Hard Light Productions Forums

Hosted Projects - FS2 Required => Just Another Day => Topic started by: Axem on December 31, 2013, 10:53:22 pm

Title: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on December 31, 2013, 10:53:22 pm
Releasing with some slight changes so I can greedily take the award for "latest 2013 release"...

Just Another Day Xtreme Arcade is a mini-release, meant to let you have fun with the weird and zany gameplay that JAD2.22 will have. Or not, maybe I'll change it all again the next time I release. Things are always changing! But for the meantime, play these short and fun missions.

The central gimmick of the missions is BERSERK mode, where you destroy enemies to gain berserk power, which eventually lets you power your ship and weapons up to overpowered levels. And from there, you destroy everything in your way. It's all explained in the missions and stuff if you need more detail, though I don't know why, its so simple!

So have fun!


REQUIREMENTS:
FreeSpace 2 (you know you got it!)
FSO3.7.2 or later
A launcher (I like this one http://www.hard-light.net/forums/index.php?topic=67950.0)
2014 Mediavps (http://www.hard-light.net/forums/index.php?board=120.0)
Just Another Day 2.21 (earlier versions did not need JAD2.21, but that has changed now!)

DOWNLOADS:
Use the FSO Installer! (http://www.hard-light.net/forums/index.php?topic=87537.0)
Advanced users can download the archive here (http://lazymodders.fsmods.net/releases/campaigns/JADXA.rar). Just throw the contents in a folder called /JAD2-2/.

KNOWN ISSUES
The Titan is missing a texture, grab this package (http://www.hard-light.net/forums/index.php?topic=77834.0) for your mediavps if it really bothers you. The Titan is in a single mission and doesn't really do anything, so its a low priority fix right now. But I will fix it for the next release! That's like fixed, yo.
If you take too long during the Sathanas boss during the Endless Gauntlet, the game may crash. Work around for now is to finish the mission faster!

Thanks for downloading!

Oh and pics to gawk at while waiting for it to download...

(http://lazymodders.fsmods.net/axemart/FreeSpace/Campaigns/JAD/JAD222/hub1.jpg)
(http://lazymodders.fsmods.net/axemart/FreeSpace/Campaigns/JAD/JAD222/delta1race5.jpg)
(http://lazymodders.fsmods.net/axemart/FreeSpace/Campaigns/JAD/JAD222/axem3.jpg)

(now to worry about horrible bugs and things I have forgotten)
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Rodo on January 01, 2014, 12:44:02 am
HA! Downloading now.
Will play tomorrow when not under the effects of alcohol. (though it might be a good idea to try anyway...)
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: niffiwan on January 01, 2014, 02:52:56 am
oooh. I didn't expect this to be released now; downloading :D
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Oddgrim on January 01, 2014, 05:17:00 am
RIP AND TEAR I AM DOWNLOADING.

Drew this while waiting for download, seems like doom marine is a bit confused.

(http://img838.imageshack.us/img838/9733/d0mv.png)
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: MatthTheGeek on January 01, 2014, 05:34:47 am
And this time again, stuff gets released while I am not on my main comp.

EVERY. ****ING. TIME.

Like, literally.

Can't wait to try this one out. Now get to that newsletter already.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Spoon on January 01, 2014, 09:30:45 am
Quote
Releasing with some slight changes so I can greedily take the award for "latest 2013 release"...
RELEASE - Just Another Day Xtreme Arcade on: January 01, 2014, 05:53:22

Not on my clock you havent!
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Veers on January 01, 2014, 10:00:08 am
3am in the morning?, I didn't want to sleep anyway!
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Rodo on January 01, 2014, 10:27:06 am
Ahhh fu damn boss, stop teleporting and ****. Just die fasttttt!
Edit: btw, where's the high scores thread?
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: MatthTheGeek on January 02, 2014, 02:32:27 pm
Bug reportssss!

- While flying the Rhea with promS + Maxim, when entering overdrive and then reverting to normal, the maxim disappeared and the promS ended up in the maxim bank (on the side).

