Hard Light Productions Forums

Hosted Projects - Standalone => The Babylon Project => Topic started by: Col. Fishguts on May 31, 2006, 01:22:43 pm

Title: TBP on Linux/MacOSX
Post by: Col. Fishguts on May 31, 2006, 01:22:43 pm
For our non-Windows users who don't want to copy TBP over from a Windows installation:

[li]If you're going to use a Launcher (YAL, Soulstorm's Launcher etc...), good luck. I don't know much about them. But in any case, you'll need to set some commandline flags for the FSO build you've downloaded. The most important one is the -mod flag, which allows you to use Zathras as a mod. Simply enter
[/li][/list]
Code: [Select]
-mod Zathrasas a flag. More flags can be found in this article (http://www.hard-light.net/wiki/index.php/Command-Line_Reference), along with explanations. It is recommended to enable at least:
Code: [Select]
-spec -env -glow -tbp -ship_choice_3d
I think that's it. The game starts when you run the FSO build you downloaded. Just make sure to run a release build (for example, fs2_open_3_6_12r_INF_SSE2_RC2) instead of a debug build (for example, fs2_open_3_6_12d_INF_SSE2_RC2.exe). Debug builds are meant for bug hunting and for gathering information when encountering problems. They will throw warning and stuff on the screen and will not provide an enjoyable playing experience.
Title: Re: TBP on Linux/MacOSX
Post by: Don-DiZzLe on June 01, 2006, 06:42:46 am
What registry setting do u mean? U dont need to have FS2 installed to play TBP right?
Title: Re: TBP on Linux/MacOSX
Post by: Fury on June 01, 2006, 06:50:43 am
On Windows, TBP needs to use Windows registry to work correctly, like FS2 does. Using the pack Fishguts linked to, does not create these registry entries. Windows users will need to use the SCP Launcher to create the necessary registry entries.

That said, the package is primarily for linux/osx users. Windows users should use the existing packs where default registry settings are made for you.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on June 01, 2006, 06:54:26 am
No, but you need some Windows registry entries to get your Joystick working and some other stuff, IIRC.

You could set them up manually, or install TBP using the exe installers

BTW, all R3 base releases are now available through direct HTML links on HLP: http://downloads.hard-light.net/babylon/ (http://downloads.hard-light.net/babylon/)
(thanks HLP staff :))

EDIT: Listen to Fury, he know's more about the registry settings. The launcher is creating the necessary entries too ? Neat.
Title: Re: TBP on Linux/MacOSX
Post by: Don-DiZzLe on June 06, 2006, 01:19:38 pm
Are the dummy files really necesary in order to play the game, cuz I just removed them from the TBP folder and I just played TBP without any problems.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on June 06, 2006, 03:20:18 pm
I think recent builds don't need them anymore, but they don't hurt either.
Title: Re: TBP on Linux/MacOSX
Post by: Biscuit on August 10, 2006, 02:50:51 pm
Just tried the *nix version on my FC5 box, compiled and runs ok, following the instructions on the wiki. The only issue it seems to have is sound sometimes breaks up and goes into a stuttering loop. I havent had a chance to investigate the problem further.

Oh has the -allslev command line switch been removed? It dosent seem to work. I get an urecognised option and the program aborts. It works when i use cedega  with the windows binary(Allows you to play any mission from a campaign in the mission simulator)

Unrecognized command line parameter "-allslev".  Exiting...
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on August 10, 2006, 04:20:16 pm
It's gone. Press CTRL + SHIFT + S in the techroom or flight sim to unlock content from now on.
Title: Re: TBP on Linux/MacOSX
Post by: Biscuit on August 10, 2006, 05:11:02 pm
It's gone. Press CTRL + SHIFT + S in the techroom or flight sim to unlock content from now on.
Thanks
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on August 10, 2006, 06:36:00 pm
Yay, someone's actually using this package :)
Title: Re: TBP on Linux/MacOSX
Post by: Biscuit on August 18, 2006, 03:46:10 pm
When using the *nix package , ships that have suffered damage and are on fire. The graphics for the fire have square black artifacts, same applies when a ship explodes. I have played around with settings and various switchs but to no effect. Am i missing something simple?
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on August 18, 2006, 05:18:40 pm
Basically that's cause the build is relatively new but the textures are relatively old. As a result they suffer from a change in how FS2_Open handles textures.

Should be fixed when TBP updates to be compatible with 3.6.9. (whenever that is).
Title: Re: TBP on Linux/MacOSX
Post by: Biscuit on August 19, 2006, 04:11:48 am
Thanks again. Guess I can live with that
Title: Re: TBP on Linux/MacOSX
Post by: Biscuit on August 20, 2006, 03:32:02 am
I have just checked out from CVS the latest version, using the script from the wikipage, complete fresh checkout as i deleted the fs2_open directory beforehand. Followed the instructions on the wiki page for configuration and compiling. I have also tried it with a fresh manual checkout.The Compile process bombs out with:

mission/missionparse.cpp: In function ‘int parse_object(mission*, int, p_object*)’:
mission/missionparse.cpp:3405: warning: operation on ‘num_alts’ may be undefined
mission/missionparse.cpp:3764: error: expected `)' before ‘{’ token
mission/missionparse.cpp: In function ‘void parse_asteroid_fields(mission*)’:
mission/missionparse.cpp:5778: warning: dereferencing type-punned pointer will break strict-aliasing rules
mission/missionparse.cpp:5783: warning: dereferencing type-punned pointer will break strict-aliasing rules
make[1]: *** [missionparse.o] Error 1
make[1]: Leaving directory `/home/******/fs2_open/code'
make: *** [all-recursive] Error 1

I have tried this with no CFLAGS set and using the CFLAGS set as an example inthe Wiki.
Configure/autogen output as follows:
checking build system type... i686-pc-linux-gnu
checking host system type... i686-pc-linux-gnu
checking target system type... i686-pc-linux-gnu
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking for gawk... gawk
checking whether make sets $(MAKE)... yes
checking for gcc... gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ANSI C... none needed
checking for style of include used by make... GNU
checking dependency style of gcc... gcc3
checking for ranlib... ranlib
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking dependency style of g++... gcc3
Using Unix defines (for linux-gnu)
checking how to run the C preprocessor... gcc -E
checking for egrep... grep -E
checking for ANSI C header files... yes
checking for sys/types.h... yes
checking for sys/stat.h... yes
checking for stdlib.h... yes
checking for string.h... yes
checking for memory.h... yes
checking for strings.h... yes
checking for inttypes.h... yes
checking for stdint.h... yes
checking for unistd.h... yes
checking for stdlib.h... (cached) yes
checking for socklen_t... yes
checking for std::ios_base... yes
checking for sdl-config... /usr/bin/sdl-config
checking for SDL - version >= 1.2.6... yes
configure: creating ./config.status
config.status: creating Makefile
config.status: creating libjpeg/Makefile
config.status: creating lua/Makefile
config.status: creating code/Makefile
config.status: executing depfiles commands

Configure options:

Sound enabled .......... : yes
Text-to-speech enabled . : no

Debug build ............ : no
DEMO build ............. : no
Inferno build .......... : no
GProf support .......... : no
Title: Re: TBP on Linux/MacOSX
Post by: Biscuit on August 21, 2006, 03:36:20 am
Ah, found the answer in this thread I think

http://www.hard-light.net/forums/index.php/topic,41750.msg851756.html (http://www.hard-light.net/forums/index.php/topic,41750.msg851756.html)
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on August 21, 2006, 04:02:38 am
Yep. That was it. The second I saw that thread I realised your problem was the same one.

That said you should be using the 3.6.9 Branch not the HEAD branch in CVS. HEAD is going to be a lot more unstable than 3.6.9 and it's going to get worse if you update once 3.6.9 is released.
Title: Re: TBP on Linux/MacOSX
Post by: the_leander on September 27, 2006, 08:00:27 am
Downloading the package now, I just wish my connection wasn't as utterly borked as it is currently...

Still, we'll see if I can blunder my way through the instructions (I am that better idiot) and get this sucker to compile under Suse 10.0.... In about 5 hours.

Oh and hi again folks, it's been a while!
Title: Re: TBP on Linux/MacOSX
Post by: CaptJosh on October 04, 2006, 09:56:39 pm
Getting it to compile under 10.0 should go fine. It's getting it to run where you might have problems, or you might not. It all depends on how much the code has been updated vs having a newer version of glibc than pretty much any other distro, at least at the time it was released.
Title: Re: TBP on Linux/MacOSX
Post by: MacMage on November 28, 2006, 11:01:43 am
Please host his file again! I really need it.

Regards
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on November 28, 2006, 11:56:40 am
It should be working now actually. The issue that broke the link has been fixed earlier today.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on November 28, 2006, 12:37:32 pm
It should be working now actually. The issue that broke the link has been fixed earlier today.

Well it no longer 404s, instead we get a "Forbidden" message now.

EDIT: Scratch that. Only the link in my sig isn't working, since directory browsing is disabled. But the link in the very first post here is working.
Title: Re: TBP on Linux/MacOSX
Post by: tracker on November 30, 2006, 10:19:41 am
Large a mercy has you for this MOD, I have create a French topic on
this page :
http://quedubonheur.monforum.fr/installer-freespace2-sur-linux-rapide-et-facile-vt172280.html

Or then I to find of another missions?

Does one of my friends have this error: ERROR: "Could not load exp04 anim file" at fireball/fireballs.cpp:697 

excuse me for my English I am French
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on December 04, 2006, 02:48:03 pm
How do i make The game work on a MAC OS X 10.4.6 or 10.4.8?
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on December 04, 2006, 02:57:42 pm
You need a Mac OSX binary. Either compile yourself fromt the 3.6.7 source or you might find a binary in the "Cross platform development" subforum. AFAIK the current CVS isn't working on OSX, but ask Taylor for more details.

But I'll soon know more, since I just got my hands on a new MacBook and I want to test TBP on it.
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on December 06, 2006, 12:41:31 pm
And where can i find a Cross platform development subforemß
Title: Re: TBP on Linux/MacOSX
Post by: Fury on December 06, 2006, 11:03:42 pm
http://www.hard-light.net/forums/index.php/board,113.0.html
Title: Re: TBP on Linux/MacOSX
Post by: Srdjant on January 16, 2007, 03:55:39 pm
Hello everyone.

I'd like to try this mod out. I can't find any non-windows downloads ( != *.exe), and the link on this thread's
original post gives me HTTP/404.

Where can I get data files/missions etc. in a format that can be used in Linux
     (ie. not contained in a self-extracting windows .exe)?

Thanks a lot.

-Srdjant
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on January 16, 2007, 04:04:36 pm
I'm currently looking for alternative hosting options for the Linux package. I'll post here when it's available.

Btw, are multi-part RARs feasable for Linux users ? I'm not sure offhand if the Linux tools can handle them.

EDIT: Forget the RARs. I've made new seperate tar.gz files for the base install and the 2 campaigns, uploading them now (this might take a while). I'll update the first post with the new links tomorrow.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on January 17, 2007, 12:48:40 pm
Done. Check the very first post of this thread.
Title: Re: TBP on Linux/MacOSX
Post by: Srdjant on January 18, 2007, 02:59:44 pm
Col. Fishguts

Thanks for uploading those.
However I get problems.

[srdjant@thor /data4/TheBabylonProject]$ tar xfv RW2_01.vp.tar.gz
B5-C-sp-RW01-2_01.vp
tar: Read 6653 bytes from RW2_01.vp.tar.gz
tar: Unexpected EOF in archive
tar: Unexpected EOF in archive
tar: Error is not recoverable: exiting now
[srdjant@thor /data4/TheBabylonProject]$

[srdjant@thor /data4/TheBabylonProject]$ md5sum RW2_01.vp.tar.gz
44dea47a0cc1cb3a29989933f285865d  RW2_01.vp.tar.gz
[srdjant@thor /data4/TheBabylonProject]$ ls -l RW2_01.vp.tar.gz
-rw-r--r--  1 srdjant users 163385853 2007-01-18 13:08 RW2_01.vp.tar.gz

Also get this:

tar xfv TBP3_3a_base.tar.gz
 --- snip ---
fs2_open_r
B5-A-Patch-3.3a.vp
B5-Core-3_3.vp
tar: Read 10063 bytes from TBP3_3a_base.tar.gz
tar: Unexpected EOF in archive
tar: Unexpected EOF in archive
tar: Error is not recoverable: exiting now

[srdjant@thor /data4/TheBabylonProject]$ md5sum TBP3_3a_base.tar.gz
e7a54c2258751306cfafdecc2ba7805c  TBP3_3a_base.tar.gz
[srdjant@thor /data4/TheBabylonProject]$ ls -l TBP3_3a_base.tar.gz
-rw-r--r--  1 srdjant users 422952783 2007-01-18 12:39 TBP3_3a_base.tar.gz

I've used the binary you provided, and it errored out when loading aurora.ibx

I've got fs2_open 3.6.7 from cvs so I'll compile that soon and try it with that binary.
Seems to me that the files you uploaded are corrupt. Or maybe my download got corrupt.
Only EMW2_0.tar.gz extracts without problems.
Can you please reply with your md5sums for those files so I can see if I got anything corrupted?

Thanks.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on January 18, 2007, 05:30:31 pm
You're right, two files seem to have been corrupted during the upload.

I've added the md5 checksums to the first post. That won't help you just right now, since I first have to reupload the corrupted files, then donwload them to check their integrity.

I'll notify you here when I'm sure the uploaded files are intact.

I'm pretty sure the runtime error is caused by the corrupt game data.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on January 23, 2007, 10:36:46 am
Ok, it seems the problem was that mydatabus always corrupts tar.gz files. So I packed them into zip files.

All links in the first post have been updated with working links to intact files. Note that the md5 sums refer to the zip files, not the tar.gz files in them.

Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on January 23, 2007, 02:20:44 pm
Hey, i just had a question. Can you create a mission for the Project and play it on a MAC?
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on January 23, 2007, 02:54:09 pm
Sure. While FRED is Windows-only , the created mission files are platform-independent.
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on January 23, 2007, 03:10:49 pm
Are you sure? I'm just asking since I tried it and it didnt work.

I'll try it again.
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on January 23, 2007, 03:21:44 pm
Hey,

If anybody who has a MAC can try this and see if they work, that would be great!

If this mission does work on a MAC, can somebody pls tell me what I have to do to make it work on a MAC?


[attachment deleted by admin]
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on January 25, 2007, 08:06:23 am
Hey,

If anybody who has a MAC can try this and see if they work, that would be great!

If this mission does work on a MAC, can somebody pls tell me what I have to do to make it work on a MAC?


I'm hurt, will anybody help me?
Title: Re: TBP on Linux/MacOSX
Post by: taylor on January 30, 2007, 04:01:03 pm
There is nothing platform specific about missions, so if it works on any platform it will work on all platforms.

And what do you mena that it doesn't work?  Does the mission not load, not show up in the simroom, crash, give an error message ... what?
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on January 30, 2007, 04:06:06 pm
it doesnt show up, at all
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on January 30, 2007, 04:19:04 pm
When I click on tech room, single missions, its not there
Title: Re: TBP on Linux/MacOSX
Post by: taylor on January 30, 2007, 08:44:32 pm
Take the "!" off of the filename and see if it makes a difference.
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on January 31, 2007, 09:27:20 am
It doesnt work
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on January 31, 2007, 09:55:57 am
Well, the obvious question is: Have you placed the mission file in the correct place ? /data/missions
Title: Re: TBP on Linux/MacOSX
Post by: stargate2008 on January 31, 2007, 03:18:53 pm
I'm an idiot
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on February 01, 2007, 08:09:32 am
*snickers*

Well it seems you solved the problem.
Title: Re: TBP on Linux/MacOSX
Post by: oneinthree on February 25, 2007, 01:34:33 am
Hello everyone,

just tried running this on Ubuntu 6.10. The game starts fine, I can create a pilot, select a campaign, but as soon as I click on the "Continue"-button on the main-screen, the game crashes with the following error message:

ERROR: "Could not load exp04 anim file" at fireball/fireballs.cpp:693

I followed the install-instructions, and copied the .vp-files into the same folder as the executable (hope this was right!?)

Any ideas why it would not work?

Thanks
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on February 26, 2007, 05:51:37 am
It seems to miss a ani file. What have you installed, TBP 3.3a or the 3.4 beta ?
Title: Re: TBP on Linux/MacOSX
Post by: oneinthree on February 26, 2007, 10:51:52 am
I downloaded 3.3a from the top of this thread.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on February 26, 2007, 03:28:37 pm
And you're runnning the binary included in the package or have you compiled your own ? If the latter, which version ?

At the moment I'm not sure if you installed something in the wrong place or if it's due to an incompatible build.
Title: Re: TBP on Linux/MacOSX
Post by: oneinthree on February 26, 2007, 03:35:10 pm
I'm running the binary included in the package, but I'm willing to try building my own, if you believe that could help.

Also, I extracted the archive to /opt/TBP3/, is there a specific place it was supposed to go into?
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on February 26, 2007, 03:50:36 pm
Nope, it should work from pretty much anywhere.

Building your own binary might be a good idea, since according to the coders binaries from one machine don't necesserily work on another machine.

