Author Topic: Old style explosions  (Read 2402 times)

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Offline SubV

  • 22
Hello.

First, I would like to thank all FSPort developers for the amazing work they done.

Recently, I tried the fsport-mediavps with FS2 Open v3.6.14 (inferno build). Everything in this graphics mod is fine, but I prefer the old style (2D) explosions. How can I override the new explosions and shockwaves with old (original) ones? They are looking more realistic, in my opinion.

Thank you in advance.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
The 3D shockwave option is in the launcher.

 

Offline SubV

  • 22
The 3D shockwave option is in the launcher.

I already tried setting this option to 'off', but it seems it has no effect. Also, I tried putting the animation file (Shockwave01.ani) into fsport\data\effects, fsport-mediavps\data\effects, etc. For some reason, the game still prefers the 3D explosions from new .vp files.

launcher6.ini
Code: [Select]
[launcher]
exe_filepath = M:\Games\Freespace2\fs2_open_3_6_14_RC9.exe
game_flags =  -spec -glow -env -missile_lighting -normal -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload
active_mod = fsport-mediavps

fsport-mediavps\settings.ini
Code: [Select]
[settings]
flags = -spec -glow -env -missile_lighting -normal -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload ;

fsport-mediavps\mod.ini
Code: [Select]
[launcher]
modname      = FSPort MediaVPs v3.3;
image255x112 = fsport-mediavps.bmp;
infotext     = Freespace Port Media VP.  Requires FSPort 3.3 and Media VPs 3.6.12.;
website      = http://fsport.hard-light.net/;
forum        = http://www.hard-light.net/forums/index.php/board,170.0.html;

[multimod]
secondarylist = fsport,mediavps_3612;
« Last Edit: October 17, 2012, 01:32:13 am by SubV »

 

Offline Goober5000

  • HLP Loremaster
  • Administrator
  • 214
    • Goober5000 Productions
Can you post a screenshot of the shockwave, as well as your fs2_open.log?

 

Offline SubV

  • 22
Can you post a screenshot of the shockwave, as well as your fs2_open.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 2 Open version: 3.6.13.9250
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod fsport-mediavps,fsport,mediavps_3612
  -debug_window
Building file index...
Found root pack 'M:\Games\Freespace2\fsport-mediavps\FS1_Patch.vp' with a checksum of 0xd3f01eb5
Found root pack 'M:\Games\Freespace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'M:\Games\Freespace2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'M:\Games\Freespace2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'M:\Games\Freespace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'M:\Games\Freespace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'M:\Games\Freespace2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'M:\Games\Freespace2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'M:\Games\Freespace2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'M:\Games\Freespace2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'M:\Games\Freespace2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'M:\Games\Freespace2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'M:\Games\Freespace2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'M:\Games\Freespace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'M:\Games\Freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'M:\Games\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'M:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'M:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'M:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'M:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'M:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'M:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'M:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'M:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'M:\Games\Freespace2\data\movies\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'M:\Games\Freespace2\data\movies\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'M:\Games\Freespace2\data\movies\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'M:\Games\Freespace2\data\movies\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'M:\Games\Freespace2\data\movies\tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack 'M:\Games\Freespace2\data\movies\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'M:\Games\Freespace2\fsport-mediavps\' ... 15 files
Searching root pack 'M:\Games\Freespace2\fsport-mediavps\FS1_Patch.vp' ... 2 files
Searching root pack 'M:\Games\Freespace2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root 'M:\Games\Freespace2\fsport\' ... 35 files
Searching root pack 'M:\Games\Freespace2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'M:\Games\Freespace2\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'M:\Games\Freespace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'M:\Games\Freespace2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'M:\Games\Freespace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'M:\Games\Freespace2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'M:\Games\Freespace2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'M:\Games\Freespace2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'M:\Games\Freespace2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'M:\Games\Freespace2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'M:\Games\Freespace2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'M:\Games\Freespace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'M:\Games\Freespace2\mediavps_3612\' ... 11 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'M:\Games\Freespace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'M:\Games\Freespace2\' ... 25 files
Searching root pack 'M:\Games\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'M:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'M:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'M:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'M:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'M:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'M:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'M:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'M:\Games\Freespace2\warble_fs2.vp' ... 52 files
Searching root pack 'M:\Games\Freespace2\data\movies\tango1_fs2.vp' ... 32 files
Searching root pack 'M:\Games\Freespace2\data\movies\tango2_fs2.vp' ... 15 files
Searching root pack 'M:\Games\Freespace2\data\movies\tango3_fs2.vp' ... 10 files
Searching root pack 'M:\Games\Freespace2\data\movies\tangoA_fs2.vp' ... 0 files
Searching root pack 'M:\Games\Freespace2\data\movies\tangoB_fs2.vp' ... 0 files
Searching root pack 'M:\Games\Freespace2\data\movies\warble_fs2.vp' ... 52 files
Searching root 'g:\' ... 0 files
Found 46 roots and 18722 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : SB X-Fi Audio [D000]
  OpenAL Version    : OpenAL version 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 48000 (44100)
  EFX version: 1.0
  Max auxiliary sends: 2
  Playback device: SB X-Fi Audio [D000]
  Capture device: "What U Hear" (Creative SB X-Fi
... OpenAL successfully initialized!
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 GTS 450/PCIe/SSE2
  OpenGL Version   : 4.2.0