More info if I manage to reproduce.

(http://img585.imageshack.us/img585/3874/j1v2.png)

- Sometimes upgraded piranhas explode at launch, causing unavoidable instadeath.

- You can't go back to the hub without either winning the mission or resetting the campaign (which makes you loose your scores). It should be easy to work around that by setting the missions as SOC loops.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Spoon on January 02, 2014, 02:44:35 pm
Not heaven's fireā„¢ only explode 'on launch' when something is close when you launch them. (Detonation radius of 90) or when you hit secondary again right as you launch them. I've never had them explode in my face in any other scenario ever. I'm not dismissing your claims of bugged weaponry as false, I'm just dismissing them as a user error. And thus making you look incompetent and stupid. You can thank me now or later.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: MatthTheGeek on January 02, 2014, 02:47:25 pm
Wait, it's got proximity detonator?

FSO can do that?
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: General Battuta on January 02, 2014, 02:49:39 pm
Yeah you can detonate at a certain range from target.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: MatthTheGeek on January 02, 2014, 02:58:16 pm
You mean range from any enemy, right? Cause I dumbfire em, so there was no target.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: MatthTheGeek on January 02, 2014, 03:06:20 pm
Oh ****, I just understood why sometimes my ship turns like ****.

Sometimes when exiting Berserker mode I end up in the Ares instead of the Ezechiel I was flying. Weird ****. More info if I manage to reliably reproduce.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on January 02, 2014, 03:09:20 pm
Are you playing with a recent nightly? There was a bug with lua ship index numbers until semi-recently. The recommended nightly should not have the problem.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: MatthTheGeek on January 02, 2014, 03:13:35 pm
Thanks, that's probably it, my build is the latest shadow build that dates from before Christmas. I just came back :<
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Spoon on January 02, 2014, 03:58:56 pm
You mean range from any enemy, right? Cause I dumbfire em, so there was no target.
Correct.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Shivan Hunter on January 03, 2014, 12:05:05 am
Just installed. It's pretty awesome and hilarious up until I got the int3()!

fs2_open.looooog (http://pastebin.com/LaGTwzsa)

This is with the Jan 02 nightly, I'll try with 10253 in case something broke since then.

[EDIT] Picking up powerups seems to work fine with 10253. (Yeah I forgot - the crash was right when I grabbed a powerup).

Awesome gameplay you have here!
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: niffiwan on January 03, 2014, 12:23:55 am
I saw that crash once as well, I switched to a non-debug build and I haven't seen it since. Probably need to grab the debugger to get some more info...

Code: [Select]
REFILLING!
ASSERTION: "sig > 0" at object.cpp:1979
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 966
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on January 03, 2014, 09:46:53 pm
FYI the download's been updated, it will work with the 2014 mediavps now. If you want it to work with the new mediavps and don't want to redownload the 200mb mod, open your mod.ini file in a text editor and change the part at the end from

Code: [Select]
secondarylist = mediavps_3612;
to

Code: [Select]
secondarylist = mediavps_2014;
I also removed some maps that the new mediavps have, no point in bloating the download size if I don't have to!

- You can't go back to the hub without either winning the mission or resetting the campaign (which makes you loose your scores). It should be easy to work around that by setting the missions as SOC loops.

You can go back to the hub at the start of the mission, where you select which mode you want to play. There's an abort mission option there. Later, when I feel like FREDding again, I will make a menu pop up asking if you want to go back to the hub if you go Alt-J.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: MatthTheGeek on January 04, 2014, 02:47:19 am
Oh? Completely missed it then, my bad.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Hellzed on January 05, 2014, 03:50:56 am
Is everything in the "data" folder useful ? Or can I completely delete it ?
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on January 05, 2014, 10:14:25 am
Haha, nope. You can delete it. That stuff snuck in there by accident. :) It's removed from the download now.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Hellzed on January 05, 2014, 10:40:45 am
Oh noes... I just spent a few hours making my installer compatible with JADXA because of these files...
And your update means I will have to update the mod descriptor (mostly checksums) for JADXA.