Did you try it with both campaigns ? And did you try starting a single mission from the "Tech Room"?  Just to make sure it crashes on any mission, and not just one particular mission.

Also, if you could post a screenshot of your TBP folder in your file browser of choice, we might be able to pick out any errors you made in the installation.
Title: Re: TBP on Linux/MacOSX
Post by: oneinthree on February 26, 2007, 09:45:19 pm
Alright, so here's what I've done:
- built release 3.6.9, same problem though
- built debug 3.6.9, which gives me the following output in the log-file:
Under the OpenGL-section:
  ...
  Using extension "GL_ARB_texture_compression".
  Unable to find extension "GL_EXT_texture_compression_s3tc".
  ...
  Can use compressed textures: NO
  Texture compression available: YES


And from there on, it gives me a bunch of messages whenever trying to load a texture:
DDS ERROR: Couldn't open '60mm_main.dds' -- DDS is compressed but compression support is not enabled

until it finally quits with the same message.

I modified the source-code slightly to see what would happen, if the texture compression was enabled by setting the "Can use compressed textures"-flag to always be true. After compiling this build, I could start a campaign without any problems, but the textures were just plain white.

So, I think my Linux graphics driver just doesn't support all required features (unless there's some way to disable the use of DDS compression in the config-file!?).

Still, the good news is, I just downloaded the executable and ran it under windows, where it works just fine. Oh well, would have been nice to play it under Linux, but whatever...

In any way, thanks for your help!
Title: Re: TBP on Linux/MacOSX
Post by: taylor on February 27, 2007, 12:06:39 am
So, I think my Linux graphics driver just doesn't support all required features (unless there's some way to disable the use of DDS compression in the config-file!?).
DDS compression is optional, but DDS decompression is what you are having problems with.  It is either available through your video drivers, or it isn't, the game doesn't control that.  You won't be able to use any compressed textures if your video drivers can't decompress them, and everyone makes pretty heavy use of compressed textures at this point.

Since the decompression tech is highly patented, you will pretty much only get the ability to use compressed textures if you use the closed-source drivers from either NVIDIA or ATI.
Title: Re: TBP on Linux/MacOSX
Post by: oneinthree on February 27, 2007, 02:38:17 am
Thanks for the clarification taylor, that makes a lot of sense. Obviously, in this case the closed-source graphics driver from Intel for Windows is superior in functionality to the OSS one that comes with Ubuntu, which explains the reported behavior.
Title: Re: TBP on Linux/MacOSX
Post by: taylor on February 27, 2007, 03:08:37 am
Thanks for the clarification taylor, that makes a lot of sense. Obviously, in this case the closed-source graphics driver from Intel for Windows is superior in functionality to the OSS one that comes with Ubuntu, which explains the reported behavior.
Just did a quick google search, since I know that there was supposedly a software implementation floating around, and came across this (http://homepage.hispeed.ch/rscheidegger/dri_experimental/s3tc_index.html).  So, assuming that a current version of Mesa is installed, and that I'm reading the instructions properly, you may only have to do the little driconf trick to enable S3TC and then you'll get support for the precompressed textures under Linux.  You still wouldn't really be able to take advantage of something like the -img2dds cmdline option, but simply using compressed textures is all that you really need, and that would appear to be possible simply by enabling it through a DRI option.  I don't know how good that will be speed wise, but it's worth a shot at least.
Title: Re: TBP on Linux/MacOSX
Post by: oneinthree on February 27, 2007, 03:47:43 am
That did it!

Used driconf to enable it, and also installed the library.

As far as I can tell from playing a brief mission, there is hardly any difference to playing with hardware-enabled S3TC-extensions (under windows). The only setting I had to change was the to turn down "Particles" to the lowest level, since they were being displayed with a nasty black frame around them.

Thanks again for the help!

cheers
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on February 27, 2007, 04:03:34 am
Good news :yes:

If you want to get rid of the black frames on the particles, you can try out the 3.4 beta. (or use a 3.6.7 build)

Or if you just want to play the campaigns with 3.3a, I could probably put up a small zip with an updated version of the problematic particle effect. I'd have to look up the exact filename first though.
Title: Re: TBP on Linux/MacOSX
Post by: taylor on February 27, 2007, 04:17:55 am
That did it!

Used driconf to enable it, and also installed the library.
Cool. :D

Did you try it first without installing the library?  From what I read it didn't seem to be required for the basic functionality, all you had to do was enabled it with driconf, but I wasn't sure.  I just want to know for the next time this issue comes up. :)
Title: Re: TBP on Linux/MacOSX
Post by: oneinthree on February 27, 2007, 05:30:51 am
Looks like the library is needed. When I move libtxc_dxtn.so out of /usr/lib, I get the following:
> glxinfo | grep texture_compression
    GL_ARB_texture_compression, GL_ARB_texture_cube_map,
    GL_EXT_vertex_array, GL_3DFX_texture_compression_FXT1,

But with the lib in its folder I get:
> glxinfo | grep texture_compression
    GL_ARB_texture_compression, GL_ARB_texture_cube_map,
    GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc,
    GL_3DFX_texture_compression_FXT1, GL_APPLE_client_storage,

And the game only runs when the lib is there...
Title: Re: TBP on Linux/MacOSX
Post by: PSI-KILLER on March 22, 2007, 08:26:20 pm
Guys I figured i might ask here in regards to a hardware question.  Has anyone tried yet running the Linux build of TBP on a PS3 with yellow dog Linux?  It appears they upgraded keyboard and mouse support yesterday and I am thinking maybe getting a copy of YDL and seeing if I can fly a starfury in my livingroom at 1080i.  Has anyone heard of any problems running the Linux build on Yellow Dog for PS3?  Will I be the first one to take the dive?
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on March 23, 2007, 05:54:12 am
Please go ahead and try. But AFAIK the PS3 doesn't allow you (when using Linux) direct access to the hardware, so no hardware acceleration for OGL.

EDIT: From http://moss.csc.ncsu.edu/~mueller/cluster/ps3/doc/LinuxKernelOverview.html

Quote
PS3 has a powerful graphic processing unit with high speed host connection. The GPU is connected to both HDMI and AV multi interface. Although the GPU is connected directly to CBE, no direct access by guest OSes to the GPU is allowed currently.

Currently X server uses virtual frame buffer to render its image. No hardware acceleration is supported under Linux. See the description above section.
Title: Re: TBP on Linux/MacOSX
Post by: Inquisitor on March 23, 2007, 09:43:06 am
Let us know what happens when you try it. I suspect it will implode, a gfreat deal of work would have been required to get it to work on the ps2 linux kit, so much that the people who tried kinda gave up.

Even if you get a failure, it might be cool to post the results in the SCP forum.

Title: Re: TBP on Linux/MacOSX
Post by: PSI-KILLER on March 23, 2007, 03:54:49 pm
I ordered a retail version from Terra soft since I do not have a dvd burner.  It all costs about the same.  Will let you know what happens. nice link Col. Fishguts
Title: Re: TBP on Linux/MacOSX
Post by: PSI-KILLER on April 03, 2007, 08:02:17 pm
Guys did you work out any alternate hosting sites for these versions?  The ones on the first page are down.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on April 04, 2007, 03:26:40 am
Guys did you work out any alternate hosting sites for these versions?  The ones on the first page are down.

They're not down, but the daily bandwidth limit has been decreased to 1 GB, so just try again later (they're working for me right now)

I'm still looking for alternate hosting.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on April 25, 2007, 08:06:10 am
Finally found some additional webspace, added mirror for the base package. Try downloading from the mirror first, since it has no daily bandwidth limit.

EDIT: Can somebody post here to verify that the main download mirror is working (and not just for me) ?
Title: Re: TBP on Linux/MacOSX
Post by: 0rph3u5 on April 27, 2007, 12:47:50 pm
the 3.3 package?

- ran the dl a couple of minutes.. it appears to work
Title: Re: TBP on Linux/MacOSX
Post by: PSI-KILLER on May 05, 2007, 08:53:30 am
Yeh it downloaded for me,,, now just trying to get it to work in Yellow Dog thats a whole different bag of potatos.
Title: Re: TBP on Linux/MacOSX
Post by: the_leander on July 21, 2007, 02:11:19 pm
3.3a runs out of the box on elive 1.0 Gem with the precompiled binarys, at least on this system.

I just wish I had a graphics card that would actually do the game justice.

--edit--

Scratch the above, just got this whilst using Raiderwars....

First off, was on the snatch and grab level, as soon as I entered I was destroyed, asteroid explosions, didn't matter how fast I moved or what direction, I was dead, so I skipped it... only to be thrown out of the game and be greeted by this:

ERROR: "Unrecognized operator.  In sexpression: ( when     ( has-arrived-delay 0 "Gold" )     ( do-nothing )     ( add-goal        "Alpha"        ( ai-guard "Pods A" 50 )     )    ( add-goal        "Alpha"        ( ai-guard "Pods B" 50 )     )  " at mission/missionparse.cpp:5318

And thus I am stuck. Any recomendations on how to get around this?

Again, this is all with the packages on the first page of this thread
Title: Re: TBP on Linux/MacOSX
Post by: kroddn on July 26, 2007, 11:16:17 am
The game runs fine on Debian Sarge (old 3.1)

I wish i had a joystick...
Title: Re: TBP on Linux/MacOSX
Post by: IPAndrews on July 26, 2007, 02:28:29 pm
Use the new versions.
Title: Re: TBP on Linux/MacOSX
Post by: tracker on July 30, 2007, 11:33:06 am
Hello

I wanted to tested the final version 3.4 but I've this error


ERROR: "additional-shp.tbm(line 81: Error: Required token = [#End], [$Subsystem:] or [$Name], found [$Thruster02 Length factor:     0]." at parse/parselo.cpp:673

Title: Re: TBP on Linux/MacOSX
Post by: 0rph3u5 on July 30, 2007, 01:29:03 pm
are you using the Inferno build?
'cause the tbm is alrigh and the should be no phrasing bug as such
Title: Re: TBP on Linux/MacOSX
Post by: tracker on July 30, 2007, 02:43:09 pm
ok
I've recompiled fs2_open_r with this command

./autogen.sh  --enable-inferno

Now I've this error : Unrecognized command line parameter "-jpgtga".  Exiting...

under my run_fs2 I've this:

#!/bin/bash
cd /The Babylon Project
./fs2_open_r -spec -glow -mipmap -orbradar


Title: Re: TBP on Linux/MacOSX
Post by: tracker on July 30, 2007, 03:07:36 pm
OK I've found, under the "cmdline_fso.cfg"

I've deleted -jpgtga and the game work fine :).

I remember that "karajorma " had me say one days about the option jpgtga was now in "fs2_open_r 3.6.9"

Title: Re: TBP on Linux/MacOSX
Post by: karajorma on July 30, 2007, 04:31:47 pm
Yeah we removed it. It was rather silly and causing all kinds of silly problems by letting people turn off textures and then finding certain ships were invisible.
Title: Re: TBP on Linux/MacOSX
Post by: the_leander on July 31, 2007, 12:42:33 pm
This version: http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.run (http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.run) with the non install 3.4 final package works just fine on Elive 1.0 Gem.

Only slight glitches I get are with hyperspace levels on restart on one of the smaller campaigns but simply going back to flight deck and going again gets around this, otherwise hyperspace shows up as a white splodge.

Tbh I think that that is more a graphical glitch on my part then anything else.
Title: Re: TBP on Linux/MacOSX
Post by: tracker on August 01, 2007, 11:07:28 am
Thank you

Can you creat an other archive for linux because B5 V 3.4 is a .msi or .exe I think a .gz or .rar is better no?
Title: Re: TBP on Linux/MacOSX
Post by: the_leander on August 02, 2007, 04:46:44 pm
Thank you

Can you creat an other archive for linux because B5 V 3.4 is a .msi or .exe I think a .gz or .rar is better no?


Create? I should imagine so, it doesn't appear too hard to create one of those .run packages, that said, uploading the damned thing could be a chore....

Or, you could download This (http://"http://www.monova.org/details.php?id=378705") and use the run package I pointed to previously, just dragging everything that doesn't have .exe at the end into the fs2_open folder, which is what I did....
Title: Re: TBP on Linux/MacOSX
Post by: tracker on August 21, 2007, 02:20:59 pm
I've created an extractable archive for linux user , of Babylon Project Finale
I've deleted all .dll and .exe
I've include Drum of War2

You can Download It here : http://dl.free.fr/ams1ec0ku/B5-Final.sh or http://toofile.com/fr/oip/documents/rar/b5-finalsh.html

A folder TheBabylonProject was created were B5-Final.sh is.


Title: Re: TBP on Linux/MacOSX
Post by: Nighty on November 23, 2007, 02:45:22 am
The release and raider wars downloads aren't working at this moment. I either get 404's, or "file removed" messages. Also, Mirror1 (which gives me the 404) gives an error bad_httpd_conf when I browse up to the root of the server tree.

The good news: the earth minbari war and mission pack 1 downloads work, on one of the mirrors at least.

If there's other mirrors out there, I'd sure like to know about them, 'coz all the hype sure made me curious. ;)

ps: it might be good to put them on edonkey as well, and provide ed2k urls here. If enough of us keep sharing these files, they'll stay online, no matter what the individual mirrors do to the files.

The ed2k hashes for EMW and MissionPack01 are:

ed2k://|file|EMW2_0.tar.gz|41939666|50588ff51e0cd1618e0dcf171f5049c6|
ed2k://|file|TBP_MissionPack01.zip|869089|04f5515bd64b7b77e22f0aa9ff32dc4d|


If someone still has the other 2 files around, you can generate hashes with ed2k_hash (don't know where I got it from, but I mirrored the binary on my server: http://nighty.safehex.be/ed2k_hash ).

At the moment I can't share, since I'm on narrowband till the end of the month, but I'll drop them in my mldonkey folder so they get shared as soon as the month is over.
Title: Re: TBP on Linux/MacOSX
Post by: Jeff Vader on November 23, 2007, 03:07:25 am
Um... you wouldn't happen to be referring to the links at the beginning of this thread? Since those are for TBP 3.2. Which is old. 3.4 has been released. Never mind the beta reference on the TBP site. The final version has been released and it comes with Raider Wars and Earth-Minbari War demo. Also, there's hip63's Installer, available here (http://files.filefront.com/Ethay+Abylonbay+Ojectpray4a7z/;9027798;/fileinfo.html). Never mind the odd title. jr2 had a good reason for naming it that way. Not sure how it'll work on Linux. Probably needs wine. Nonetheless, it comes with god knows what campaigns, so it is the easiest way to get everything TBP related with a single download. The size exceeds 1GB, so downloading it takes time, but as I said, it is the easiest option.
Title: Re: TBP on Linux/MacOSX
Post by: jr2 on November 23, 2007, 04:23:30 am
For Linux, I think you can just get your own source and compile it, as you Linux people are so fond of doing.  Ask someone how to grab the latest build and compile it... there's a guide in the Wiki, IIRC.
Title: Re: TBP on Linux/MacOSX
Post by: Nighty on November 23, 2007, 03:18:15 pm
Um... you wouldn't happen to be referring to the links at the beginning of this thread? Since those are for TBP 3.2. Which is old. 3.4 has been released. Never mind the beta reference on the TBP site. The final version has been released and it comes with Raider Wars and Earth-Minbari War demo. Also, there's hip63's Installer, available here (http://files.filefront.com/Ethay+Abylonbay+Ojectpray4a7z/;9027798;/fileinfo.html). Never mind the odd title. jr2 had a good reason for naming it that way. Not sure how it'll work on Linux. Probably needs wine. Nonetheless, it comes with god knows what campaigns, so it is the easiest way to get everything TBP related with a single download. The size exceeds 1GB, so downloading it takes time, but as I said, it is the easiest option.

Actually, the links in the first post are for 3.3a, not 3.2 ;)

And yes, I know how to compile FS2_open for myself (done it already), but I'd still need the actual data. Not interested in setting up wine for this kind of stuff, if there's Linux packages available; too much hassle, and I hate wine. Thanks for the suggestion though, if all else fails, I might look into it. Heck, I'd probably just set up a throwaway qemu image (something similar to vmware) for this, install XP on it, install the stuff there, and move the files over to my linux machine. As long as I don't have to deal with wine. ;)
Title: Re: TBP on Linux/MacOSX
Post by: jr2 on November 24, 2007, 02:33:25 am
As soon as I'm sure 3.4 is final (eg, 3.4b or whatever they'll call it), then I'll up a torrent.
Title: Re: TBP on Linux/MacOSX
Post by: borgcube on December 01, 2007, 10:27:53 am
Is there a link/site where i can get the source-code? Along with compile instructions? I'd like to make a package for my distro.
The page itself doesn't hint anywhere and this thread is not giving away much, either.

Thx in advance.
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on December 01, 2007, 11:16:46 am
http://www.hard-light.net/wiki/index.php/The_fs2_open_on_Linux_Guide

That should help.
Title: Re: TBP on Linux/MacOSX
Post by: Admiral_Stones on March 14, 2008, 03:11:38 pm
Uhhh... working links would be nice :nervous:
Hm, I kinda NECROTHREADAGGED myself
Title: Re: TBP on Linux/MacOSX
Post by: IPAndrews on May 22, 2008, 09:55:26 am
So we're final now. Anyone want to build a LINUX/OS2 installer?
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on May 22, 2008, 03:08:31 pm
ok, no volunteers - so I d/l the Win-Installer and extracted everything...

plays nice on my Mac  :p

I will u/l a Mac friendly release at freespacemods on the weekend..  :)
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on May 22, 2008, 03:11:04 pm
You'll need a copy of my codebase. I'll upload it tonight.

