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 00000004
0012ed4c: cccccccc 00000000 00000050 00000004 04552376 0012edd8 005759bb 04552376
0012ed6c: 01ebcc50 01f2b0a0 00000000 0012ee58 0012edf0 7ffdd000 cccccccc cccccccc
0012ed8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012edac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 000004f8 000004f0
0012edcc: 000004e8 000001b8 00000058 0012ee58 0057753f 045521be 01ebcc50 01f2b0a0
0012edec: 00000000 0012eed0 0012eee8 7ffdd000 cccccccc cccccccc cccccccc cccccccc
0012ee0c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ee2c: cccccccc cccccccc cccccccc cccccccc cccccccc 00000004 cccccccc 00000000
0012ee4c: 00000050 00000004 045521be 0012eed0 005759bb 045521be 01ebcc50 01f2b0a0
0012ee6c: 00000000 0012ef50 0012eee8 7ffdd000 cccccccc cccccccc cccccccc cccccccc
0012ee8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012eeac: cccccccc cccccccc cccccccc cccccccc 000006c8 000006c0 000006b8 000001b8
0012eecc: 00000058 0012ef50 0057753f 04552006 01ebcc50 01f2b0a0 00000000 0012efc8
0012eeec: 0012efe0 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ef0c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ef2c: cccccccc cccccccc cccccccc 00000004 cccccccc 00000000 00000050 00000004
0012ef4c: 04552006 0012efc8 005759bb 04552006 01ebcc50 01f2b0a0 00000000 0012f048
0012ef6c: 0012efe0 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ef8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012efac: cccccccc cccccccc 00000e08 00000e00 00000df8 00000728 00000058 0012f048
0012efcc: 0057753f 045518de 01ebcc50 01f2b0a0 00000000 0012f0c0 0012f0d8 7ffdd000
0012efec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f00c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f02c: cccccccc 00000004 cccccccc 00000000 00000050 00000004 045518de 0012f0c0
0012f04c: 005759bb 045518de 01ebcc50 01f2b0a0 00000000 0012f140 0012f0d8 7ffdd000
0012f06c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f08c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f0ac: 000023c8 000023c0 000023b8 000015a8 00000058 0012f140 0057753f 04550336
0012f0cc: 01ebcc50 01f2b0a0 00000000 0012f1b8 0012f1d0 7ffdd000 cccccccc cccccccc
0012f0ec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f10c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 00000004
0012f12c: cccccccc 00000000 00000050 00000004 04550336 0012f1b8 005759bb 04550336
0012f14c: 01ebcc50 01f2b0a0 00000000 0012f238 0012f1d0 7ffdd000 cccccccc cccccccc
0012f16c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f18c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 000036d0 000036c8
0012f1ac: 000036c0 000012f0 00000058 0012f238 0057753f 0454f046 01ebcc50 01f2b0a0
0012f1cc: 00000000 0012f2b0 0012f2c8 7ffdd000 cccccccc cccccccc cccccccc cccccccc
0012f1ec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f20c: cccccccc cccccccc cccccccc cccccccc cccccccc 00000004 cccccccc 00000000
0012f22c: 00000050 00000004 0454f046 0012f2b0 005759bb 0454f046 01ebcc50 01f2b0a0
0012f24c: 00000000 0012f330 0012f2c8 7ffdd000 cccccccc cccccccc cccccccc cccccccc
0012f26c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f28c: cccccccc cccccccc cccccccc cccccccc 00006508 00006500 000064f8 00002e20
0012f2ac: 00000058 0012f330 0057753f 0454c226 01ebcc50 01f2b0a0 00000000 0012f3a8
0012f2cc: 0012f3c0 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f2ec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f30c: cccccccc cccccccc cccccccc 00000004 cccccccc 00000000 00000050 00000004
0012f32c: 0454c226 0012f3a8 00575a20 0454c226 01ebcc50 01f2b0a0 00000000 0012f428
0012f34c: 0012f3c0 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f36c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f38c: cccccccc cccccccc 0000b868 0000b860 0000b858 00006568 00000058 0012f428
0012f3ac: 0057753f 0454c1ce 01ebcc50 01f2b0a0 00000000 0012f4f8 01f2b0f8 7ffdd000
0012f3cc: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f3ec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f40c: cccccccc 00000004 cccccccc 00000000 00000050 00000004 0454c1ce 0012f500
0012f42c: 00577177 0454a010 01ebcc50 01f2b0a0 00000000 0012f5dc 0012f514 7ffdd000
0012f44c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f46c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f48c: 3f800000 00000000 00000000 00000000 3f800000 00000000 00000000 00000000
0012f4ac: 3f800000 3f800000 00000000 00000000 00000000 3f800000 00000000 00000000
0012f4cc: 00000000 3f800000 3f800000 00000000 00000000 00000000 3f800000 00000000
0012f4ec: 00000000 00000000 3f800000 00000003 cccccccc 0012f5dc 0057aa62 01ebcc50
0012f50c: 00000000 00000000 0012f65c 0012f5f8 7ffdd000 cccccccc cccccccc cccccccc
0012f52c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f54c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 00000001 00000000
0012f56c: 00000001 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f58c: cccccccc cccccccc cccccccc cccccccc cccccccc 452a62c4 cccccccc cccccccc
0012f5ac: cccccccc cccccc01 cccccc00 cccccc01 00000000 cccccc00 00000000 00000000
0012f5cc: 00000003 00000003 01ebcc50 ffffffff 0012f65c 0057885c 00000182 0012f6d8
0012f5ec: 008e4334 001041c0 ffffffff 0012f700 0012f76c 7ffdd000 cccccccc cccccccc
0012f60c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f62c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 00000000 cccccccc