:'(

(silent updates make me really sad... People ask me why the installer says their downloaded files are corrupt...)

Anyway, the good thing is that I can finally test a live  mod update ! (tried a few ones with dummy mods, first real mod update this time !)

EDIT : the update is now online.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Hobbie on January 06, 2014, 03:38:00 am
The main menu music encapsulates everything I know and love about this release.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Shivan Hunter on January 24, 2014, 02:46:08 am
Gratuitous beam cannons, arcadey goodness, and enough snacks to make Jebediah Kerman proud. JAD:XA: What's not to like?

I played this for a bit right after release, and was promptly distracted by FRED. With some prodding by General Battuta, I decided it was about time I returned to this excellent campaign!

(http://i.imgur.com/6KVhhHn.jpg)

JAD:XA's gameplay is all the classic fun of Freespace distilled into four fast-paced, gut-wrenching missions. From tackling endless waves of drones, to attacking the weak spot for massive damage, to racing as fast as possible through a deadly gauntlet of explosions and BEAMZ, JAD:XA has something for everyone - no one will leave disappointed. NO ONE, I say! :hopping:

(http://i.imgur.com/OccTLjD.jpg)

Rip and tear! The introduction of powerups and berserk mode to FS makes for delightfully retro gameplay. Zooming around to pick up scattered powerups to replenish my energy reserves, I was reminded instantly of Descent. Besides being a callback to some amazing and nostalgic games, powerups provide a unique, quick risk/reward scenario that's difficult to achieve in FS otherwise - it got me thinking about how similar systems might be implemented in more serious campaigns.

(http://i.imgur.com/wwWas2f.jpg)

After playing through the missions several times, I haxed some tbls for the lulz.

If I had one complaint to make about JAD:XA, it would be the oft-repeated cliche for any small nugget of perfection: it's short! After repeatedly trying my hand at the four missions, I was left wanting much more. If JAD:XA was meant as a teaser for JAD 2.22's gameplay, then it has definitely achieved its goal. In the meantime, I can only wait and play other amazing Axem campaigns, such as Shadows of Kraken...
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Lykurgos88 on January 24, 2014, 03:43:28 am
This might be a very stupid question, but how does one use the scan mode in the HUB? I mean, after I press Alt+x, I get transparent subscreen in my HUD, but I can't do anything with it. What's the purpose of it?
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: niffiwan on January 24, 2014, 03:58:49 am
Select a target like the fighters, or powerups, and it'll give you extra info about the target.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on January 24, 2014, 07:36:53 am
...

HACKS! CHEATS! UNAUTHORIZED FILES!

...

Glad you liked it!

Also, even with hacked files I'm amazed you can do the space race in under a minute. How on FRED's name did you do the tight spots?
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Shivan Hunter on January 24, 2014, 07:46:40 am
setting all the acceleration values to under 0.4 helped. The Hatshepsut was still fairly problematic! :P
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Lykurgos88 on January 24, 2014, 11:24:57 am
Select a target like the fighters, or powerups, and it'll give you extra info about the target.

ARGH, now I understand my problem!

I had disabled in-game mouse from the main menu options, because I am flying with a joystick, so that's why it didn't seem to work reliably. Now it does.

However I still think that mapping anything to mouse is a bad idea. It's inconvenient as hell for anyone with joystick. Why not spacebar or something instead?

---

Anyway, JADXA is cool as hell! It's perfect for those little household parties, where I pit visitors to compete against each other.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Hobbie on January 24, 2014, 03:48:54 pm
Also, even with hacked files I'm amazed you can do the space race in under a minute. How on FRED's name did you do the tight spots?

...and I'm still trying to get under the three minute mark!
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on January 24, 2014, 05:36:49 pm
Select a target like the fighters, or powerups, and it'll give you extra info about the target.

ARGH, now I understand my problem!