EDIT : You'll find the 3.6.9 codebase we're using here (http://www.freespacefaq.com/Misc-Downloads/Codebases/BtRL_Codebase_20080522.7z). I'm not certain if there are any mac specific problems that might require the use of a 3.6.10 build instead but if there aren't 3.6.9 based builds are probably a better idea as they'll work for multiplayer. :)
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on May 23, 2008, 02:32:23 pm
thanks for the link...

the framework.tgz for Xcode is broken, but i used the framework.tgz from taylors 3.6.9 source tree and added the missing theora.framework

but what stops me from compiling the whole thing are the missing sources in code/graphics grzbuffer.cpp and grzbuffer.h

I don't know if the files are needed, but when I delete them from the Xcode project for a test, it compiles to the end but i get linker errors

Code: [Select]
  "dock_dead_undock_objects(object*, object*)", referenced from:
      do_dying_undock_physics(object*, ship*)    in libcode.a(ship.o)
  "decodeFrame8(unsigned char*, unsigned char*, int, unsigned char*, int)", referenced from:
      mve_video_data(unsigned char*, int)in libcode.a(mveplayer.o)
  "dock_dead_dock_objects(object*, int, object*, int)", referenced from:
      ai_deathroll_start(object*)     in libcode.a(aicode.o)
  "gr_stub_init()", referenced from:
      gr_init(int, int, int, int, int)in libcode.a(2d.o)
  "theora_close(THEORAFILE*)", referenced from:
      movie_play(char*) in libcode.a(movie.o)
  "theora_play(THEORAFILE*)", referenced from:
      movie_play(char*) in libcode.a(movie.o)
  "dock_get_first_dead_docked_object(object*)", referenced from:
      do_dying_undock_physics(object*, ship*)    in libcode.a(ship.o)
ld: symbol(s) not found
and when I search the project i fin the call but not the subroutine...

maybe the missing files help - or...???

Title: Re: TBP on Linux/MacOSX
Post by: karajorma on May 23, 2008, 05:10:30 pm
To be honest I wouldn't know. I've usually just left the Mac and Linux stuff to Taylor.

You could try starting with the 3.6.9 source and copying across any files that were modified after 01/01/07
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on May 24, 2008, 03:58:16 am
I tried as you proposed, but I ran into the same errors. There is some of the new network code missing.

network/multiutil2.cpp e.g. MISSION_FLAG_JUMP_EQUALS_END_MISSION not defined and choose_debrief_type(); not found

and other network code related errors

Code: [Select]
#ifndef NO_STANDALONE
if(Game_mode & GM_STANDALONE_SERVER){
// move to the standalone postgame (which is where we'll handle stats packets, etc)
gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
}
#endif
// Karajorma - If we have set the flag we should simply end the mission instead of warping out
if (The_mission.flags & MISSION_FLAG_JUMP_EQUALS_END_MISSION) {
choose_debrief_type();

if (MULTIPLAYER_MASTER) {
send_force_end_mission_packet();
}
}

// begin the warpout process for all players and myself
multi_warpout_all_players();
}
}

I think it is up to taylor to release a multiplayer-capable recent 3.6.9 build for TBP, I try to get a single-player build running ASAP. 
 
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on May 24, 2008, 06:53:46 am
Ummm, MultiUtil2.cpp was just a backup file I added when I was changing some code in multutil.cpp. You can just delete it. :D
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on May 24, 2008, 07:44:56 am
ok, I've made it  :)

but in this source are some known bugs that are very annoying on MacOS X, so i will ask taylor for some diffs 
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on May 24, 2008, 09:54:07 am
here it is

MacOS X The Babylon Project core VPs archive

Edit3: due to high traffic, "MacOS X The Babylon Project core VPs archive" had to be removed from my webspace, please use the

mirror at freespacemods.net

http://www.freespacemods.net/download.php?view.220 (http://www.freespacemods.net/download.php?view.220)


MacOS X The Babylon Project 3.6.10 singleplayer build rev 4622 2008-05-24

use the MacOS X TBP build in my sig instead of the link above

you need both archives.
Extract both archives. (use 7zX http://sixtyfive.xmghosting.com/ to extract the archive)
Copy the "TheBabylonProject 3.6.10 SP" application to the "The Babylon Project" folder and  the "TheBabylonProject" folder to "[your home folder]/Library" and adjust your screen resolution as described in the readme.txt.

Enjoy...

Edit: freespacemods.net mirror added
Edit2: recent MacOS X TBP build in my sig
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on May 24, 2008, 12:05:42 pm
but in this source are some known bugs that are very annoying on MacOS X, so i will ask taylor for some diffs

Yeah, that's part of it being 3.6.9 based rather than 3.6.10. On the other hand it doesn't have some of the annoying 3.6.10 bugs. :)
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on June 08, 2008, 02:58:18 pm
is there a large (128x128pix or larger) TBP icon available?

i like to include a TBP icon in the MacOS X -TBP build, but the Windows icon in the 3.4final is a small 48x48pix icon
Title: Re: TBP on Linux/MacOSX
Post by: IPAndrews on June 09, 2008, 07:06:30 am
Well you could use the image used in the highlights at the top of the HLP forums main page?
Title: Re: TBP on Linux/MacOSX
Post by: hip63 on August 27, 2008, 09:51:29 pm
for icons, check this thread:
http://www.hard-light.net/forums/index.php/topic,55491.0.html

be sure to view the whole thread ;)

hip63 :p
Title: Re: TBP on Linux/MacOSX
Post by: antonsson on September 22, 2008, 03:00:08 am
 :confused: any hope of seeing the new osx package anytime soon?
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on September 22, 2008, 03:54:18 am
:confused: any hope of seeing the new osx package anytime soon?

see here

http://www.hard-light.net/forums/index.php/topic,40036.msg1091888.html#msg1091888 (http://www.hard-light.net/forums/index.php/topic,40036.msg1091888.html#msg1091888)

d/l the VP files at freespacemods.net and the "TheBabylonProject 3.6.10 SP" application and you're ready to go
Title: Re: TBP on Linux/MacOSX
Post by: squidsquasher on November 15, 2008, 07:43:23 pm
Works great so far! I just downloaded both files and stuck the Mac app in the Babylon Project directory. Bravo! Good work.

One weird thing though - bizarrely, the reflection map or whatever you call it of one cruiser in the main campaign was the replaced with an image of the Safari window showing this thread I had open! I dont really understand how it could happen, except that maybe that window (which I closed quite a while before I started playing) was cached in VRAM on my graphics card and FSOpen wanted a texture in the same location in VRAM, but failed to overwrite the old one (or was getting textures from the wrong location in VRAM). :confused:

The ridiculous thing is that it was a page pertaining to the babylon project  - not one of the OTHER 150 windows i had opened that day!  :D

But you will definitely see it in the attached screenshots if you look closely:

[attachment deleted by admin]
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on November 15, 2008, 08:47:30 pm
If we had a bug of the month award, I think that could win it.  Never seen that before.
Title: Re: TBP on Linux/MacOSX
Post by: Col. Fishguts on November 17, 2008, 07:38:06 am
That is in fact one of the more awesome bugs we've seen so far :yes:
Title: Re: TBP on Linux/MacOSX
Post by: Vidmaster on November 17, 2008, 08:30:59 am
 :eek2:
Title: Re: TBP on Linux/MacOSX
Post by: Gef on November 24, 2008, 02:47:35 am
EDIT...Until then your only option is to copy an installed TBP3.4b folder from a Windows machine and use a recent binary from the SCP forum.
I'm a linux newb but using it more'n'more; my dual boot of windows is basically a harddrive-eating security blanket now. However it'd be easy enough to install TBP on windows and copy it over; how do I do the second part?

Thanks in advance,

GEF

PS: I'm using openSuSE 11.0 if that makes a difference.
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on November 24, 2008, 10:16:02 am
I dont' know much about Suse, but you need to be able to read a NTFS file system from your Linux install.  You would just mount the windows partition you installed TBP to with something like 'mount -t ntfs /dev/sdX /mnt/windows' (don't take that as the exact string, I'm winging it here).  Then you would just copy it over like normal, either via your GUI file browser or command line.
Title: Re: TBP on Linux/MacOSX
Post by: Gef on November 26, 2008, 03:55:29 pm
I dont' know much about Suse, but you need to be able to read a NTFS file system from your Linux install.  You would just mount the windows partition you installed TBP to with something like 'mount -t ntfs /dev/sdX /mnt/windows' (don't take that as the exact string, I'm winging it here).  Then you would just copy it over like normal, either via your GUI file browser or command line.

Thanks Chief, but that's the part I've got - SuSE has NTFS support by default. The troublesome bit is how to install and use FS2 with TBP...on the windows install directions were very clear about keeping them seperate. -GEF
Title: Re: TBP on Linux/MacOSX
Post by: Jeff Vader on November 26, 2008, 04:03:01 pm
Uh. Would it work if you installed TBP somewhere on Windows side, copied it to the Linux side (indeed do not mix it with any possible FreeSpace installations) and then acquired a Linux build (probably 3.6.9 since we're talking about TBP) behind the Latest builds for Linux and Mac link in my signature?
Title: Re: TBP on Linux/MacOSX
Post by: captain-custard on November 26, 2008, 04:13:13 pm
you can drag and drop your freespace folder from windowsto linux , it needs to go in your home folder , then follow setting up the launcher.ini files etc , there exists another possibility that works on ubuntu and windows.... i have mine on a eternal 2.5" hard drive first i open my launcher in the hard drive folder and try to run , it usualy gives a you need to run binary in its folder or something like this , i then copy the launcher to my desktop run that (both times after trying to select the freespace .exe file) it refusesagain then i returnto my hard drive launcher and then it works......... voila
Title: Re: TBP on Linux/MacOSX
Post by: Nordwin on December 16, 2008, 03:19:30 pm
well,
just doing it the simple way (copying TBP into my home directory and then running the fs2_open_3.6.9.run worked very well for me:
I can now start TBP and it works!
I have only one problem right now:
How can I use my joystick? it's calibrated using  jscalibrator, but I cannot use it ingame. Is there any way to set up that joystick?
Thanks,
Nordwin

€ðit: Problem halfway solved. My joystick works almost ok (that means, as bad as it did under windows).. it's only that it isn't calibrated correctly (for example, when pointing it to the right, it only moves the ship very VERY slowly to the right. And without almost max sensitivity, it doesn't do anything at all)..
so I got to get a new one, or painfully calibrate it by hand o_O (getting a new one sounds smarter, since this one sucks even IF it is set up correctly :D )

€ðit²: Now it all works! With the new joystick (my brohter's, he doesn't need it) I am using, TBP is A LOT more fun than before!
Title: Re: TBP on Linux/MacOSX
Post by: squidsquasher on December 22, 2008, 10:20:39 pm
Got a crash here on mac -

So I get to the mission where you attack the Depot and blow up all the raiders' cargo pods and sentry guns, but, without fail, as soon as I blow up a sentry gun, it crashes to the desktop. I've attached the crashlog.

Using Babylon project 3.6.10 SP on MacOSX 10.5.6

Thanks!

[attachment stolen by Slimey Goober]
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on December 22, 2008, 10:23:43 pm
Can you run the debug build and attach the fs2_open.log from the data directory.  Also if your using 3.6.10 try the latest build.  There have been quite a few bugs swatted recently. 

You will probably want to add -no_warn to the custom flags or you'll get a lot of warnings. 
Title: Re: TBP on Linux/MacOSX
Post by: squidsquasher on December 22, 2008, 10:51:23 pm
where can I get the debug build / latest builds for mac? I can't find a debug build in my installation. I found something promising in Tinman's sig, but the link is dead.

Dropping the latest FS2Open build in the Babylon folder seems to sort of work, except I lose my babylon pilot and have to start over - my freespace 2 pilots are there instead.
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on December 22, 2008, 11:06:53 pm
You didn't copy any settings or anything over did you?  All there should be is the exe.  I'm not familiar with OSX though.  Recent builds can be found here:  http://www.hard-light.net/forums/index.php/board,173.0.html
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on December 22, 2008, 11:17:01 pm
If you have a testing 3.6.10 build at all, you should have both the regular and debug ones.  The debug has (Debug) in the filename probably, if it's one of my nightly builds.  If you're using the launcher just pick it instead.  Then your log should show up in the Library/FS2_Open/data/ folder I believe.  Don't quote me on that though.
Title: Re: TBP on Linux/MacOSX
Post by: squidsquasher on December 22, 2008, 11:30:59 pm
OK - it works with the latest FS2 open build - no crash! Thanks!

I just had to copy my pilot files from the place where the babylon specific build I was using was storing them to the generic freespace 2 pilot folder.
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on December 23, 2008, 12:27:04 am
Oh right those exes had to be compiled to use a different path.  I totally forgot about that.
Title: Re: TBP on Linux/MacOSX
Post by: Nordwin on January 01, 2009, 03:56:29 pm
Hm, well, I have a question about the Linux builds:
How do I run an INF build with it? because I only have one executable. And another question: how can I tell TBP to use a mod directory.. because, for obvious reasons, I don't want to have to install every mission and campaign into the main folder.
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on January 01, 2009, 04:08:17 pm
Well let's take the second part first since it's easy.  Simply make a shortcut or whatever your they are called and add -mod <directory> to it.  For multiple mods just put a comma between the directories.  http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod

The other part is a bit more difficult since I'm not familiar with the OS.  I'll have to do some research on that one but if you have a 3.6.9 or 3.6.10 Inferno exe give it a try.  You can always compile it yourself if you have the means.
Title: Re: TBP on Linux/MacOSX
Post by: karajorma on January 02, 2009, 03:16:16 am
You'll have to find someone to compile an Inferno build for you or compile it yourself. You need to add INF_BUILD to the preprocessor flags in order to make it build in the Inferno changes.
Title: Re: TBP on Linux/MacOSX
Post by: antz on January 02, 2009, 05:07:26 am
Hi,

I'm trying to install the OSX version of TBP, and am following Tinman's instructions from earlier in this thread.... I've downloaded the core VP archives from the freespacemods mirror, but I can't get access the MacOS X TBP build using the link in Tinman's signature (I've been trying for a few days, given that "due to high traffic the links for WCS and TBP will not work until 2009-01-01").  Anyone know when/if the download will become available again, or if there's anywhere else I can get the application from?

Thanks,

Antz.
Title: Re: TBP on Linux/MacOSX
Post by: squidsquasher on January 02, 2009, 08:15:39 am
just grab the latest FressSpace SCP nightly build for OS X and drop a copy of it in your Babylon Project folder and double click. That should do it.

http://www.hard-light.net/forums/index.php/board,173.0.html (http://www.hard-light.net/forums/index.php/board,173.0.html)

Somewhere in the data folder is a file you can edit that has the command line options for TBP (i think thats where it is - but I'm not at home and TBP is there on my external HD) in case you need to edit it. Don't remember if i had to, or just did to reduce the ambient brightness.
Title: Re: TBP on Linux/MacOSX
Post by: Nordwin on January 02, 2009, 10:56:06 am
well, I am gonna try adding it to my softlink (that's what it's called here)...

for the INF build, I think I'll have to compile it myself.. but with gcc it shouldn't be too hard to do..... i hope :D
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on January 02, 2009, 11:29:24 am
I'm sorry, the links are dead for now. I'm looking for an alternate place to put the builds up.

However, since the graphic issues are quite well resolved, I will u/l a recent build for TBP and WCS as soon as the changes are committed to SVN.

Until then, Echelon9s rosebay-build is best to use at this time  :D

Edit: 2009-01-03 the recent 3.6.10 (rev5028) build for MacOS X is now available


Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on January 02, 2009, 12:46:03 pm
If you want you can email me a copy of the 3.6.9 ones for TBP and I'll upload them to my server. 
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on January 02, 2009, 01:01:40 pm
I don't have the Mac OS X codebase with the updated PBO crash fix(20080620) from taylor, and the "normal" final SVN codebase 3.6.9 has this PBO fix not included. So I don't like to share an 3.6.9 build for standalone mods with this issue when I cannot resolve it. 
Title: Re: TBP on Linux/MacOSX
Post by: taylor on January 03, 2009, 01:09:15 am
I don't have the Mac OS X codebase with the updated PBO crash fix(20080620) from taylor, and the "normal" final SVN codebase 3.6.9 has this PBO fix not included. So I don't like to share an 3.6.9 build for standalone mods with this issue when I cannot resolve it. 
The quick fix for the PBO problem is to just comment out the line that says "Use_PBOs = 1;".  I can't remember where it is off the top of my head, and it's in a different place in the current code base, but it should be in gropengl.cpp in the init function near the bottom of the file.
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on January 03, 2009, 03:22:20 am
I try to get a 3.6.9 build ready for TBP - in the meanwhile the recent TBP 3.6.10 build is available (that TBP link in my sig now works)

Edit: The TBP 3.6.9 build is now available (thanks taylor). Yo can use both. On most PPC Macs the 3.6.9 will work well, AFAIR MBP with ATIX1600 may run into graphics mismatch. If so I recommend the 3.6.10 build.