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

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 547
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa11617dd, IBX checksum: 0xa7e588d1 -- "fighter04.pof"
Frame  0 too long!!: frametime = 1.177 (1.177)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.687 (0.687)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'btm-02.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 177
Ending mission message count : 215
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa11617dd, IBX checksum: 0xa7e588d1 -- "fighter04.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'Drone02.pof'
IBX: Found a good IBX to read for 'Drone02.pof'.
IBX-DEBUG => POF checksum: 0xe37cefb4, IBX checksum: 0xc270d0c7 -- "Drone02.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0xc3137a87, IBX checksum: 0xc1cacb13 -- "freighter02.pof"
Submodel 'freighter02b-hull' is detail level 1 of 'freighter02a-hull'
Submodel 'freighter02c-hull' is detail level 2 of 'freighter02a-hull'
Submodel 'freighter02d-hull' is detail level 3 of 'freighter02a-hull'
Loading model 'cargo02.pof'
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x5ab783e1 -- "cargo02.pof"
Submodel 'transport02c-cargo' is detail level 2 of 'transport02a-cargo'
Submodel 'transport02b-cargo' is detail level 1 of 'transport02a-cargo'
Submodel 'transport02d-cargo' is detail level 3 of 'transport02a-cargo'
OpenGL: Created 512x512 FBO!
Loading model 'starfield.pof'
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "starfield.pof"
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support01.pof'
IBX: Found a good IBX to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0xf0b70a98, IBX checksum: 0x916c16f7 -- "support01.pof"
Loading model 'support02.pof'
IBX: Found a good IBX to read for 'support02.pof'.
IBX-DEBUG => POF checksum: 0xc69a526d, IBX checksum: 0xc8788ca6 -- "support02.pof"
Submodel 'vsupport01b-hull' is detail level 1 of 'vsupport01a-hull'
Submodel 'vsupport01c-hull' is detail level 2 of 'vsupport01a-hull'
Submodel 'vsupport01d-hull' is detail level 3 of 'vsupport01a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
About to page in ships!
ANI shield-f04 with size 112x93 (27.3% wasted)
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x8d6824ab, IBX checksum: 0x5121c913 -- "MX-50.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (AVmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI Avenger_Impact.ani with size 80x80 (37.5% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1.ani with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1.ani with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1.ani with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1.ani with size 30x34 (46.9% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1.ani with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1.ani with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1.ani with size 51x51 (20.3% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1.ani with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f04.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 1519/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 405,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'wep_ml16_tech.pof'
Model wep_ml16_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'wep_ml16_tech.pof'.
IBX-DEBUG => POF checksum: 0xbf8548b6, IBX checksum: 0x08adb994 -- "wep_ml16_tech.pof"
Loading model 'wep_disruptor_tech.pof'
Model wep_disruptor_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'wep_disruptor_tech.pof'.
IBX-DEBUG => POF checksum: 0x79f833dd, IBX checksum: 0x762130c1 -- "wep_disruptor_tech.pof"
Loading model 'MX-50_tech.pof'
IBX: Found a good IBX to read for 'MX-50_tech.pof'.
IBX-DEBUG => POF checksum: 0x01c19590, IBX checksum: 0x645796c2 -- "MX-50_tech.pof"
ANI iconfighterp with size 24x23 (28.1% wasted)
ANI Fadeiconfighterp with size 24x23 (28.1% wasted)
ANI Fadeiconfighterp.ani with size 24x23 (28.1% wasted)
ANI iconfighter with size 24x23 (28.1% wasted)
ANI Fadeiconfighter with size 24x23 (28.1% wasted)
ANI Fadeiconfighter.ani with size 24x23 (28.1% wasted)
ANI iconcargo with size 24x23 (28.1% wasted)
ANI FadeiconCargo with size 24x23 (28.1% wasted)
ANI FadeiconCargo.ani with size 24x23 (28.1% wasted)
ANI iconhighlight04 with size 148x148 (42.2% wasted)
ANI iconhighlight04.ani with size 148x148 (42.2% wasted)
ANI IconFreighter with size 64x24 (25.0% wasted)
ANI FadeIconFreighter with size 64x24 (25.0% wasted)
ANI FadeIconFreighter.ani with size 64x24 (25.0% wasted)
ANI iconhighlight01 with size 172x172 (32.8% wasted)
ANI iconhighlight01.ani with size 172x172 (32.8% wasted)
Frame  0 too long!!: frametime = 17.333 (17.333)
ANI iconfighterp.ani with size 24x23 (28.1% wasted)
ANI iconfighter.ani with size 24x23 (28.1% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  31.728
1801 frames executed in  30.008 seconds,  60.017 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
SOUND: c:\code\fs2_open_3_6_14_rc9\code\sound\ds.cpp:1274 - OpenAL error = 'Invalid operation attempted.'
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Oct 17 12:49:36 2012

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Ah, okay. That's not a shockwave, it's just an explosion animation. The only way to get the old ones back would be to extract them from the 3.6.10 MVPs.

 

Offline The E

  • He's Ebeneezer Goode
  • Global Moderator
  • 213
  • Nothing personal, just tech support.
    • Skype
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I think he may be talking about the flaming debris stuff.
**** every cause that ends in murder and children crying. ― Iain Banks
Join the fun at the HLP IRC channel. Get the latest spam and gossip as long as it's fresh!

 

Offline SubV

  • 22
Ah, okay. That's not a shockwave, it's just an explosion animation. The only way to get the old ones back would be to extract them from the 3.6.10 MVPs.

Thank you for suggestion, I'll try to do that.

I think he may be talking about the flaming debris stuff.

Yes, I prefer to disable the flaming debris too.