I had disabled in-game mouse from the main menu options, because I am flying with a joystick, so that's why it didn't seem to work reliably. Now it does.

However I still think that mapping anything to mouse is a bad idea. It's inconvenient as hell for anyone with joystick. Why not spacebar or something instead?


I was thinking about non-mouse users, but when I did my survey thingy a couple years ago, a huge majority of players were using kb+mouse and only one had joystick only. And just supporting the mouse was the easiest option for me to script. But it is something I'd like to go back and fix sometime.

Also, glad you really enjoy it. :)
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Husker on February 20, 2014, 09:12:47 am
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -nomotiondebris
  -3dshockwave
  -cache_bitmaps
  -dualscanlines
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod JADXA,mediavps_2014
  -no_glsl
Building file index...
Found root pack 'C:\Games\FreeSpace2\JADXA\jadXA_assets.vp' with a checksum of 0xaae498ad
Found root pack 'C:\Games\FreeSpace2\JADXA\jadXA_root.vp' with a checksum of 0x56c36a24
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\JADXA\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\JADXA\jadXA_assets.vp' ... 2304 files
Searching root pack 'C:\Games\FreeSpace2\JADXA\jadXA_root.vp' ... 57 files
Searching root 'C:\Games\FreeSpace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 93 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 23 roots and 17909 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'jadXA-mod.tbm' ...
Game Settings Table: Removed extension on default campaign file name jad-xa
Game Settings Table: Removed extension on ignored campaign file name FreeSpace2
Game Settings Table: "$$Cutscene camera disables HUD" is deprecated in favor of "$Cutscene camera displays HUD"
Game Settings Table: Using Reversed Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are enabled
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Conexant SmartAudio HD)
  Capture device: Internal Microphone (Conexant S
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics 4000
  OpenGL Version   : 4.0.0 - Build 9.17.10.2828