The difference to the "normal" fs2_open builds is just that with TBP builds the prefs and pilot files are in its own folder  "[your home folder]/Library/TheBabylonProject/.." so you won't get into trouble mixing fs2 and TBP pilot files or command-line settings.
Title: Re: TBP on Linux/MacOSX
Post by: antz on January 04, 2009, 08:58:41 am
Thank you all for your help.... I've just fired up the game and it looks great!! 
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on January 08, 2009, 11:49:33 am

for all Mac users I compiled an inferno build so you can hopefully play this nice TBP  Guardian Of Light DEMO 2 (INFERNO build required)  (http://www.hard-light.net/forums/index.php/topic,60247.msg1187427.html#msg1187427)

to download use the link in my sig (right button "save as...")
Extract the archive. (use 7zX http://sixtyfive.xmghosting.com/ to extract the archive)
Copy the "TheBabylonProject 3.6.10 INF" application to the "The Babylon Project" folder and you're ready to go.
Title: Re: TBP on Linux/MacOSX
Post by: Nordwin on April 30, 2009, 01:15:12 pm
Hey guys. after several months without a computer fit for TBP or anything comparable, I now have one again.
But I got a problem: I thought I copied all files from my TBP folder from my old computer to the new one, but obviously I messed up somewhere along the way. Anyway, long story short: I don't have all the files needed for TBP anymore.
Now the problem is, that I don't have a Windows computer at hand to reinstall it and copy the files again, so:
Is there any way to get all files on a purely Linux system? Maybe extracting them from the TBP DVD?

Or is the only way to find someone running Windows, asking them to install it and copy the files to a Flash Drive?

Thanks in advance, guys,
Title: Re: TBP on Linux/MacOSX
Post by: The E on April 30, 2009, 01:18:19 pm
Which files are you missing?
Title: Re: TBP on Linux/MacOSX
Post by: captain-custard on April 30, 2009, 01:18:46 pm
yip extract them and side them across, do you know what you need exactly.... or do you need a screen shot of a TBP folder?
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on April 30, 2009, 01:48:30 pm
Linux/Mac friendly download:  http://www.freespacemods.net/download.php?view.220
Title: Re: TBP on Linux/MacOSX
Post by: Nordwin on April 30, 2009, 01:50:47 pm
hm,  not good.......
I extracted those cab's, but I didn't create any folders... so I now have all the files together in one folder....

I'll try FUBARs way, if that doesn't work I'm just gonna ask a friend of mine to save me the trouble and install it on his windows machine. If I can't make it to TBP Multiplayer time tonight (which I, if FUBAR's link doesn't save me, won't), I might as well wait a week.

So, thank you, guys!
Title: Re: TBP on Linux/MacOSX
Post by: Nordwin on May 04, 2009, 02:28:39 am
OK, now I have TBP again... and it even starts up. But as soon as I click on "Continue" (after selecting a campaign), TBP crashes and I have the following output in the bash:

cholme@chris-laptop:~$ ./fs2_open
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy
(null): "DirectSound could not be initialized.  If you are running any applications playing sound in the background, you should stop them before continuing."
open /dev/[sound/]dsp: Device or resource busy
ERROR: "Could not load exp04 anim file" at fireball/fireballs.cpp:697


Everything up to the ERROR-message takes place before TBP actually starts. it looks like it has something to do with the sound, but since that's not my number one priority, I won't look into it until the rest works...

Now, the error that crashes the game is an interesting one.. because I can't really see what could be the cause of it... do you know what might be the problem?
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on May 04, 2009, 03:24:20 am
what build do you use? fs2open3.6.9 or 3.6.10?
Title: Re: TBP on Linux/MacOSX
Post by: The E on May 04, 2009, 03:29:50 am
It would help if you could run a debug build and post the fs2_open.log here.
Title: Re: TBP on Linux/MacOSX
Post by: Nordwin on May 04, 2009, 03:44:36 am
a 3.6.9 binary from the cross-development section.

Ok, same problem with the debug-build. Here is my fs2_open.log

*click me* (http://www.bp-freax.de/christian/fs2_open.log)
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on May 04, 2009, 03:54:18 am
Looks like a video driver issue.  Intel chipset and those compressed dds errors.  Try the latest drivers. 
Title: Re: TBP on Linux/MacOSX
Post by: Nordwin on May 04, 2009, 09:17:47 am
hm, I have the latest drivers for my intel chipset.... there are, afaik, no proprietary Intel drivers for Linux....

So, if they are the problem, then maybe just switching back to my desktop PC (which has a Radeon graphics card) will do it. I'll try that, thank you :-)

If the driver is an issue, that should solve it, since that computer is almost similar to my old one, which did a flawless job with TBP..


€dit: that did the trick. Thank you! Now I can play again :-)
Title: Re: TBP on Linux/MacOSX
Post by: Arixo on July 05, 2009, 04:13:57 am
Hi,

I just switched from FS2 campaigns to TBP ones and ... Congratulations ! It's really awesome !

However I was a little disappointed by the setup :

Is there any configuration file one can edit to change the options that are set with the Launcher in Windows ? For example, how can I change the resolution in Linux ? I can't find something similar to ~/.fs2_open/fs2_open.ini for TBP, and I had to reboot on windows to change the settings and then reboot on Linux to play (using wine to run the windows Launcher failed).

If somebody thinks it would be useful to create a clone of the windows launcher for Linux/Mac maybe I can try in August...  
Title: Re: TBP on Linux/MacOSX
Post by: Jeff Vader on July 05, 2009, 04:30:59 am
http://www.hard-light.net/wiki/index.php/Command-Line_Reference

Resolution can be set with the -res flag, i.e. -res 1280x800

Also, YAL (Yet Another Launcher) (http://www.hard-light.net/forums/index.php/topic,53206.0.html) is available for Linux.
Title: Re: TBP on Linux/MacOSX
Post by: Arixo on July 05, 2009, 05:52:46 am
Quote
Resolution can be set with the -res flag, i.e. -res 1280x800

Thanks, it works. But it's not mentioned in your link (a search on "-res" leads only to "-restricted")

Quote
Also, YAL (Yet Another Launcher) is available for Linux.

OK ! I thought YAL was only for FS2. I don't know it very well since ./autogen.sh didn't work when I tried to install it and I gave up. I think my version of Qt is too old... I'll try to make it work.
Title: Re: TBP on Linux/MacOSX
Post by: Jeff Vader on July 05, 2009, 05:58:16 am
I thought YAL was only for FS2.
FSO. The retail launcher is the only thing that is only for FS2. Other Launchers are for FSO, and since TBP is basedon the FSO engine, there should be no reason why it wouldn't work.

A while ago, Joif wrote good FSO installation instructions for Linux and I copied them to the stickied Mac/Linux installation instruction thread at the support board. I think there was a mentioning of something that YAL needed, so you may want to check it out.
Title: Re: TBP on Linux/MacOSX
Post by: Arixo on July 05, 2009, 07:13:36 am
I've just checked your link, thanks. This is exactly what I've done by myself. My problem is when I try to install libqt4-dev. I get an error message  which seems to mean I need to upgrade something (distro ? kde ? ...) or I'll break something else, but I'm not sure. I have to investigate a little. Anyway this is not a problem related to YAL itself.
Title: Re: TBP on Linux/MacOSX
Post by: praseodym on March 04, 2010, 03:55:20 am
Hey folks,

I want to ask a few questions about TBP on Ubuntu Linux. I installed TBP from getdeb.net successfully and I am able to play most of the also downloaded missions without errors.
BUT:
in some missions I get the error code about "missing ships" which cannot be cleared by cloning/setting up a new pilot. Version is 3.6.11.1111. Freespace is installed additionally by package dependency in that Debian-Package and the program starts in the main menu with "usr/games/the-babylon-project" according to the launcher. fs2_open is installed in "usr/share/games"fs2_open" wherein the folder "tbp" and therein all the other stuff is located. The additional folders are created and the files are placed correctly according to this wiki:
http://wiki.ubuntuusers.de/Spiele/Freespace_2/Konfiguration#Zusaetzliche-Grafiken-oder-Animationen
If I compile any launcher and copy the "fs2_open" file into "usr/share/games/fs2_open/tbp" I get the message that I have no MODs installed and I cannot chose mediavps to play some missions without errors. What can the error be? All the patches n stuff is downloaded. The mod.ini files of the campaigns shouldn't be needed for the Linux version, right?

If I install TBP from the Windows-version using wine-1.0.3-rc according to this
http://appdb.winehq.org/objectManager.php?sClass=version&iId=12375
but with Ubuntu 9.10 Karmic Koala I get mouse errors using fs2_open 3.6.9 shipped with the download. I cant move the mouse into the right part of the screen immediately which leads to a not playable installation. Also the mouse patch of wine didn't work. Some ideas from different forums according to configuring wine (directX, mouse catching, etc.) also didn't work.

Any ideas?

Greetz from Berlin
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on March 04, 2010, 04:04:44 am
OK TBP has nothing to do with FS2 except it uses the same game engine so forget FS2 and the medaivps.  You need to have the FS2_Open Inferno exe in the TBP directory just like you would have it in the FS2 directory.  Guessing you aren't using the Inferno builds. 

Other then that I really don't know much about Linux.  If you don't have Zathras get that you will need it. 
Title: Re: TBP on Linux/MacOSX
Post by: praseodym on March 04, 2010, 06:14:44 am
Thx for the answer. It is fs2_open which is shipped with the Debian packages, and Zathras, too, from getdeb.net. I also can start Zathras itself from the Linux main menu, which is strange  :eek2: I copied the extra downloaded Zathras folder into the /tbp/ folder in Linux, too. The Linux-Version of the fs2open inferno, which I can and do choose in the launcher is also located in that main folder. I cannot chose the MODs, though. I am currently working in the office on a XP machine...maybe I am trying to move that files one directory up later when I am home...
Title: Re: TBP on Linux/MacOSX
Post by: Urthona on March 21, 2010, 03:04:50 pm
Greetings, I am relatively new to FS2 and TBP, though I have enjoyed what I have seen of it thus far. I have played through the Raider Wars and Fourtune Hunters 1 and 2 (Vidmaster is a little evil, btw). However given a few things I have read in the forums about how the game should be performing I am unsure if Zathras is fully installed and being utilized by the game engine. I am not experiencing any crashes and no bugs affecting gameplay (though a few graphical ones I'll get to later). Mainly, I am unsure how Zathras needs to be loaded in conjunction with other mods. I'll go through the setup I have in as much detail as I can and would appreciate it if anyone could provide some insight into any errors I have made.

System Specs:

The Babylon Project: Exact main directory contents

Now Soulstorms launcher seems slightly different from others out there (it has no "features" tab in it's UI, but I have been able to find all of the options referred to as being under that tab) but should effectively do the same thing as any other launcher and by all accounts doesn't have any particular issues in the most recent version 3.1. Upon completing Raider Wars I downloaded The Babylon Project Campaign pack 2.0 from Moddb.com. All the files included with this download are located in the"tbp" directory. (Note this is a sub folder on the same level as the launcher. When I refer to the tbp directory I am talking about this subfolder, not the main directory as shown above). The launcher will recognize this tbp directory as a mod and load all the campaigns within, however I am then not able to select Zathras as a mod. If I load the campaign pack Zathras isn't available and if I load Zathras the campaigns do not show up in-game. I have tried a few workarounds:


Additionally I've noticed a couple of things in the game that make me wonder if everything is working properly.


Any ideas about all this would be appreciated. If there are any particular bits of info I've left out I'm sure I can provide them.
Title: Re: TBP on Linux/MacOSX
Post by: The E on March 21, 2010, 03:12:41 pm
Okay, first of all, you should move the contents of the TBP folder into your base TBP directory.
Second, while I don't know Soulstorms Launcher, it should allow you to select mods; in this case, simply select the zathras directory as the active mod. Should that not be possible, enter "-mod Zathras" into that Launcher's custom flag field.

Quote
Glide: I have noticed a number of people referring to the glide function on missions where piloting a Starfury type fighter is not an option (specifically on the final mission of Fortune Hunters 2260 in which you pilot a Minbari fighter). I have only been able to activate Glide in the Aurora, Badger, and Thunderfury. In any other ships toggling Glide has not been an option.

That's as intended. Only the ships that have been shown to use semi-newtonian flight dynamics in the show have them enabled.

As for your graphics issues, screenshots would be appreciated.
Title: Re: TBP on Linux/MacOSX
Post by: Urthona on March 21, 2010, 08:15:43 pm
Okay, first of all, you should move the contents of the TBP folder into your base TBP directory.

That's easy enough except for the "data" folder included with the campaign pack. It turns out to be specifically for the Call of the Siren mod and includs a missions folder with .fs2 files and a voice folder containing subfolders of .wav files. I can probably go searching elsewhere if I decide I really need to play this campaign.

Screenshots. I have been tweaking the settings in the graphics tab of the launcher on the off chance that some odd constellation of variables combined to create the glitch, but it seems pretty consistent across a number of variations. Here are a couple from Fortune Hunters 2260:

(http://farm5.static.flickr.com/4035/4452847142_710c637b49_b.jpg)
(http://farm3.static.flickr.com/2686/4452071385_33aefc0ec2_b.jpg)
Title: Re: TBP on Linux/MacOSX
Post by: The E on March 21, 2010, 08:20:06 pm
You can simply merge the data folder from the campaigns folder with the one in your main tbp dir; there should be no issues with that.

Now, can you please run a debug build and post the log (which should be in ~/.fs2_open/data, named fs2_open.log)? There may be an issue with your GPU drivers...
Title: Re: TBP on Linux/MacOSX
Post by: Urthona on March 22, 2010, 05:50:39 am
Now, can you please run a debug build and post the log (which should be in ~/.fs2_open/data, named fs2_open.log)? There may be an issue with your GPU drivers...

Certainly

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.
==========================================================================
Opened log '/Users/<<username>>/Library/FS2_Open/data/fs2_open.log', Mon Mar 22 03:40:06 2010 ...
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 10
  -spec_static 0.8
  -spec_point 1.0
  -spec_tube 0.8
  -ambient_factor 125.00
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Zathras
  -tbp
Building file index...
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/0rph3u5.vp' with a checksum of 0xf4f337da
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Nameplates.vp' with a checksum of 0x6c0007b7
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Revan.vp' with a checksum of 0x2ec9998c
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Vidmaster.vp' with a checksum of 0x506e2e5c
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Z_Multi.vp' with a checksum of 0x80d52635
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Zathras.vp' with a checksum of 0xcab93364
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/AchenSchoolingFlight.vp' with a checksum of 0x1b04f7fb
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-C-sp-EMW-3_0.vp' with a checksum of 0x5529d851
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-C-sp-RW-3_0.vp' with a checksum of 0x1ca3d242
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-Core-3_4.vp' with a checksum of 0xbda39a14
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-M-MultiPack-1.vp' with a checksum of 0xa2f5f491
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-M-MultiPack-1_0.vp' with a checksum of 0xdcf27819
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5SFP.vp' with a checksum of 0xc9d34e0e
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/DarkChildren.vp' with a checksum of 0x7e5ca08a
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/eatraining.vp' with a checksum of 0x595c32d0
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/EBW.vp' with a checksum of 0xd56d6d9e
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/ebwpatch1a.vp' with a checksum of 0x118777f4
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/FortuneHunters.vp' with a checksum of 0x7d8e6d5c
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Infestation.vp' with a checksum of 0x0208547c
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Operations.vp' with a checksum of 0xfc82bb68
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Root_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/sparky_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/sparky_hi_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/stu_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Survivor.vp' with a checksum of 0xc81f3998
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-AotB-Demo.vp' with a checksum of 0xe887836e
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-DrumsOfWar-1.vp' with a checksum of 0x51240964
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-DrumsOfWar2.vp' with a checksum of 0xc7f53004
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-TheBlackHand-Eps1.vp' with a checksum of 0xdc925b35
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/trail of light.vp' with a checksum of 0xe46f3b5e
Searching root '/Users/<<username>>/Library/FS2_Open/Zathras/' ... 97 files
Searching root '/Users/<<username>>/Library/FS2_Open/' ... 115 files
Searching root '/Users/<<username>>/Desktop/The Babylon Project/Zathras/' ... 0 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/0rph3u5.vp' ... 79 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Nameplates.vp' ... 346 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Revan.vp' ... 131 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Vidmaster.vp' ... 1 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Z_Multi.vp' ... 28 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Zathras.vp' ... 167 files
Searching root '/Users/<<username>>/Desktop/The Babylon Project/' ... 54 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/AchenSchoolingFlight.vp' ... 76 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-C-sp-EMW-3_0.vp' ... 188 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-C-sp-RW-3_0.vp' ... 724 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-Core-3_4.vp' ... 7607 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-M-MultiPack-1.vp' ... 21 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-M-MultiPack-1_0.vp' ... 38 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5SFP.vp' ... 456 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/DarkChildren.vp' ... 96 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/eatraining.vp' ... 91 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/EBW.vp' ... 610 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/ebwpatch1a.vp' ... 1 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/FortuneHunters.vp' ... 45 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Infestation.vp' ... 125 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Operations.vp' ... 89 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Root_fs2.vp' ... 3 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/sparky_fs2.vp' ... 3 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/sparky_hi_fs2.vp' ... 3 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/stu_fs2.vp' ... 3 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Survivor.vp' ... 53 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-AotB-Demo.vp' ... 21 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-DrumsOfWar-1.vp' ... 11 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-DrumsOfWar2.vp' ... 16 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-TheBlackHand-Eps1.vp' ... 26 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/trail of light.vp' ... 2 files
Found 34 roots and 11326 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 16-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 16, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA GeForce GT 130 OpenGL Engine
  OpenGL Version    : 2.1 NVIDIA-1.6.6

  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".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Shader in_error!  Disabling GLSL!