0012f64c: cccccccc 00000000 000008cc 01ebcc50 0012f700 00475708 00000182 0012f6d8
0012f66c: 008e4334 001041c0 ffffffff ffffffff 00000000 0012f760 0012f76c 7ffdd000
0012f68c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f6ac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f6cc: 45611253 00000008 001041c0 3f800000 00000000 00000000 00000000 3f800000
0012f6ec: 00000000 00000000 00000000 3f800000 01f2b018 0012f760 00444813 008e4334
0012f70c: 008e3da8 0012f7e8 0012f76c 7ffdd000 cccccccc cccccccc cccccccc cccccccc
0012f72c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f74c: cccccccc cccccccc cccccccc cccccccc 0000000e 0012f7e8 005f1cbe 008e4310
0012f76c: 0012f850 0012f7f8 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc
0012f78c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f7ac: cccccccc cccccccc cccccccc 015acba8 00000017 c4394d26 c2ea62be 4345ada0
0012f7cc: 015acd58 cccccccc cccccccc 00000000 00000019 00000009 008e8258 0012f850
0012f7ec: 0040a4f6 004446f0 0012f848 0012f928 0012f860 7ffdd000 cccccccc cccccccc
0012f80c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f82c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 00000000 cccccc00
0012f84c: 00000000 0012f928 0040bb14 0012f8f0 0012f8cc 0012f980 0012fa40 7ffdd000
0012f86c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f88c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f8ac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f8cc: 3d4ff975 80000000 3f7fab79 00000000 3f800001 00000000 bf7fab77 00000000
0012f8ec: 3d4ff973 452678ee 4316c4be c4566ea3 00000001 00562b43 00562b43 00000000
0012f90c: 00000000 00000000 00562b43 00000000 00000000 cccccccc 00562b02 0012f980
0012f92c: 0040c600 00000000 0012f9d8 0012fa40 7ffdd000 cccccccc cccccccc cccccccc
0012f94c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f96c: cccccccc cccccccc cccccccc cccccccc cccccccc 0012f9d8 0040ebf7 0012fa38
0012f98c: 0012fa40 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f9ac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f9cc: cccccccc cccccccc 00000001 0012fa38 00554ec9 00000002 0012fab4 0012fa40
0012f9ec: 7ffdd000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fa0c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fa2c: cccccccc 00000002 ffffffff 0012fab4 0040fd19 0012ff18 0012fac0 7ffdd000
0012fa4c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fa6c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fa8c: 00000000 00000020 00000030 7ff78000 42386000 ffffffff fd55b000 7ffe0000
0012faac: 7dbc4000 00000002 0012ff30 0040feae 001423bd 32676d69 20736464 7ffdd000
0012facc: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012faec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fb0c: 0012fb23 475c3a43 73656d61 6572465c 61705365 00326563 5f327366 6e65706f
0012fb2c: 365f335f 5f30315f 75626564 30322d67 30313730 2e543232 00657865 cccccccc
0012fb4c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fb6c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fb8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fbac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fbcc: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fbec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc0c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc2c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc4c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc6c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fcac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fccc: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fcec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd0c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd2c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd4c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd6c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fdac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fdcc: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fdec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe0c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe2c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe4c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe6c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe8c: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012feac: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fecc: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012feec: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ff0c: cccccccc 00000000 ffffffff 0012fac0 0012e62c 0012ffb0 00795b08 007dfea8
0012ff2c: 00000000 0012ffc0 007964a6 00400000 00000000 001423bd 0000000a 32676d69
0012ff4c: 20736464 7ffdd000 0000000a 00000000 001423bd 00000000 00000044 00144198
0012ff6c: 00143680 001441f8 00000000 00000000 00000000 00000000 00000000 00000000
0012ff8c: 00000000 00000000 00000000 00000000 ffffffff ffffffff ffffffff 0012ff48
0012ffac: 806e4ef2 0012ffe0 00795b08 00864318 00000000 0012fff0 7c816fd7 32676d69
0012ffcc: 20736464 7ffdd000 8054a6ed 0012ffc8 84de5020 ffffffff 7c839a00 7c816fe0
0012ffec: 00000000 00000000 00000000 00796380 00000000
Last safe point: last safepoint: J:\src\cvs\fs2_open_3_6_9.pre\code\Starfield\StarField.cpp, 1063; [leaving starfield_generate_bitmap_instance_vertex_buffers]
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 26, 2007, 04:17:07 pm
A small bug in FRED.