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

  Max texture units: 8 (2)
  Max elements vertices: 1200
  Max elements indices: 1200
  Max texture size: 8192x8192
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'zLoadFirst-sct.tbm' ...
TBM  =>  Starting parse of 'misc-functions-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-subspace-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-spawnsystem-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-scoreboard-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-scanmode-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-parsecfg-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-karaoke-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-itemdrop-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-healbeam-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-fredmac-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-debrief-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-credits-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-countdown-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-bossbar-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-berserk-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-atf-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'jadXA-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
TBM  =>  Starting parse of 'jadXA-snd.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'jadXA-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'jadXA-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'jadXA-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'jadXA-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'jadXA-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (heart.eff) with 32 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (Particle_Green.eff) with 11 frames at 22 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'jadXA-wep.tbm' ...
WARNING: Invalid value found for +Flicker on section 1 of beam DubstepBeam#Endless. Valid range is 0.0 to 1.0, values will be adjusted.
WARNING: Invalid value found for +Flicker on section 2 of beam DubstepBeam#Endless. Valid range is 0.0 to 1.0, values will be adjusted.
WARNING: Invalid value found for +Flicker on section 3 of beam DubstepBeam#Endless. Valid range is 0.0 to 1.0, values will be adjusted.
WARNING: Invalid value found for +Flicker on section 4 of beam DubstepBeam#Endless. Valid range is 0.0 to 1.0, values will be adjusted.
Ignoring free flight speed for weapon 'AHornetChild'
Ignoring free flight speed for weapon 'HeliosChild'
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'jadXA-turrets-obt.tbm' ...
TBM  =>  Starting parse of 'jadXA-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'jadXA-shp.tbm' ...
TBM  =>  Starting parse of 'jadXA-descrip-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'jadXA-promptBox-hdg.tbm' ...
BMPMAN: Found EFF (proBox.eff) with 1 frames at 15 fps.
BMPMAN: Found EFF (proLine.eff) with 3 frames at 15 fps.
ANI objective1 with size 149x21 (34.4% wasted)
TBM  =>  Starting parse of 'jadXA-hud-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'jadXA-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TBM  =>  Starting parse of 'jadXA-main-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 785
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Holly.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Apollo.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Boomer.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Carl the Shivan.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Holly.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Husker.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Nathan Miles.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Noemi Laporte.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Samuel Bei.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Starbuck.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Holly.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Holly.jad-xa.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'Holly.jad-xa.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.290 (0.290)
Frame  0 too long!!: frametime = 0.304 (0.304)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Holly.jad-xa.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file '2_LoadXA3.png'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
BMPMAN: Found EFF (NGECross.eff) with 140 frames at 30 fps.
BMPMAN: Found EFF (magiccircle.eff) with 123 frames at 30 fps.
BMPMAN: Found EFF (magicflash.eff) with 34 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'jadxa-3race.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Artificial Beta Tester
Invalid team color specified in mission file for ship SD Ravana 4, resetting to default
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Invalid team color specified in mission file for ship SC Lilith 9, resetting to default
Using alternate ship type name: Artificial Beta Tester
Invalid team color specified in mission file for ship SC Lilith 10, resetting to default
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Invalid team color specified in mission file for ship SD Demon 22, resetting to default
Invalid team color specified in mission file for ship SC Rakshasa 23, resetting to default
Invalid team color specified in mission file for ship SC Rakshasa 24, resetting to default
Invalid team color specified in mission file for ship SC Rakshasa 25, resetting to default
Starting mission message count : 209
Ending mission message count : 216
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'unit01-GTFEzechiel.pof'
IBX: Found a good IBX to read for 'unit01-GTFEzechiel.pof'.
IBX-DEBUG => POF checksum: 0xc611ab9e, IBX checksum: 0x7115aa10 -- "unit01-GTFEzechiel.pof"
Loading model 'carrier3t-01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship carrier3t-01.pof
IBX: Found a good IBX to read for 'carrier3t-01.pof'.
IBX-DEBUG => POF checksum: 0xb7776f15, IBX checksum: 0xeea28778 -- "carrier3t-01.pof"