  Max texture units: 8 (8)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 29 frames at 22 fps.
BMPMAN: Found EFF (exp04.eff) with 40 frames at 21 fps.
BMPMAN: Found EFF (exp05.eff) with 51 frames at 22 fps.
BMPMAN: Found EFF (exp06.eff) with 71 frames at 23 fps.
BMPMAN: Found EFF (Shockwave01.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Shockwave02.eff) with 146 frames at 30 fps.
BMPMAN: Found EFF (Shockwave03.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Shockwave04.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Disruptor_Impact.eff) with 6 frames at 25 fps.
BMPMAN: Found EFF (particleexp01.eff) with 21 frames at 20 fps.
TBM  =>  Starting parse of 'Zathras-wep.tbm' ...
TBM  =>  Starting parse of 'additional-shp.tbm' ...
WARNING: "Too many ship classes before 'Sinclair's Aurora'; maximum is 130, so only the first 130 will be used Please check also the debug log as it may contain other ship classes which are over the limit" at ship.cpp:3089
Warning: Too many ship classes before 'Ivanova's Aurora'
Warning: Too many ship classes before 'DI Thorun'
Warning: Too many ship classes before 'TS Fighter'
Warning: Too many ship classes before 'EA Avenger'
Warning: Too many ship classes before 'Babylon 4 (S1)'
Warning: Too many ship classes before 'KI Lordship'
Warning: Too many ship classes before 'MR Thoughtforce'
Warning: Too many ship classes before 'TS Dark Knife'
Warning: Too many ship classes before 'TR Triumviron'
Warning: Too many ship classes before 'DI Sekhmet'
Warning: Too many ship classes before 'TS Capital'
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
Warning: Too many ship classes before 'Earth Landscape'
Warning: Too many ship classes before 'DF Fanged Serpent'
Warning: Too many ship classes before 'EA Thunderbolt#Bomber'
Warning: Too many ship classes before 'PSI Thunderbolt#Bomber'
Warning: Too many ship classes before 'DF Sunhawk'
BMPMAN: Found EFF (rockexp01.eff) with 96 frames at 24 fps.
TBM  =>  Starting parse of 'FH2261-str.tbm' ...
TBM  =>  Starting parse of 'XmasNBG-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 277
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
WARNING => Ship class GTF Ulysses not located in Ship_info[] in player file
Wokka!  Error opening file (FreeSpace2.fc2)!
Error parsing 'FreeSpace2.fc2'

Error code = 5.

ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Wokka!  Error opening file (FreeSpace2.fc2)!
Error parsing 'FreeSpace2.fc2'

Error code = 5.

Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% 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 ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (JumpIn01.eff) with 61 frames at 22 fps.
BMPMAN: Found EFF (JumpOut02.eff) with 61 frames at 22 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xcaae6bc9, IBX checksum: 0x0ac05210 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 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 to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xc1fa90c1, IBX checksum: 0x9999d69a -- "shockwave.pof"
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'rwcs - ragesh 3.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 196
Ending mission message count : 196
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'aurora.pof'
IBX: Found a good IBX to read for 'aurora.pof'.
IBX-DEBUG => POF checksum: 0xdaff0dfd, IBX checksum: 0x767d3842 -- "aurora.pof"
Loading model 'marcanos.pof'
IBX: Found a good IBX to read for 'marcanos.pof'.
IBX-DEBUG => POF checksum: 0x866d30fc, IBX checksum: 0x18554a5b -- "marcanos.pof"
BMPMAN: Found EFF (ea-debris01-glow.eff) with 53 frames at 7 fps.
Model marcanos.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized type subsystem 'Hangar01', believed to be in ship marcanos.pof
Potential problem found: Unrecognized type subsystem 'Hangar02', believed to be in ship marcanos.pof
WARNING: "CR Marcanos (marcanos.pof) has a null moment of inertia!" at ship.cpp:5727
Allocating space for at least 38 new ship subsystems ...  a total of 200 is now available (38 in-use).
Loading model 'TLoth.pof'
IBX:  Warning!  Found invalid IBX file: 'TLoth.ibx'
IBX: Starting a new IBX for 'TLoth.pof'.
Potential problem found: Unrecognized type subsystem 'fighterbay01', believed to be in ship TLoth.pof
Potential problem found: Unrecognized type subsystem 'fighterbay02', believed to be in ship TLoth.pof
Loading model 'frazi.pof'
IBX: Found a good IBX to read for 'frazi.pof'.
IBX-DEBUG => POF checksum: 0xc3c036cf, IBX checksum: 0x4527648c -- "frazi.pof"
BMPMAN: Found EFF (narndebris01-glow.eff) with 53 frames at 30 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x74e3d996, IBX checksum: 0x9501930b -- "Blip.pof"
Loading model 'navmarker01.pof'
IBX: Found a good IBX to read for 'navmarker01.pof'.
IBX-DEBUG => POF checksum: 0x5e9ec5e9, IBX checksum: 0x65ea8f36 -- "navmarker01.pof"
Potential problem found: Unrecognized type subsystem 'n01a', believed to be in ship navmarker01.pof
Potential problem found: Unrecognized type subsystem 'ring01a', believed to be in ship navmarker01.pof
Potential problem found: Unrecognized type subsystem 'ring02a', believed to be in ship navmarker01.pof
Loading model 'crmine.pof'
IBX: Found a good IBX to read for 'crmine.pof'.
IBX-DEBUG => POF checksum: 0x23724ed4, IBX checksum: 0xc5a16d8a -- "crmine.pof"
Potential problem found: Unrecognized type subsystem 'detonator', believed to be in ship crmine.pof
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (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 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.2% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x31 (3.1% wasted)
ANI targhit1 with size 31x21 (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 damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% 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 netlag1 with size 29x30 (6.2% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0xc6e91196 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 360 new ship subsystems ...  a total of 600 is now available (83 in-use).
About to page in ships!
ANI shield-eaaurora with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle with size 112x93 (27.3% wasted)
Loading model 'crewshuttle.pof'
IBX: Found a good IBX to read for 'crewshuttle.pof'.
IBX-DEBUG => POF checksum: 0x13fe2d74, IBX checksum: 0x26ddc9a8 -- "crewshuttle.pof"
ANI shield-crmine with size 112x93 (27.3% wasted)
ANI shield-crritan with size 112x93 (27.3% wasted)
Loading model 'cratmshuttle.pof'
IBX: Found a good IBX to read for 'cratmshuttle.pof'.
IBX-DEBUG => POF checksum: 0xa1c8461b, IBX checksum: 0x502836cf -- "cratmshuttle.pof"
ANI shield-nrfrazi with size 112x93 (27.3% wasted)
ANI shield-mflintira with size 112x93 (27.3% wasted)
Loading model 'lintira.pof'
IBX: Found a good IBX to read for 'lintira.pof'.
IBX-DEBUG => POF checksum: 0x04375951, IBX checksum: 0x3755c5fe -- "lintira.pof"
BMPMAN: Found EFF (Disruptor_Particle.eff) with 11 frames at 25 fps.
Loading model 'EAvenom1.pof'
IBX: Found a good IBX to read for 'EAvenom1.pof'.
IBX-DEBUG => POF checksum: 0x6005f569, IBX checksum: 0x5ceb4b38 -- "EAvenom1.pof"
Model EAvenom1.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAvenom2.pof'
IBX: Found a good IBX to read for 'EAvenom2.pof'.
IBX-DEBUG => POF checksum: 0x8e1456ea, IBX checksum: 0x0ac07c58 -- "EAvenom2.pof"
Model EAvenom2.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'TKor.pof'
IBX: Found a good IBX to read for 'TKor.pof'.
IBX-DEBUG => POF checksum: 0x5d1a0d73, IBX checksum: 0xbaedb5f9 -- "TKor.pof"
Model TKor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
BMPMAN: Found EFF (trailrail.eff) with 11 frames at 10 fps.
Loading model 'valasdil.pof'
IBX: Found a good IBX to read for 'valasdil.pof'.
IBX-DEBUG => POF checksum: 0x7297ecbb, IBX checksum: 0xdbb306ea -- "valasdil.pof"
Model valasdil.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nothing.pof'
IBX: Found a good IBX to read for 'nothing.pof'.
IBX-DEBUG => POF checksum: 0x307871d7, IBX checksum: 0x4d993d84 -- "nothing.pof"
Model nothing.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x81c84806 -- "cmeasure01.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x89724087 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xd816ca2d -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x6d576a63 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.2% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x31 (3.1% wasted)
ANI targhit1.ani with size 31x21 (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 damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% 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 netlag1.ani with size 29x30 (6.2% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-eaaurora.ani with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle.ani with size 112x93 (27.3% wasted)
ANI shield-crmine.ani with size 112x93 (27.3% wasted)
ANI shield-crritan.ani with size 112x93 (27.3% wasted)
ANI shield-nrfrazi.ani with size 112x93 (27.3% wasted)
ANI shield-mflintira.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
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: 1673/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 400,  Estimated count = 425
================================================
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)
ANI 2_vid-eaaurora.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_vid-eaaurora.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'EAvenom2_tech.pof'
IBX: Found a good IBX to read for 'EAvenom2_tech.pof'.
IBX-DEBUG => POF checksum: 0x1725df00, IBX checksum: 0xcacd079c -- "EAvenom2_tech.pof"
Model EAvenom2_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 4.546 (4.546)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  28.094
1716 frames executed in  30.007 seconds,  57.187 frames per second.
Got event GS_EVENT_DEBRIEF (33) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Storing stats now
Got event GS_EVENT_START_GAME (1) in state GS_STATE_DEBRIEF (27)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file 'rw011024.tga'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 128
MISSION LOAD: 'rw01 - motfl.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 196
Ending mission message count : 230
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'tanker.pof'
IBX: Found a good IBX to read for 'tanker.pof'.
IBX-DEBUG => POF checksum: 0x7ec15f96, IBX checksum: 0xf965bac3 -- "tanker.pof"
Potential problem found: Unrecognized type subsystem 'tank01a', believed to be in ship tanker.pof
Potential problem found: Unrecognized type subsystem 'tank02a', believed to be in ship tanker.pof
Potential problem found: Unrecognized type subsystem 'tank03a', believed to be in ship tanker.pof
Potential problem found: Unrecognized type subsystem 'tank04a', believed to be in ship tanker.pof
Allocating space for at least 10 new ship subsystems ...  a total of 200 is now available (10 in-use).
Loading model 'zephyr.pof'
IBX: Found a good IBX to read for 'zephyr.pof'.
IBX-DEBUG => POF checksum: 0x6c575661, IBX checksum: 0x733635fb -- "zephyr.pof"
Loading model 'leaguebase.pof'
IBX:  Warning!  Found invalid IBX file: 'leaguebase.ibx'
IBX: Starting a new IBX for 'leaguebase.pof'.
Potential problem found: Unrecognized type subsystem 'bridgea', believed to be in ship leaguebase.pof
Potential problem found: Unrecognized type subsystem 'ringa', believed to be in ship leaguebase.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship leaguebase.pof
Loading model 'midwinter.pof'
IBX: Found a good IBX to read for 'midwinter.pof'.
IBX-DEBUG => POF checksum: 0xe2ed2b44, IBX checksum: 0xbb9d23da -- "midwinter.pof"
Potential problem found: Unrecognized type subsystem 'reactor01a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor02a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor03a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor04a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship midwinter.pof
Loading model 'jumpgate01.pof'
IBX: Found a good IBX to read for 'jumpgate01.pof'.
IBX-DEBUG => POF checksum: 0x1a7ec5df, IBX checksum: 0x02a3eb43 -- "jumpgate01.pof"
Potential problem found: Unrecognized type subsystem 'reactor01a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor02a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor03a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor04a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor05a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor06a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor07a', believed to be in ship jumpgate01.pof
OpenGL: Reusing 512x512 FBO!
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0xc6e91196 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'ast03.pof'
IBX: Found a good IBX to read for 'ast03.pof'.
IBX-DEBUG => POF checksum: 0x7e6c5ffe, IBX checksum: 0x9fb3acc5 -- "ast03.pof"
Loading model 'ast02.pof'
IBX: Found a good IBX to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 0x7bd01d0a, IBX checksum: 0x59adc2c1 -- "ast02.pof"
Loading model 'ast01.pof'
IBX: Found a good IBX to read for 'ast01.pof'.
IBX-DEBUG => POF checksum: 0x199b8684, IBX checksum: 0xf2fa48f9 -- "ast01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 154 new ship subsystems ...  a total of 400 is now available (83 in-use).
About to page in ships!
ANI shield-eazephyr with size 112x93 (27.3% wasted)
ANI shield-eafueltanker with size 112x93 (27.3% wasted)
Paging in mission messages
Stopping model page in...
ANI shield-eazephyr.ani with size 112x93 (27.3% wasted)
ANI shield-eafueltanker.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
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: 1789/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 459,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
SOUND: /Users/cliff/fs2_open_3_6_10_0/projects/Xcode/../../code/sound/audiostr-openal.cpp:1244 - OpenAL error = 'Invalid Name'
AUDIOSTR => ErrorExit for ::Create() on wave file: b5_briefing1
ANI narn.ani with size 426x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 8.064 (8.064)
No music file exists to play music at this briefing!
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI 2_vid-eaaurora.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_vid-eaaurora.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'EAvenom2_tech.pof'
IBX: Found a good IBX to read for 'EAvenom2_tech.pof'.
IBX-DEBUG => POF checksum: 0x1725df00, IBX checksum: 0xcacd079c -- "EAvenom2_tech.pof"
Model EAvenom2_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI bicon-tacbomber with size 31x24 (25.0% wasted)
ANI bicon-tacbomber.ani with size 31x24 (25.0% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI bicon-eafreighter1 with size 60x24 (25.0% wasted)
ANI bicon-eafreighter1.ani with size 60x24 (25.0% wasted)
ANI bicon-jumpgate with size 120x91 (28.9% wasted)
ANI bicon-jumpgate.ani with size 120x91 (28.9% wasted)
ANI bicon-tacfighter with size 30x20 (37.5% wasted)
ANI bicon-tacfighter.ani with size 30x20 (37.5% wasted)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_WEAPON_SELECTION (21) in state GS_STATE_SHIP_SELECT (11)
ANI iconSD4.ani with size 56x24 (25.0% wasted)
ANI iconScalpel.ani with size 56x24 (25.0% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_WEAPON_SELECT (16)
Entering game at time = 109.958
ANI pilot_EA.ani with size 160x120 (6.2% wasted)
ANI pilot_EA_2.ani with size 160x120 (6.2% wasted)
ANI logo_stellarcom.ani with size 160x120 (6.2% wasted)
ANI pilot_RAIDERS.ani with size 160x120 (6.2% wasted)
1735 frames executed in  30.011 seconds,  57.812 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
STUB: dscap_close in /Users/cliff/fs2_open_3_6_10_0/projects/Xcode/../../code/sound/ds.cpp at line 4378, thread 2912
Freeing all existing models...
... Log closed, Mon Mar 22 03:42:59 2010
Title: Re: TBP on Linux/MacOSX
Post by: The E on March 22, 2010, 09:00:31 am
Oh. You need to use the Inferno builds with TBP, othrewise you won't see all the pretty ships found in there.

Another thing: Please run both your desktop and FSO at 32 bits of colour depth.
Title: Re: TBP on Linux/MacOSX
Post by: Urthona on March 22, 2010, 12:57:58 pm
Is there something that's telling you I am not using an Inferno build? The actual app sitting in my folder is "FS2_Open-3.6.10 Inferno" which was downloaded from here (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.10_INF.dmg).

I did change the bit depth to 32 and adjusted some of the other display settings in the launcher (as far as the desktop display settings, MacOSX doesn't even give the option of running in anything less than 32 bit anymore). I also tweaked the Texture Filtering, Anisotropic Filtering and Anitliasing and found that leaving Texture Filtering at 0 while maxing the other two to 16 minimized the effect. However both the bit depth and the filtering adjustments merely seem to be an exercise in finding the settings at which the glitch has the lowest impact rather than eliminating it.