I've just used 2D Mission in a simple test mission to see what it does (pretty funny  ...) and I've noticed that when you reload that mission in FRED, 2D Mission is unchecked.


Also, while playing, if you go to external view (PAD *) and you fire in some directions, the laser bitmaps are turned up at a certain distance. This "turn-up" distance changes when you turn. I upload a screenshot.

[attachment deleted by ninja]
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 26, 2007, 04:56:18 pm
Not enough info I take it?  Here's some more.  After running the debug version, I saw that it was shockwave3d-glow.eff which took forever to load.  Also, after starting the mission (...But hate the traitor.) in the debug exe, the game immediately crashes.
I still don't know what the problem is with it being slow, so no suggestions beyond what I've already given.  If I think of anything else I'll let you know.

The crash problem is a known issue though, I noticed it as well just last night.  I had added an interrupt hook to test something out in one particular model render function, but forgot to ever take it out.  But the next build I release (in 2-3 days) will have it removed.

I've just used 2D Mission in a simple test mission to see what it does (pretty funny  ...) and I've noticed that when you reload that mission in FRED, 2D Mission is unchecked.
Thanks, I'll add that to my list for this weekend.

Quote
Also, while playing, if you go to external view (PAD *) and you fire in some directions, the laser bitmaps are turned up at a certain distance. This "turn-up" distance changes when you turn. I upload a screenshot.
Uhhh, not quite sure how to respond to that. ;)  I'll give it a check and see if I can replicate/fix it.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: jr2 on October 26, 2007, 05:23:34 pm
For the slow load time:

Wild shot in the dark, but try defragging your FreeSpace dir (see my sig under "optimize"...).
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Scuddie on October 26, 2007, 06:08:11 pm
I (accidentally) found it.  I was changing around my video card settings to see if I could get a better picture.  After making a few modifications, BMPMAN no longer choked up.  I figured I may as well see what the source was, and after about 10 minutes of activating and deactivating certain options, I pinpointed it down to the Intellisample settings.  Apparently, BMPMAN doesn't like it if Performance or High Performance is selected, but I get load times of 5-7 seconds when quality or high quality is selected.  I have no idea why it is happening now and not in 7dot9x and earlier, but it may be something to look into.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 27, 2007, 04:46:25 am
Ooops, I've found a possible driver issue (I suppose).

I've got Vista 32 bit + 8800 GTX + ForceWare 163.75 Spanish. I've updated to 169.01 (for Crysis) and:


I suppose this is just a defective driver, not a FSOpen trouble, so I've returned to 163.75. Nevertheless it would be a good idea if someone could confirm or deny it.

(Sorry Crysis, but FS2 rules  :lol:).
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Snail on October 27, 2007, 11:47:03 am
Ooh, I just got something...

Will normal maps work properly if I use the patch media vps?
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: taylor on October 27, 2007, 12:44:11 pm
Will normal maps work properly if I use the patch media vps?
Yep.  The only thing that they don't work with (ATM) is DaBrain's beta VPs, since those change filenames.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Zacam on October 27, 2007, 05:54:40 pm
Though judicious extraction and renaming will make it work just fine. :-)
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: Snail on October 28, 2007, 08:04:02 am
Particle spew doesn't seem to work.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: fsphiladelphia on October 28, 2007, 10:32:14 pm
Using this build with Blue Planet mod, pilot file seems to have become corrupted after completing a number of missions.  Game now crashes back to windows when I select my pilot and I need to create a new pilot to get to the main menu and into the game.  Will switch to the 10-28 build and see if it happens again.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: ARSPR on October 29, 2007, 12:04:16 pm
Using this build with Blue Planet mod, pilot file seems to have become corrupted after completing a number of missions.  Game now crashes back to windows when I select my pilot and I need to create a new pilot to get to the main menu and into the game.  Will switch to the 10-28 build and see if it happens again.

In fact, see my "corruption" procedure at the begining of this thread. It should be fully solved in 10-28. At least I haven't been able to reproduce it anymore.
Title: Re: 2007-10-22 stable branch (Xt version)
Post by: fsphiladelphia on October 29, 2007, 12:45:41 pm
Using this build with Blue Planet mod, pilot file seems to have become corrupted after completing a number of missions.  Game now crashes back to windows when I select my pilot and I need to create a new pilot to get to the main menu and into the game.  Will switch to the 10-28 build and see if it happens again.

In fact, see my "corruption" procedure at the begining of this thread. It should be fully solved in 10-28. At least I haven't been able to reproduce it anymore.

Yeah, I had been following this thread since I downloaded this build and figured I had experienced the same bug you had -- and then I read the 10-28 thread and decided to give that a go.  A shame, too, I'd just gotten back to Ace status after experiencing a pilot corruption while playing Derelict a little while ago.