Allocating space for at least 42 new ship subsystems ...  a total of 200 is now available (42 in-use).
Loading model 'gtibretonia.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship gtibretonia.pof
IBX: Found a good IBX to read for 'gtibretonia.pof'.
IBX-DEBUG => POF checksum: 0xe41fa57f, IBX checksum: 0xec552c37 -- "gtibretonia.pof"
Submodel 'gtibretonib' is detail level 1 of 'gtibretonia'
Submodel 'gtibretonic' is detail level 2 of 'gtibretonia'
Submodel 'communicationb' is detail level 1 of 'communicationa'
Submodel 'communicationc' is detail level 2 of 'communicationa'
Loading model 'Hades.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Hades.pof
IBX: Found a good IBX to read for 'Hades.pof'.
IBX-DEBUG => POF checksum: 0x61568641, IBX checksum: 0xdc00192b -- "Hades.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Loading model 'Capital2S-01-vassago.pof'
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship Capital2S-01-vassago.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship Capital2S-01-vassago.pof
IBX: Found a good IBX to read for 'Capital2S-01-vassago.pof'.
IBX-DEBUG => POF checksum: 0xa91ba34c, IBX checksum: 0x76111086 -- "Capital2S-01-vassago.pof"
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0xe958dd8e, IBX checksum: 0xe7ebc929 -- "capital2V-01.pof"
Loading model 'Karnak.pof'
Potential problem found: Unrecognized subsystem type 'door-in1', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-in2', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-in3', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-out1', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-out2', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-out3', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'fighterbay03', believed to be in ship Karnak.pof
IBX: Found a good IBX to read for 'Karnak.pof'.
IBX-DEBUG => POF checksum: 0x87722419, IBX checksum: 0x0ee76b61 -- "Karnak.pof"
Allocating space for at least 51 new ship subsystems ...  a total of 400 is now available (213 in-use).
Loading model 'drydock2t-01.pof'
Potential problem found: Unrecognized subsystem type 'hose01', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose02', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose03', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose04', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece1a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece2a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece3a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece4a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'storage', believed to be in ship drydock2t-01.pof
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece2a'
Found live debris model for 'piece2a'
Found live debris model for 'piece3a'
Found live debris model for 'piece3a'
Found live debris model for 'piece3a'
Found live debris model for 'piece4a'
IBX: Found a good IBX to read for 'drydock2t-01.pof'.
IBX-DEBUG => POF checksum: 0xb5f3799e, IBX checksum: 0x6a5b04cc -- "drydock2t-01.pof"
Submodel 'pvdockd' is detail level 3 of 'pvdocka'
Submodel 'pvdockb' is detail level 1 of 'pvdocka'
Submodel 'pvdockc' is detail level 2 of 'pvdocka'
Submodel 'piece1b' is detail level 1 of 'piece1a'
Submodel 'piece1c' is detail level 2 of 'piece1a'
Submodel 'piece2b' is detail level 1 of 'piece2a'
Submodel 'piece2c' is detail level 2 of 'piece2a'
Submodel 'piece3b' is detail level 1 of 'piece3a'
Submodel 'piece3c' is detail level 2 of 'piece3a'
Submodel 'piece4b' is detail level 1 of 'piece4a'
Submodel 'piece4c' is detail level 2 of 'piece4a'
Loading model 'Cruiser03x-jad.pof'
IBX: Found a good IBX to read for 'Cruiser03x-jad.pof'.
IBX-DEBUG => POF checksum: 0x91fafcb9, IBX checksum: 0x08a5473b -- "Cruiser03x-jad.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0xef205014 -- "corvette2t-01.pof"
Loading model 'Sathanas.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Sathanas.pof
Found live debris model for 'turret01'
Found live debris model for 'turret02'
Found live debris model for 'turret03'
Found live debris model for 'turret04'
Found live debris model for 'turret49'
Found live debris model for 'turret50'
IBX: Found a good IBX to read for 'Sathanas.pof'.
IBX-DEBUG => POF checksum: 0x3b68e42e, IBX checksum: 0xafe21bb6 -- "Sathanas.pof"
Loading model 'Colossus.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Colossus.pof
IBX: Found a good IBX to read for 'Colossus.pof'.
IBX-DEBUG => POF checksum: 0xe71af2b9, IBX checksum: 0xf3f60407 -- "Colossus.pof"
Submodel 'turret10b' is detail level 1 of 'turret10a'
Submodel 'turret10b-arm' is detail level 1 of 'turret10a-arm'
Submodel 'turret09b' is detail level 1 of 'turret09a'
Submodel 'turret09b-arm' is detail level 1 of 'turret09a-arm'
Submodel 'turret08b' is detail level 1 of 'turret08a'
Submodel 'turret08b-arm' is detail level 1 of 'turret08a-arm'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret02b-arm' is detail level 1 of 'turret02a-arm'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01b-arm' is detail level 1 of 'turret01a-arm'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret03b-arm' is detail level 1 of 'turret03a-arm'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret04b-arm' is detail level 1 of 'turret04a-arm'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret05b-arm' is detail level 1 of 'turret05a-arm'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret06b-arm' is detail level 1 of 'turret06a-arm'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Submodel 'turret07b-arm' is detail level 1 of 'turret07a-arm'
Loading model 'Arcadia.pof'
Potential problem found: Unrecognized subsystem type 'ForkTable', believed to be in ship Arcadia.pof
Potential problem found: Unrecognized subsystem type 'ForkLift', believed to be in ship Arcadia.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Arcadia.pof
Unknown special object type $path06 while reading model Arcadia.pof
Unknown special object type $path07 while reading model Arcadia.pof