I've been comparing settings using the beginning of the Fortune Hunters 2260 mission "Hello There!" as a visual benchmark as it opens with a nice view of a Brakiri Cruiser and the EA Avenger (also where the above screenshots are from). Oddly enough I noticed that even doing a quick mission restart can result in a change in the amount of junk being reflected off the ships.
Title: Re: TBP on Linux/MacOSX
Post by: The E on March 22, 2010, 01:02:36 pm
Code: [Select]
TBM  =>  Starting parse of 'additional-shp.tbm' ...
WARNING: "Too many ship classes before 'Sinclair's Aurora'; maximum is 130, so only the first 130 will be used Please check also the debug log as it may contain other ship classes which are over the limit" at ship.cpp:3089
Warning: Too many ship classes before 'Ivanova's Aurora'
Warning: Too many ship classes before 'DI Thorun'
Warning: Too many ship classes before 'TS Fighter'
Warning: Too many ship classes before 'EA Avenger'
Warning: Too many ship classes before 'Babylon 4 (S1)'
Warning: Too many ship classes before 'KI Lordship'
Warning: Too many ship classes before 'MR Thoughtforce'
Warning: Too many ship classes before 'TS Dark Knife'
Warning: Too many ship classes before 'TR Triumviron'
Warning: Too many ship classes before 'DI Sekhmet'
Warning: Too many ship classes before 'TS Capital'
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
Warning: Too many ship classes before 'Earth Landscape'
Warning: Too many ship classes before 'DF Fanged Serpent'
Warning: Too many ship classes before 'EA Thunderbolt#Bomber'
Warning: Too many ship classes before 'PSI Thunderbolt#Bomber'
Warning: Too many ship classes before 'DF Sunhawk'

This is a dead giveaway that you're not actually using an Inferno build.

Title: Re: TBP on Linux/MacOSX
Post by: Urthona on March 23, 2010, 04:34:06 am
This is getting more bizarre all the time. I found another source for an Inferno build posted by Tinman earlier in this thread (http://freespace.flatdisc.net/TBP_for_MacOS_X_3610INF.7z). It did not clear up any of the graphical issues. I noticed some legible text in the reflection junk. Upon closer inspection it turned out to be stuff I currently had open on my desktop (knowing that I can recognize bit of my desktop picture as well). It's as if the game is taking a screen cap of my desktop and using that as a reflection map, however it is actually changing based on whatever else is open in the finder. I'm starting to think it's some weird interaction between the game and OpenGL. In the MacOS OpenGL does maintain an image of the desktop for various eye candy effects such as user swapping, I'm just at as loss as to how or why this is being accessed by TBP.

Adding to the weirdness, I was unable to get the (debug) version of Tinman's build to run some missions that work just fine in the regular version so I'm not sure if there's any reliable log data to be had from that. None the less...

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.
==========================================================================
Opened log '/Users/aaron/Library/FS2_Open/data/fs2_open.log', Tue Mar 23 02:04:24 2010 ...
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -clipdist 1
  -spec_point 1.5
  -spec_tube 0.8
  -ambient_factor 75.00
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Zathras
  -tbp
Building file index...
Found root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/0rph3u5.vp' with a checksum of 0xf4f337da
Found root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Nameplates.vp' with a checksum of 0x6c0007b7
Found root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Revan.vp' with a checksum of 0x2ec9998c
Found root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Vidmaster.vp' with a checksum of 0x02945137
Found root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Z_Multi.vp' with a checksum of 0x80d52635
Found root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Zathras.vp' with a checksum of 0xcab93364
Found root pack '/Users/aaron/Desktop/The Babylon Project/AchenSchoolingFlight.vp' with a checksum of 0x1b04f7fb
Found root pack '/Users/aaron/Desktop/The Babylon Project/B5-C-sp-EMW-3_0.vp' with a checksum of 0x5529d851
Found root pack '/Users/aaron/Desktop/The Babylon Project/B5-C-sp-RW-3_0.vp' with a checksum of 0x1ca3d242
Found root pack '/Users/aaron/Desktop/The Babylon Project/B5-Core-3_4.vp' with a checksum of 0xbda39a14
Found root pack '/Users/aaron/Desktop/The Babylon Project/B5-M-MultiPack-1.vp' with a checksum of 0xa2f5f491
Found root pack '/Users/aaron/Desktop/The Babylon Project/B5-M-MultiPack-1_0.vp' with a checksum of 0xdcf27819
Found root pack '/Users/aaron/Desktop/The Babylon Project/B5SFP.vp' with a checksum of 0xc9d34e0e
Found root pack '/Users/aaron/Desktop/The Babylon Project/DarkChildren.vp' with a checksum of 0x7e5ca08a
Found root pack '/Users/aaron/Desktop/The Babylon Project/eatraining.vp' with a checksum of 0x595c32d0
Found root pack '/Users/aaron/Desktop/The Babylon Project/EBW.vp' with a checksum of 0xd56d6d9e
Found root pack '/Users/aaron/Desktop/The Babylon Project/ebwpatch1a.vp' with a checksum of 0x118777f4
Found root pack '/Users/aaron/Desktop/The Babylon Project/FortuneHunters.vp' with a checksum of 0x1b436a1c
Found root pack '/Users/aaron/Desktop/The Babylon Project/Infestation.vp' with a checksum of 0x0208547c
Found root pack '/Users/aaron/Desktop/The Babylon Project/Operations.vp' with a checksum of 0xfc82bb68
Found root pack '/Users/aaron/Desktop/The Babylon Project/Root_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/aaron/Desktop/The Babylon Project/sparky_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/aaron/Desktop/The Babylon Project/sparky_hi_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/aaron/Desktop/The Babylon Project/stu_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/aaron/Desktop/The Babylon Project/Survivor.vp' with a checksum of 0xc81f3998
Found root pack '/Users/aaron/Desktop/The Babylon Project/TBP-AotB-Demo.vp' with a checksum of 0xe887836e
Found root pack '/Users/aaron/Desktop/The Babylon Project/TBP-DrumsOfWar-1.vp' with a checksum of 0x51240964
Found root pack '/Users/aaron/Desktop/The Babylon Project/TBP-DrumsOfWar2.vp' with a checksum of 0xc7f53004
Found root pack '/Users/aaron/Desktop/The Babylon Project/TBP-TheBlackHand-Eps1.vp' with a checksum of 0xdc925b35
Found root pack '/Users/aaron/Desktop/The Babylon Project/TBP_Relic_1_0.vp' with a checksum of 0xc428191d
Found root pack '/Users/aaron/Desktop/The Babylon Project/trail of light.vp' with a checksum of 0xe46f3b5e
Searching root '/Users/aaron/Library/FS2_Open/Zathras/' ... 122 files
Searching root '/Users/aaron/Library/FS2_Open/' ... 115 files
Searching root '/Users/aaron/Desktop/The Babylon Project/Zathras/' ... 0 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/0rph3u5.vp' ... 79 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Nameplates.vp' ... 346 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Revan.vp' ... 131 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Vidmaster.vp' ... 8 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Z_Multi.vp' ... 28 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Zathras/Zathras.vp' ... 167 files
Searching root '/Users/aaron/Desktop/The Babylon Project/' ... 54 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/AchenSchoolingFlight.vp' ... 76 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/B5-C-sp-EMW-3_0.vp' ... 188 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/B5-C-sp-RW-3_0.vp' ... 724 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/B5-Core-3_4.vp' ... 7607 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/B5-M-MultiPack-1.vp' ... 21 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/B5-M-MultiPack-1_0.vp' ... 38 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/B5SFP.vp' ... 456 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/DarkChildren.vp' ... 96 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/eatraining.vp' ... 91 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/EBW.vp' ... 610 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/ebwpatch1a.vp' ... 1 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/FortuneHunters.vp' ... 61 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Infestation.vp' ... 125 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Operations.vp' ... 89 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Root_fs2.vp' ... 3 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/sparky_fs2.vp' ... 3 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/sparky_hi_fs2.vp' ... 3 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/stu_fs2.vp' ... 3 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/Survivor.vp' ... 53 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/TBP-AotB-Demo.vp' ... 21 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/TBP-DrumsOfWar-1.vp' ... 11 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/TBP-DrumsOfWar2.vp' ... 16 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/TBP-TheBlackHand-Eps1.vp' ... 26 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/TBP_Relic_1_0.vp' ... 353 files
Searching root pack '/Users/aaron/Desktop/The Babylon Project/trail of light.vp' ... 2 files
Found 35 roots and 11727 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA GeForce GT 130 OpenGL Engine
  OpenGL Version    : 2.1 NVIDIA-1.6.6

  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".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Shader in_error!  Disabling GLSL!

  Max texture units: 8 (8)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using bilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 29 frames at 22 fps.
BMPMAN: Found EFF (exp04.eff) with 40 frames at 21 fps.
BMPMAN: Found EFF (exp05.eff) with 51 frames at 22 fps.
BMPMAN: Found EFF (exp06.eff) with 71 frames at 23 fps.
BMPMAN: Found EFF (Shockwave01.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Shockwave02.eff) with 146 frames at 30 fps.
BMPMAN: Found EFF (Shockwave03.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Shockwave04.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Disruptor_Impact.eff) with 6 frames at 25 fps.
BMPMAN: Found EFF (particleexp01.eff) with 21 frames at 20 fps.
TBM  =>  Starting parse of 'Zathras-wep.tbm' ...
TBM  =>  Starting parse of 'additional-shp.tbm' ...
WARNING: "Too many ship classes before 'Sinclair's Aurora'; maximum is 130, so only the first 130 will be used Please check also the debug log as it may contain other ship classes which are over the limit" at ship.cpp:3089
Warning: Too many ship classes before 'Ivanova's Aurora'
Warning: Too many ship classes before 'DI Thorun'
Warning: Too many ship classes before 'TS Fighter'
Warning: Too many ship classes before 'EA Avenger'
Warning: Too many ship classes before 'Babylon 4 (S1)'
Warning: Too many ship classes before 'KI Lordship'
Warning: Too many ship classes before 'MR Thoughtforce'
Warning: Too many ship classes before 'TS Dark Knife'
Warning: Too many ship classes before 'TR Triumviron'
Warning: Too many ship classes before 'DI Sekhmet'
Warning: Too many ship classes before 'TS Capital'
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
Warning: Too many ship classes before 'Earth Landscape'
Warning: Too many ship classes before 'DF Fanged Serpent'
Warning: Too many ship classes before 'EA Thunderbolt#Bomber'
Warning: Too many ship classes before 'PSI Thunderbolt#Bomber'
Warning: Too many ship classes before 'DF Sunhawk'
BMPMAN: Found EFF (rockexp01.eff) with 96 frames at 24 fps.
TBM  =>  Starting parse of 'FH2261-str.tbm' ...
TBM  =>  Starting parse of 'XmasNBG-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1674
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)
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
Frame  0 too long!!: frametime = 1.344 (1.344)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% 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 ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (JumpIn01.eff) with 61 frames at 22 fps.
BMPMAN: Found EFF (JumpOut02.eff) with 61 frames at 22 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xcaae6bc9, IBX checksum: 0x0ac05210 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 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 to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xc1fa90c1, IBX checksum: 0x9999d69a -- "shockwave.pof"
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Achen Schooling Flight.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Instructor
Using alternate ship type name: ---
Using alternate ship type name: ---
Using alternate ship type name: Old EA Tiger
Using alternate ship type name: ---
Using alternate ship type name: Old EA Aurora MK1
Using alternate ship type name: EA Schooling Ship
Starting mission message count : 196
Ending mission message count : 264
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'aurora.pof'
IBX: Found a good IBX to read for 'aurora.pof'.
IBX-DEBUG => POF checksum: 0xdaff0dfd, IBX checksum: 0x767d3842 -- "aurora.pof"
Loading model 'lifepod.pof'
IBX: Found a good IBX to read for 'lifepod.pof'.
IBX-DEBUG => POF checksum: 0x657fe023, IBX checksum: 0xe0d247c4 -- "lifepod.pof"
Loading model 'tiger.pof'
IBX: Found a good IBX to read for 'tiger.pof'.
IBX-DEBUG => POF checksum: 0x4b28ff85, IBX checksum: 0x5097508a -- "tiger.pof"
BMPMAN: Found EFF (ea-debris01-glow.eff) with 53 frames at 7 fps.
BMPMAN: Found EFF (narndebris01-glow.eff) with 53 frames at 30 fps.
Loading model 'aurora_line.pof'
IBX: Found a good IBX to read for 'aurora_line.pof'.
IBX-DEBUG => POF checksum: 0xb8a225e8, IBX checksum: 0x0b43867c -- "aurora_line.pof"
Loading model 'hyperion.pof'
IBX: Found a good IBX to read for 'hyperion.pof'.
IBX-DEBUG => POF checksum: 0xfc5ef3bc, IBX checksum: 0x7022e548 -- "hyperion.pof"
Potential problem found: Unrecognized type subsystem 'reactor01a', believed to be in ship hyperion.pof
Potential problem found: Unrecognized type subsystem 'reactor02a', believed to be in ship hyperion.pof
Potential problem found: Unrecognized type subsystem 'reactor03a', believed to be in ship hyperion.pof
Potential problem found: Unrecognized type subsystem 'reactor04a', believed to be in ship hyperion.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship hyperion.pof
Allocating space for at least 25 new ship subsystems ...  a total of 200 is now available (25 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (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 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.2% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x31 (3.1% wasted)
ANI targhit1 with size 31x21 (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 damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% 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 netlag1 with size 29x30 (6.2% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shield-eaaurora with size 112x93 (27.3% wasted)
ANI shield-eatiger with size 112x93 (27.3% wasted)
ANI shield-eaauroramk1 with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle with size 112x93 (27.3% wasted)
Loading model 'crewshuttle.pof'
IBX: Found a good IBX to read for 'crewshuttle.pof'.
IBX-DEBUG => POF checksum: 0x13fe2d74, IBX checksum: 0x26ddc9a8 -- "crewshuttle.pof"
ANI shield-ealifepod with size 112x93 (27.3% wasted)
ANI shield-crritan with size 112x93 (27.3% wasted)
Loading model 'cratmshuttle.pof'
IBX: Found a good IBX to read for 'cratmshuttle.pof'.
IBX-DEBUG => POF checksum: 0xa1c8461b, IBX checksum: 0x502836cf -- "cratmshuttle.pof"
ANI shield-mflintira with size 112x93 (27.3% wasted)
Loading model 'lintira.pof'
IBX: Found a good IBX to read for 'lintira.pof'.
IBX-DEBUG => POF checksum: 0x04375951, IBX checksum: 0x3755c5fe -- "lintira.pof"
Loading model 'EAvenom1.pof'
IBX: Found a good IBX to read for 'EAvenom1.pof'.
IBX-DEBUG => POF checksum: 0x6005f569, IBX checksum: 0x5ceb4b38 -- "EAvenom1.pof"
Model EAvenom1.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAvenom2.pof'
IBX: Found a good IBX to read for 'EAvenom2.pof'.
IBX-DEBUG => POF checksum: 0x8e1456ea, IBX checksum: 0x0ac07c58 -- "EAvenom2.pof"
Model EAvenom2.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
BMPMAN: Found EFF (trailrail.eff) with 11 frames at 10 fps.
Loading model 'valasdil.pof'
IBX: Found a good IBX to read for 'valasdil.pof'.
IBX-DEBUG => POF checksum: 0x7297ecbb, IBX checksum: 0xdbb306ea -- "valasdil.pof"
Model valasdil.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nothing.pof'
IBX: Found a good IBX to read for 'nothing.pof'.
IBX-DEBUG => POF checksum: 0x307871d7, IBX checksum: 0x4d993d84 -- "nothing.pof"
Model nothing.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x81c84806 -- "cmeasure01.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x89724087 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xd816ca2d -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x6d576a63 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.2% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x31 (3.1% wasted)
ANI targhit1.ani with size 31x21 (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 damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% 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 netlag1.ani with size 29x30 (6.2% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-eaaurora.ani with size 112x93 (27.3% wasted)
ANI shield-eatiger.ani with size 112x93 (27.3% wasted)
ANI shield-eaauroramk1.ani with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle.ani with size 112x93 (27.3% wasted)
ANI shield-ealifepod.ani with size 112x93 (27.3% wasted)
ANI shield-crritan.ani with size 112x93 (27.3% wasted)
ANI shield-mflintira.ani with size 112x93 (27.3% 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: 1668/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 408,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI ea_logo.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 8.848 (8.848)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI 2_vid-eaaurora.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_vid-eaaurora.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
Loading model 'EAvenom1_tech.pof'
IBX: Found a good IBX to read for 'EAvenom1_tech.pof'.
IBX-DEBUG => POF checksum: 0xf9347c83, IBX checksum: 0x9ce630fc -- "EAvenom1_tech.pof"
Model EAvenom1_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAvenom2_tech.pof'
IBX: Found a good IBX to read for 'EAvenom2_tech.pof'.
IBX-DEBUG => POF checksum: 0x1725df00, IBX checksum: 0xcacd079c -- "EAvenom2_tech.pof"
Model EAvenom2_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  29.284
1790 frames executed in  30.004 seconds,  59.659 frames per second.
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 128
MISSION LOAD: 'Achen Schooling Flight.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Instructor
Using alternate ship type name: ---
Using alternate ship type name: ---
Using alternate ship type name: Old EA Tiger
Using alternate ship type name: ---
Using alternate ship type name: Old EA Aurora MK1
Using alternate ship type name: EA Schooling Ship
Starting mission message count : 196
Ending mission message count : 264
Current soundtrack set to -1 in event_music_reset_choices
Allocating space for at least 25 new ship subsystems ...  a total of 200 is now available (25 in-use).
OpenGL: Reusing 512x512 FBO!
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
Paging in mission messages
Stopping model page in...
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
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: 1747/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 390,  Estimated count = 425
================================================
Entering game at time = 124.014
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
STUB: dscap_close in /Users/lang/myprojects/fs2open_3_6_10_branch/projects/Xcode/../../code/sound/ds.cpp at line 4378, thread 334
Freeing all existing models...
... Log closed, Tue Mar 23 02:06:35 2010

If anyone knows of another reliable location for a good TBP Inferno build for Mac, by all means let me know and I'll give it a shot. However I'd have expected more symptoms than graphical glitches if the builds I have tried where not in fact up-to-date Inferno builds seeing as I have played a number of missions that are supposed to require inferno. The only other thing that comes to mind is that despite the launcher being pointed at a 3.6.10 INF engine, somehow FSO is initializing with something else. Is this possible?