Found live debris model for 'communication'
Found live debris model for 'communication'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
IBX: Found a good IBX to read for 'Arcadia.pof'.
IBX-DEBUG => POF checksum: 0x3df22471, IBX checksum: 0x15612e25 -- "Arcadia.pof"
Loading model 'ring.pof'
BMPMAN: Found EFF (chevron.eff) with 30 frames at 60 fps.
IBX: Found a good IBX to read for 'ring.pof'.
IBX-DEBUG => POF checksum: 0xac42c852, IBX checksum: 0x6d934a51 -- "ring.pof"
Loading model 'capital04.pof'
BMPMAN: Found EFF (capital04-02-glow.eff) with 37 frames at 15 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital04.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital04.pof
IBX: Found a good IBX to read for 'capital04.pof'.
IBX-DEBUG => POF checksum: 0xdd0af35a, IBX checksum: 0xd5bbc0c7 -- "capital04.pof"
Submodel 'capital04b' is detail level 1 of 'capital04a'
Submodel 'capital04c' is detail level 2 of 'capital04a'
Submodel 'capital04d' is detail level 3 of 'capital04a'
Submodel 'turret03b-base' is detail level 1 of 'turret03a-base'
Submodel 'turret07b-base' is detail level 1 of 'turret07a-base'
Loading model 'Rakshasa-beta.pof'
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship Rakshasa-beta.pof
IBX: Found a good IBX to read for 'Rakshasa-beta.pof'.
IBX-DEBUG => POF checksum: 0x488d55da, IBX checksum: 0x14849001 -- "Rakshasa-beta.pof"
Allocating space for at least 20 new ship subsystems ...  a total of 600 is now available (417 in-use).
Loading model 'Drone01.pof'
IBX: Found a good IBX to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xa2f72c45, IBX checksum: 0x6f1bb182 -- "Drone01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xc5a27c63 -- "cargo2t-01.pof"
Loading model 'reactor.pof'
IBX: Found a good IBX to read for 'reactor.pof'.
IBX-DEBUG => POF checksum: 0x9195c2c2, IBX checksum: 0x4a10e418 -- "reactor.pof"
Loading model 'Sobek.pof'
Found live debris model for 'turret01'
Found live debris model for 'turret02'
Found live debris model for 'turret03'
Found live debris model for 'turret05'
IBX: Found a good IBX to read for 'Sobek.pof'.
IBX-DEBUG => POF checksum: 0x58b8a12c, IBX checksum: 0xee55c1b0 -- "Sobek.pof"
Loading model 'gate.pof'
Potential problem found: Unrecognized subsystem type 'vortexa', believed to be in ship gate.pof
IBX: Found a good IBX to read for 'gate.pof'.
IBX-DEBUG => POF checksum: 0x78fc8862, IBX checksum: 0x2029a02d -- "gate.pof"
Loading model 'capital01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0xe7f08675, IBX checksum: 0x7dc1ec68 -- "capital01.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01c' is detail level 2 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret02c' is detail level 2 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret03c' is detail level 2 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret04c' is detail level 2 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret05c' is detail level 2 of 'turret05a'
Allocating space for at least 5 new ship subsystems ...  a total of 800 is now available (603 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'orangetan-box.pof'
Model orangetan-box.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'orangetan-box.pof'.
IBX-DEBUG => POF checksum: 0x93d46f86, IBX checksum: 0x10e4ea4f -- "orangetan-box.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'Nephthys.pof'
IBX: Found a good IBX to read for 'Nephthys.pof'.
IBX-DEBUG => POF checksum: 0x10846167, IBX checksum: 0x853c6cdf -- "Nephthys.pof"
BMPMAN: Found EFF (thruster01.eff) with 30 frames at 15 fps.
BMPMAN: Found EFF (thruster01a.eff) with 30 frames at 15 fps.
Allocating space for at least 376 new ship subsystems ...  a total of 1200 is now available (723 in-use).
About to page in ships!
ANI shieldINFFighter02 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (SbeamAF.eff) with 25 frames at 30 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4d87a860, IBX checksum: 0xef94b81e -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x4181e059, IBX checksum: 0xd8629386 -- "bombardier.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x436327ba, IBX checksum: 0xf7664532 -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0x21dd34b9 -- "stilettoII.pof"
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 10 fps.
Loading model 'cyclops.pof'
IBX: Found a good IBX to read for 'cyclops.pof'.
IBX-DEBUG => POF checksum: 0x4ddb3dec, IBX checksum: 0x3994e5c5 -- "cyclops.pof"
BMPMAN: Found EFF (missilespew02.eff) with 20 frames at 10 fps.
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0x60bd5c91 -- "helios.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'ShivanCM.pof'
IBX: Found a good IBX to read for 'ShivanCM.pof'.
IBX-DEBUG => POF checksum: 0xf84d4220, IBX checksum: 0xb7ac33fd -- "ShivanCM.pof"
Loading model 'VasudanCM.pof'
IBX: Found a good IBX to read for 'VasudanCM.pof'.
IBX-DEBUG => POF checksum: 0xd34373aa, IBX checksum: 0xe4136763 -- "VasudanCM.pof"
Loading model 'ShivanCluster.pof'
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x4b5c01e9, IBX checksum: 0x8369b9d8 -- "ShivanCluster.pof"
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x25d2520e, IBX checksum: 0xc624dc0f -- "MX-50.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x18046fab, IBX checksum: 0xdfae2af9 -- "harbinger.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x74aa90ad, IBX checksum: 0xfdd1d169 -- "Interceptor.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4a2c27f4, IBX checksum: 0x2098b367 -- "S_Rockeye.pof"
BMPMAN: Found EFF (missilespew03.eff) with 20 frames at 10 fps.
Loading model 'MissileL.pof'
IBX: Found a good IBX to read for 'MissileL.pof'.
IBX-DEBUG => POF checksum: 0xb1f8614e, IBX checksum: 0xb0afd483 -- "MissileL.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0x2b3de38f -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xf7e6e8a2 -- "S_Harpoon.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
Malloc failed!!!!!!!!!!!!!!!!!!!
ERROR: Malloc Failed!