Unless E or anyone else has another idea, my next step will probably be to dump all my FS2 files into a ZIP archive and purge the rest along with all the library data, re-download TBP and an Inferno and see if the fresh instal performs any differently.
Title: Re: TBP on Linux/MacOSX
Post by: The E on March 23, 2010, 08:11:35 am
Huh. ISTR seeing bugs like this before, I think they were Mac-specific.

Now, regarding builds, you could try and use the 3.6.12 RC1 builds found here: http://www.hard-light.net/forums/index.php?topic=68190.0

See if the error appears on those.
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on March 23, 2010, 09:22:27 am
Yup there's been some issues on the Mac with GLSL at least for some time.  Try running -no_glsl and don't use environment maps and see if that clears anything up.
Title: Re: TBP on Linux/MacOSX
Post by: Urthona on March 25, 2010, 08:47:07 pm
Thanks for the suggestions. Unfortunately neither a 3.6.12 INF build nor the -no_glsl tag had any effect on the issue. I had rather assumed (and still do more-or-less) that this is an environment mapping issue seeing as that's where the problem seems to be showing up on the models. However disabling environment mapping is not turning it off.

Currently this is what my cmndline_fso.cfg file looks like:

Code: [Select]
-spec -glow -normal -3dshockwave -ambient_factor 65.00 -spec_exp 11 -spec_point 0.6 -spec_static 0.8 -spec_tube 0.6 -clipdist 1 -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -orbradar -rearm_timer -no_glsl -mod Zathras
Here are a couple more SS's with those settings:

(http://farm3.static.flickr.com/2677/4463116023_1844efa966_b.jpg)
I'm not sure where it's coming from from, but you'll note that you can actually read "V3.6.12 INFERNO" in the reflection on this image

(http://farm5.static.flickr.com/4059/4463893712_93f7008cd7_b.jpg)

Given that this effect is exactly the same whether the -env tag is active or not, is it possible that the engine is somehow ignoring some of the .cfg tags? Or am I incorrect in assuming that this effect is located on the environment map?

One more thing of note is that whatever is occurring, it is located in the collection of events that are executed as a mission loads. Often simply selecting "Yes, Restart" will produce a somewhat different result in the way the mapping is rendered.
Title: Re: TBP on Linux/MacOSX
Post by: Urthona on March 26, 2010, 04:02:03 am
Fixed!

At least sort of... I went through and checked every single 3D related box in the trouble shooting tab and un-checked them one by one. Turns out that "-disable_fbo" results in clean models with no apparent reflective mapping (though I've only looked at it in one mission so far). I had thought "OpenGL RenderTargets" referred to the 3D models in the targeting box in the lower left of the screen so I'm not sure what this is actually interacting with, but it did eliminate the glitches.
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on March 26, 2010, 09:59:03 am
So the FBO is somehow not getting cleared, or some such.  I'm guessing on the card itself the FBO is shared with the framebuffered desktop, so it looks like we're not accessing it properly or something.  That might actually help track this long running bug down.
Title: Re: TBP on Linux/MacOSX
Post by: Jeff Vader on April 09, 2010, 09:23:06 am
Oi. The first post was horrible. I tried fixing it so that it would say something other than "Go away, Mac/Linux users" and would be somewhat up to date. But, not having played TBP in a long while, I encourage certain people *cough*FUBARandVidmaster*cough* to do something so that potential Mac/Linux players aren't unnecessarily scared away.
Title: Re: TBP on Linux/MacOSX
Post by: Don-DiZzLe on May 18, 2010, 07:08:21 am
Dunno if im doint sumting wrong, but i followed all the instructions on the first page and now when i try to start TBP i get a message saying der are like 27 errors due to the mod im using. The main earth minbari war campaign crashes wit a segmentation fault.

These are de commandline flags i use:

fs2_open_INF_r -spec -env -glow -missile_lighting -normal -3dshockwave -cache_bitmaps -dualscanlines -targetinfo -orbradar -ballistic_gauge -rearm_timer -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload -ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -tbp -mod Zathras
Title: Re: TBP on Linux/MacOSX
Post by: praseodym on May 18, 2010, 07:20:16 am
Hi there,

I installed "The Babylon Project" from the repository from
http://www.playdeb.net/updates/ubuntu/9.10/?q=babylon
both in Karmic and Lucid 32 bit. The shipped file fs2-open doesn't work with 64bit Lucid -not even using the ia32-libraries or getlibs- but I found the 64 bit package here:
http://ubuntu.org.ua/getdeb/ubuntu/pool/games/f/fs2-open/
 The debugging-package is also found there. You don't need any launcher for that it creates a starter in your games-menu! If you want to install the .exe-missions, just install them using wine and copy the files using "gksudo nautilus" to the corresponding folders. I also used the Windows-DVD installed with wine and copied the files to that folders and the other missions from the hard-light-forum, too.

Have fun playing
Title: Re: TBP on Linux/MacOSX
Post by: The E on May 18, 2010, 07:45:58 am
That Ubuntu package is outdated. It points to a long obsolete development build of FSO, you're much better off building the game from source yourself.

Dunno if im doint sumting wrong, but i followed all the instructions on the first page and now when i try to start TBP i get a message saying there are like 27 errors due to the mod im using. The main earth minbari war campaign crashes with a segmentation fault.

These are the commandline flags i use:

fs2_open_INF_r -spec -env -glow -missile_lighting -normal -3dshockwave -cache_bitmaps -dualscanlines -targetinfo -orbradar -ballistic_gauge -rearm_timer -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload -ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -tbp -mod Zathras

Please run a debug build and post the fs2_open.log (found in ~/.fs2_open/data).
Title: Re: TBP on Linux/MacOSX
Post by: Don-DiZzLe on May 18, 2010, 09:19:41 am
Ok here it is:

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.
==========================================================================
Opened log '/home/tjuh/.fs2_open/data/fs2_open.log', Tue May 18 16:18:47 2010 ...
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Zathras
  -tbp
Building file index...
Found root pack '/home/tjuh/Downloads/TBP/Zathras/0rph3u5.vp' with a checksum of 0xf4f337da
Found root pack '/home/tjuh/Downloads/TBP/Zathras/Nameplates.vp' with a checksum of 0x6c0007b7
Found root pack '/home/tjuh/Downloads/TBP/Zathras/Revan.vp' with a checksum of 0x2ec9998c
Found root pack '/home/tjuh/Downloads/TBP/Zathras/Vidmaster.vp' with a checksum of 0x506e2e5c
Found root pack '/home/tjuh/Downloads/TBP/Zathras/Z_Multi.vp' with a checksum of 0x80d52635
Found root pack '/home/tjuh/Downloads/TBP/Zathras/Zathras.vp' with a checksum of 0xcab93364
Found root pack '/home/tjuh/Downloads/TBP/B5-C-sp-EMW-3_0.vp' with a checksum of 0x5529d851
Found root pack '/home/tjuh/Downloads/TBP/B5-C-sp-RW-3_0.vp' with a checksum of 0x1ca3d242
Found root pack '/home/tjuh/Downloads/TBP/B5-Core-3_4.vp' with a checksum of 0xbda39a14
Found root pack '/home/tjuh/Downloads/TBP/B5-M-MultiPack-1_0.vp' with a checksum of 0xdcf27819
Found root pack '/home/tjuh/Downloads/TBP/root_fs2.vp' with a checksum of 0x7738890b
Found root pack '/home/tjuh/Downloads/TBP/sparky_fs2.vp' with a checksum of 0x7738890b
Found root pack '/home/tjuh/Downloads/TBP/sparky_hi_fs2.vp' with a checksum of 0x7738890b
Found root pack '/home/tjuh/Downloads/TBP/stu_fs2.vp' with a checksum of 0x7738890b
Searching root '/home/tjuh/.fs2_open/Zathras/' ... 33 files
Searching root '/home/tjuh/.fs2_open/' ... 37 files
Searching root '/home/tjuh/Downloads/TBP/Zathras/' ... 0 files
Searching root pack '/home/tjuh/Downloads/TBP/Zathras/0rph3u5.vp' ... 79 files
Searching root pack '/home/tjuh/Downloads/TBP/Zathras/Nameplates.vp' ... 346 files
Searching root pack '/home/tjuh/Downloads/TBP/Zathras/Revan.vp' ... 131 files
Searching root pack '/home/tjuh/Downloads/TBP/Zathras/Vidmaster.vp' ... 1 files
Searching root pack '/home/tjuh/Downloads/TBP/Zathras/Z_Multi.vp' ... 28 files
Searching root pack '/home/tjuh/Downloads/TBP/Zathras/Zathras.vp' ... 167 files
Searching root '/home/tjuh/Downloads/TBP/' ... 7 files
Searching root pack '/home/tjuh/Downloads/TBP/B5-C-sp-EMW-3_0.vp' ... 188 files
Searching root pack '/home/tjuh/Downloads/TBP/B5-C-sp-RW-3_0.vp' ... 724 files
Searching root pack '/home/tjuh/Downloads/TBP/B5-Core-3_4.vp' ... 7607 files
Searching root pack '/home/tjuh/Downloads/TBP/B5-M-MultiPack-1_0.vp' ... 38 files
Searching root pack '/home/tjuh/Downloads/TBP/root_fs2.vp' ... 3 files
Searching root pack '/home/tjuh/Downloads/TBP/sparky_fs2.vp' ... 3 files
Searching root pack '/home/tjuh/Downloads/TBP/sparky_hi_fs2.vp' ... 3 files
Searching root pack '/home/tjuh/Downloads/TBP/stu_fs2.vp' ... 3 files
Found 18 roots and 9398 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.12.854

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 7600 GS/AGP/SSE2/3DNOW!
  OpenGL Version    : 2.1.2 NVIDIA 195.36.24

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

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 4 (4)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 29 frames at 22 fps.
BMPMAN: Found EFF (exp04.eff) with 40 frames at 21 fps.
BMPMAN: Found EFF (exp05.eff) with 51 frames at 22 fps.
BMPMAN: Found EFF (exp06.eff) with 71 frames at 23 fps.
BMPMAN: Found EFF (Shockwave01.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Shockwave02.eff) with 146 frames at 30 fps.
BMPMAN: Found EFF (Shockwave03.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Shockwave04.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Disruptor_Impact.eff) with 6 frames at 25 fps.
BMPMAN: Found EFF (particleexp01.eff) with 21 frames at 20 fps.
TBM  =>  Starting parse of 'Zathras-wep.tbm' ...
WARNING: "Invalid engine wash name Default100 specified for subsystem engine01a in ship class Starliner Asimov" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine02a in ship class Starliner Asimov" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine03a in ship class Starliner Asimov" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine04a in ship class Starliner Asimov" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine01 in ship class Earth Force One" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine02 in ship class Earth Force One" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine03 in ship class Earth Force One" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine04 in ship class Earth Force One" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem enginea in ship class Raider Carrier" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine01a in ship class Raider Battlewagon" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine02a in ship class Raider Battlewagon" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine03a in ship class Raider Battlewagon" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine04a in ship class Raider Battlewagon" at ship.cpp:2824
WARNING: "Invalid engine wash name MediumWash specified for subsystem Engine01 in ship class CR Scarab" at ship.cpp:2824
WARNING: "Invalid engine wash name MediumWash specified for subsystem Engine02 in ship class CR Scarab" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine01 in ship class CR Vorchan" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine02 in ship class CR Vorchan" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine01 in ship class CR Primus" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine02 in ship class CR Primus" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine01 in ship class CR Secundus" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine02 in ship class CR Secundus" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine01 in ship class ISA Whitestar" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine02 in ship class ISA Whitestar" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem enginea in ship class DH Fighter" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine01a in ship class DH Raider" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine in ship class VE Transport" at ship.cpp:2824
WARNING: "Invalid engine wash name Default100 specified for subsystem engine in ship class VE Cruiser" at ship.cpp:2824
TBM  =>  Starting parse of 'additional-shp.tbm' ...
TBM  =>  Starting parse of 'earthland-shp.tbm' ...
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
BMPMAN: Found EFF (rockexp01.eff) with 96 frames at 24 fps.
TBM  =>  Starting parse of 'FH2261-str.tbm' ...
TBM  =>  Starting parse of 'XmasNBG-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 777
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Frame  0 too long!!: frametime = 0.932 (0.932)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 5.838 (5.838)
Frame  0 too long!!: frametime = 5.846 (5.846)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
STUB: dscap_close in sound/ds.cpp at line 3864, thread 11138
Freeing all existing models...
... Log closed, Tue May 18 16:19:29 2010
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on May 18, 2010, 03:40:47 pm
You probably aren't doing anything wrong.  There are some errors caught by 3.6.13 that were not caught in 3.6.10.  Although it says 27 there is really only 1 just 27 copies of it.    I already have fixes for these.  You should be able to skip them without problem as it's just engine wash info. 
Title: Re: TBP on Linux/MacOSX
Post by: Don-DiZzLe on May 19, 2010, 11:16:24 am
Ive seen recommended flags for use wit the mediavps and even wingcommander saga prologue has some recommended flags. Does TBP also have some recommended flags like -fov 0.65 -spec_exp 7.0 -spec_tube 5.0 -spec_point 8.6 -spec_static 3.0 -ambient_factor 75 or whatever?
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on May 19, 2010, 02:21:53 pm
Yes there are. Probably should have posted them since they only show up by default for windows users.  This is what I have currently: 

-ambient_factor 65 -spec -glow -env -mipmap -nomotiondebris -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -tbp -snd_preload

Granted that may not be the original but it should be close.  Probably should do some testing without -mipmap and see what happens. 

Title: Re: TBP on Linux/MacOSX
Post by: Jeff Vader on May 29, 2010, 12:33:05 am
Then again, lighting flags can hardly be "recommended". They can certainly give a direction, but monitors/opinions vary, and what looks excellent for one might look meh to another.
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on May 29, 2010, 10:07:22 am
FOV has one of the biggest effects on gameplay too.  Changing it can do anything from cause fisheye effect to making everything in a mission seem massive.
Title: Re: TBP on Linux/MacOSX
Post by: Heath on May 29, 2010, 11:41:58 pm
Just found out about this game!  I'm a HUGE Babylon 5 fan and can't wait to dive into it.

I am having some graphic problems on my system and I'm hoping someone can help me figure it out.  Here are my system specs:

OS: Ubuntu 10.04
Processor: Intel Core 2 Quad Q6600 Kentsfield 2.4GHz
RAM: 6 GB
Graphics:     MSI N9800GT-T2D512-OC GeForce 9800 GT 512MB 256-bit GDDR3 PCI Express 2.0 x16
Video Resolution: 1440x900

The problem is the graphics are slow, especially in the menus.  In the menus, the pointer doesn't move at all.  It just disappears and reappears somewhere else on the screen as I move my mouse.  The actual gameplay is better.  It's playable, but the framerate seems rather low.  Changing the video options in-game doesn't seem to change anything one bit.  From "Low" to "Very High" nothing changes.  I tried the YAL launcher and that doesn't seem to make any changes either.  I've tried adjusting everything from one extreme to the other and the game looks the same every time.

Anybody have a clue?
Title: Re: TBP on Linux/MacOSX
Post by: jr2 on May 30, 2010, 09:02:50 pm
Have you installed the proprietary drivers (closed-source, from nVidia, but has better hardware support) on ubuntu?

EDIT: Oh, and

:welcome:
Title: Re: TBP on Linux/MacOSX
Post by: Heath on May 30, 2010, 11:24:00 pm
I did have the proprietary drivers installed (I went through that when trying to get Compiz working and all tricked out), but I upgraded and that seems to have done the trick!  I was using the version 173 drivers, but upgraded to the current release, and the game is as smooth as silk!

Now, I've just gotta get a new flight stick.  Playing with the mouse is rough!
Title: Re: TBP on Linux/MacOSX
Post by: potterman28wxcv on June 06, 2010, 07:52:48 am
Hi all, I installed the babylon project for ubuntu 10.04, the game works very good, but I don't have any key assigned to the command functions numbers (the menu that allow you to give order to fighters), do you know how to assign keys for it ? thanks
Title: Re: TBP on Linux/MacOSX
Post by: The E on June 06, 2010, 08:33:25 am
Wait, what?

You shouldn't need to assign keys to those menu entries. By default, "c" will bring up the menu, and you can use the number keys (and in some cases, PgUp and PGDown) to navigate through it (For example, the command for "All fighters, protect my target" would be "c-3-5").
Title: Re: TBP on Linux/MacOSX
Post by: potterman28wxcv on June 06, 2010, 09:12:27 am
I know, but it doesn't work with my keyboard on linux (it's an azerty keyboard, maybe that's why I have this problem..)

I will take a look on the keyboard options of ubuntu

EDIT : I didn't find any option to resolve this problem
EDIT2 I created a new keyboard entry : now my keyboard is considered English; and the commands are working now :-)
Title: Re: TBP on Linux/MacOSX
Post by: Gryffon on January 29, 2011, 11:35:39 am
Hi, guys. I'm late to the party, but hope there's still something left in the punch bowl!

I have just started running TBP/Zathras 3.6.12infSSE2 on a Win XP Pro machine - all seems well so far.

I now want to load it on my MacBook Pro OS X 10.5.8

I read at the opening of the thread, "For our non-Windows users who don't want to copy TBP over from a Windows installation:"

I have REALLY SLOOOOOW (near dial-up) internet speed here, so copying from my Windows machine would be more than acceptable. Could I get some instructions one how to do that (bearing in mind that not only am I new to TBP, but also new to Mac!)

PS I was also figuring on d'ling Soulstorm's launcher next time I am in the big smoke, when I can visit some hamburger joint for a coffee & some Wi-Fi - any feedback on how that is working?
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on January 29, 2011, 03:06:36 pm
Never used a mac myself but I know you can copy the entire directory tree between win, mac, *nix.  Of course you need to get the mac 3.6.12 builds.  As to where you put stuff on a mac I have no idea.
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on January 30, 2011, 11:09:06 am
you can copy your TBP folder from Windows to MacOS X, so no need for a second download.

But - on windows the pilots and the fs2open configuration is stored inside the TBP folder, on MacOS X these files are stored in "[your home folder]/Library/fs2open" . If you use the fs2open application from MacOS X there is a high possibility you corrupt your fs2open pilot(s).

Due to this I have a TBP 3.6.102 MacAPP in my footer, where the pilot etc. is stored in "[your home folder]/Library/TheBabylonProject/" . TBP 3.6.12 MacOS X application available here http://freespace.flatdisc.net/TBP_for_MacOS_X_3612INF.7z (http://freespace.flatdisc.net/TBP_for_MacOS_X_3612INF.7z), but not yet in my footer as I cannot change the footer due to the websoftware update of the HLP forum.

I recommend to use this build for TBP on the Mac with Zathras.

Edit: ok, I got it how to change the sig. Don't forget to use Soulstorms Launcher or modify  [your home folder]/Library/TheBabylonProject/fs2_open.ini" to change screen resolution and your [your home folder]/Library/TheBabylonProject/data/cmdline_fso.cfg" to change your settings.
Title: Re: TBP on Linux/MacOSX
Post by: Gryffon on February 01, 2011, 02:28:20 pm
Thanks, guys. Its nice to know there is still support here.
Now, when I say I am new to Mac, I really mean it.

1)- I know the top of this thread says to download to "a location of your choice". Never done a D'l on a Mac (other than auto patches). On Windows, I would probably create a "Games" folder in my C: Programs, with sub-folders for TBP and FS2. My instinct from that experience would be to duplicate that under the "Applications" folder. (Even in windows, I'm always paranoid that an extraction will just dump all the files & folders in the main folder, and not create a sub-folder, leaving me with 50 or 60 files scattered about to clean up. That's why I usually create a folder structure first, and then, if a sub-folder is created inside the sub-folder, I just cut and paste to escalate the folder structure, then delete the redundant, empty folder. I have no clue how Mac downloads are configured. Sorry about that long-winded explanation, but I just want you to appreciate that I really don't have a clue. So, any recommendations for D'l locations for the 3.6.12, and the Soulstorm launcher that I have (3.1.3)?

2)- As a more serious/strange issue (which gets a mention at the top of the thread), when I try to select the 3.6.12inf build that you link to in the above post, Tinman, I get a page full of Drakh script, or something. I've tried other links as well, elsewhere in the thread, with the same result. I followed the advice to right-click, but I don't get the 'save as' option - it just starts opening. I am using the touch-pad on the MacBook at the moment, if that makes a difference (it shouldn't, but you never know. I could try with a mouse when I get back home, if you think it would help.)

Until I sort this, I didn't think it worthwhile copying my TBP (and fs2) folders across from the Windows machine. So - your advice would be appreciated.

(By the way, if you think a fresh Mac download of everything would be good, I now have access to a friend's High-Speed wireless network, so downloads are now not an issue.)

Cheers
Title: Re: TBP on Linux/MacOSX
Post by: Tinman on February 02, 2011, 12:09:50 pm
1) yes, create a game folder under the "Applications" folder and then one for TBP and FS and so on, I do this the same way

2)in Safari, you have to disable "open safe files automatically" in the Safari preferences (on the bottom). This is good for security reasons.
then, right mouse "save as" will work to download. You need 7xX to extract the archive.

I'm not on an English MacOS X so I don't know the exact wording.

HTH
Title: Re: TBP on Linux/MacOSX
Post by: Gryffon on February 03, 2011, 11:51:34 am
Bless you, Tinman, you really do have a heart!

I'm swamped at the moment, but in the next few days, I'll have a go at all this & let you know how it goes.

Thanks.   :yes:

I hope I don't seem like a pain, suggesting this on a not very active (?) thread, but could Col. Fishguts, or FUBAR or Vidmaster do a small edit to the release notes at post #1?

The Col says, "Note: if you get a page full of gibberish when clicking the download link at FreeSpaceMods, it means that your browser is opening the .7z file. That is weird and shouldn't happen but if it does happen, go back, right-click the download link, select "Save as" or something and save the file to your hard drive."

This was happening to me, but the suggested fix was impossible to execute - the option to SAVE AS is never offered when this 'fault' appears.

In a very recent post, Tinman solved the problem - it is a Safari settings issue, easily resolved (once you know about it!), as below:
"in Safari, you have to disable "open safe files automatically" in the Safari preferences (on the bottom). This is good for security reasons.
then, right mouse "save as" will work to download. You need 7xX to extract the archive. "

Some frustrated Mac users may not bother to get all the way to page 10 of the thread, looking for a solution which is 'covered', but doesn't work, on page 1.
Title: Re: TBP on Linux/MacOSX
Post by: FUBAR-BDHR on February 04, 2011, 12:05:07 am
Info added to first post.
Title: Re: TBP on Linux/MacOSX
Post by: Tronic on June 05, 2011, 01:43:05 pm
This may be a stupid question but if the Zathras mod is required for playing TBP, why isn't it included by default?
Title: Re: TBP on Linux/MacOSX
Post by: Jeff Vader on June 05, 2011, 03:28:21 pm
This may be a stupid question but if the Zathras mod is required for playing TBP, why isn't it included by default?
Heavy disputes and disagreements with the previous project lead of TBP. Basically he insisted that TBP not modified in any way anymore, so Zathras is essentially a patch which you must download separately. TBP itself isn't modified but improvements can still be made. Everyone is happy.
Title: Re: TBP on Linux/MacOSX
Post by: HAZARDLEADER on December 31, 2011, 11:36:28 pm
I was loading the mission "slipping the neuse" the loading bar only went one little oval thing and stopped, i waited, then force quited, and the following message occured (look at the picture)
please somebody help me resolve this.




if it helps i am running 3.6.12 media vps, and fs open 3.6.12 build not inferno build



[attachment deleted by a basterd]
Title: Re: TBP on Linux/MacOSX
Post by: Jeff Vader on January 01, 2012, 01:17:52 pm
if it helps i am running 3.6.12 media vps, and fs open 3.6.12 build not inferno build
Dunno if this is the problem but it certainly is a problem.
Title: Re: TBP on Linux/MacOSX
Post by: The E on January 01, 2012, 01:24:59 pm
Are you quite certain that you are actually playing The Babylon Project?
Title: Re: TBP on Linux/MacOSX
Post by: HAZARDLEADER on January 01, 2012, 06:04:52 pm
Yes, zathras thing installed also, it did this before and after i installed the zathras thing, it does the same thing with the inferno build, do i need anthing else other than the zathras thing, or did i mis somthing on the main page
Title: Re: TBP on Linux/MacOSX
Post by: pecenipicek on January 01, 2012, 06:42:49 pm
TBP and Zathras are NOT to be used as mods together with standard freespace stuff. TBP stuff needs to be separate from any and all freespace 2 data, since its you know, STANDALONE.



Spoiler:
unless something massively changed with TBP, but i wouldnt know and i digress anyhow.
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on January 01, 2012, 10:27:35 pm
since its you know, STANDALONE.

He may not actually know, you know.
Title: Re: TBP on Linux/MacOSX
Post by: HAZARDLEADER on January 02, 2012, 09:16:13 am
I was told it required zathras, to be installed  :banghead:  :hopping:  :confused:   :mad:  :nono:
the  veil of misinformation will be collapsed
Title: Re: TBP on Linux/MacOSX
Post by: The E on January 02, 2012, 09:32:31 am
Yes, TBP requires Zathras. However, as it is a full total conversion, it does not require FS2 data files and mods. Installing it in the same directory where you put FS2 might create errors.

As for the error message, it indicates a mistake made in the mission's event structure.
Title: Re: TBP on Linux/MacOSX
Post by: jureka on September 28, 2013, 07:30:59 am
Hi guys. I am trying to get this glorious piece of art up and running, however I have encountered an error. I am running OS X 10.8.5 on a MBP '13 mid 2009.

Note: when I say "I installed" I mean I installed it in a wine wrapper (almost no errors, can't remember) and moved outside to use with a launcher.

First I have downloaded and istalled FS2 from GOG, then I downloaded the open jar patcher/updater and let it patch everything. I downloaded wxLauncher and got base game up and running. It works flawlessy on max detailes. Sweet.

Now I know this is a standalone (lol @ups), and I installed both the newest and (later) the already installed one I found here on the forums ziped made for mac.I put the game directory in /User/Library.  I installed the newest Zathras patch on both.  I also got Inferno launcher and put it in the game directory  also. It starts, I see the splash screen, hangs, quits. Error.

Code: [Select]
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'slasher-mus.tbm' ...
slasher-mus.tbm(line 73:Error: Required token = [#Menu Music Start] or [#SoundTrack Start], found [#end] .
ERROR: slasher-mus.tbm(line 73:
Error: Required token = [#Menu Music Start] or [#SoundTrack Start], found [#end] .

File: /Users/lang/myprojects/fs2open_3_6_10_branch/projects/Xcode/../../code/parse/parselo.cpp
Line: 670

Now here is the whole /User/Library/FS2_Open/data/fs2_open.log (I guess this is the one where inferno luncher writes to as this one shows me the error.
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.
==========================================================================
Opened log '/Users/jurek/Library/FS2_Open/data/fs2_open.log', Fri Sep 27 09:49:42 2013 ...
FreeSpace version: 3.6.10
Passed cmdline options:
  -ambient_factor 65
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -tbp
Building file index...
Found root pack '/Users/jurek/Library/The Babylon Project/0rph3u5.vp' with a checksum of 0x6d372449
Found root pack '/Users/jurek/Library/The Babylon Project/B5-C-sp-EMW-3_0.vp' with a checksum of 0x5529d851
Found root pack '/Users/jurek/Library/The Babylon Project/B5-C-sp-RW-3_0.vp' with a checksum of 0x1ca3d242
Found root pack '/Users/jurek/Library/The Babylon Project/B5-Core-3_4.vp' with a checksum of 0xbda39a14
Found root pack '/Users/jurek/Library/The Babylon Project/B5-M-MultiPack-1_0.vp' with a checksum of 0xdcf27819
Found root pack '/Users/jurek/Library/The Babylon Project/emi_100.vp' with a checksum of 0x3f3cdae5
Found root pack '/Users/jurek/Library/The Babylon Project/Gun.vp' with a checksum of 0x844bf030
Found root pack '/Users/jurek/Library/The Babylon Project/Nameplates.vp' with a checksum of 0x0b2a6520
Found root pack '/Users/jurek/Library/The Babylon Project/Revan.vp' with a checksum of 0x1e51cb13
Found root pack '/Users/jurek/Library/The Babylon Project/Root_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/jurek/Library/The Babylon Project/Slasher.vp' with a checksum of 0xcbd3edf3
Found root pack '/Users/jurek/Library/The Babylon Project/sparky_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/jurek/Library/The Babylon Project/sparky_hi_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/jurek/Library/The Babylon Project/stu_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/jurek/Library/The Babylon Project/Vidmaster.vp' with a checksum of 0x1909b040
Found root pack '/Users/jurek/Library/The Babylon Project/Z_Advanced.vp' with a checksum of 0xdd9dffef
Found root pack '/Users/jurek/Library/The Babylon Project/Z_Multi.vp' with a checksum of 0xed9ea0f6
Found root pack '/Users/jurek/Library/The Babylon Project/Zathras.vp' with a checksum of 0xe2de921c
Searching root '/Users/jurek/Library/FS2_Open/' ... 2 files
Searching root '/Users/jurek/Library/The Babylon Project/' ... 9 files
Searching root pack '/Users/jurek/Library/The Babylon Project/0rph3u5.vp' ... 65 files
Searching root pack '/Users/jurek/Library/The Babylon Project/B5-C-sp-EMW-3_0.vp' ... 188 files
Searching root pack '/Users/jurek/Library/The Babylon Project/B5-C-sp-RW-3_0.vp' ... 724 files
Searching root pack '/Users/jurek/Library/The Babylon Project/B5-Core-3_4.vp' ... 7607 files
Searching root pack '/Users/jurek/Library/The Babylon Project/B5-M-MultiPack-1_0.vp' ... 38 files
Searching root pack '/Users/jurek/Library/The Babylon Project/emi_100.vp' ... 327 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Gun.vp' ... 14 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Nameplates.vp' ... 349 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Revan.vp' ... 131 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Root_fs2.vp' ... 3 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Slasher.vp' ... 22 files
Searching root pack '/Users/jurek/Library/The Babylon Project/sparky_fs2.vp' ... 3 files
Searching root pack '/Users/jurek/Library/The Babylon Project/sparky_hi_fs2.vp' ... 3 files
Searching root pack '/Users/jurek/Library/The Babylon Project/stu_fs2.vp' ... 3 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Vidmaster.vp' ... 7 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Z_Advanced.vp' ... 114 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Z_Multi.vp' ... 50 files
Searching root pack '/Users/jurek/Library/The Babylon Project/Zathras.vp' ... 430 files
Found 20 roots and 10089 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 640x480 with 16-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 16, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA GeForce 9400M OpenGL Engine
  OpenGL Version    : 2.1 NVIDIA-8.16.74 310.40.00.10f02

  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".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Shader in_error!  Disabling GLSL!

  Max texture units: 8 (8)
  Max elements vertices: 1048575
  Max elements indices: 150000
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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.
ANI radar1 with size 130x106 (17.2% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'slasher-mus.tbm' ...
slasher-mus.tbm(line 73:Error: Required token = [#Menu Music Start] or [#SoundTrack Start], found [#end] .
ERROR: slasher-mus.tbm(line 73:
Error: Required token = [#Menu Music Start] or [#SoundTrack Start], found [#end] .

File: /Users/lang/myprojects/fs2open_3_6_10_branch/projects/Xcode/../../code/parse/parselo.cpp
Line: 670

I am going to try get it running on windows and then move to osx, but for now... maybe somebody can write an up-to-date howto?

Thanks in advance!
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on September 28, 2013, 08:22:16 am
All you should need is the data from the latest version of tbp,, the zathras updates, wxlauncher, and the native os x .app, either 3.6.18 or 3.7.0, whichever zathras is currently stable with.  You can go ahead and install FS2 as well, but definitely don't put them in the same folder.  If zathras works with 3.7.0 now, you won't need inferno anything.
Title: Re: TBP on Linux/MacOSX
Post by: jureka on September 28, 2013, 03:34:57 pm
Ok so it works with the FS2 Open launcher (3.7.0) and Inferno 3.6.12 (I had 3.6.10). Should I still use Inferno over the other one?

BTW If anyone who was involved in making this game is reading this, kudos to you, this is so amazing amount of work! I am speachless.
Title: Re: TBP on Linux/MacOSX
Post by: AdmiralRalwood on September 28, 2013, 04:46:19 pm
Ok so it works with the FS2 Open launcher (3.7.0) and Inferno 3.6.12 (I had 3.6.10). Should I still use Inferno over the other one?

BTW If anyone who was involved in making this game is reading this, kudos to you, this is so amazing amount of work! I am speachless.
The Inferno builds stopped being a separate thing way back in... 3.6.14, I think. Plus, 3.7.0 uses an entirely new pilot code. No, you should not prefer a massively outdated executable over the newest stable release.
Title: Re: TBP on Linux/MacOSX
Post by: Treki26 on August 26, 2014, 09:05:44 am
Where do you put FS2_open-inferno.app?
Title: Re: TBP on Linux/MacOSX
Post by: chief1983 on August 26, 2014, 09:24:58 am
You should probably be using a newer non-Inferno build on OS X to play TBP, with the latest Zathras patch.  The recommended build should be in the Zathras release post.