File: windebug.cpp
Line: 1794
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1253
Debug spew from the crashes I get trying to play this now. I tried to start the race, and now I can't play it. :(
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on February 20, 2014, 05:18:52 pm
This is literally worse than Bosch.

Which build exactly are you running with? And what are your system specs?

It's odd that it only stopped working now...

Edit Also try removing MV_Advanced, it may be sucking up all your precious memory.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Husker on February 20, 2014, 05:33:12 pm
I'm running on the build you recommended. My system is a laptop. I'll try, but I've never had problems with MV_Advanced.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on February 20, 2014, 05:53:41 pm
How much RAM do you have and what are your laptop's video card specs?

Malloc errors come from not enough memory being available for things. And MV_Advanced is full of memory hogging features, so its worth a try!
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: niffiwan on February 20, 2014, 10:23:03 pm
You're running on an Intel video card - I believe I've seen that cause this problem before.  Do you have an nvidia or AMD card in the laptop as well? If so you might need to force it to use that card instead of the Intel one.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Spoon on February 21, 2014, 06:49:13 am
The race has a large amount of ships doing stuff, I can see how this could would be too much for a not so powerful laptop to handle.
Might be an idea to restart your campaign and try a different mode!
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Husker on February 21, 2014, 03:13:11 pm
Well, pulling MV_Advanced seemed to have worked. I would hate to see what my comp would have spit up trying to run Blue Planet with the new MediaVPs. And all this has is an Intel graphics card. I would love to be able to change it.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: bigchunk1 on March 30, 2014, 02:57:37 am
So I finally got around to this. Didn't know much about it just made sure I had the right files and played it. I was a little overwhelmed by the open world menu, got into a boss fight in the first 2 minutes? Cool. Killed by the scream-wave the first time but I got the boss down the second. The overdrive thing seems cool. Oh, you can be that one ship Epsilon 1 flies from JAD? Ok, let's try this endless mode thing. Uh oh... wait what's going on here? You can't use overdrive? Oh let me run some tests so I can report this bug to Axem. This is bad. Wait the turkey shoot worked with the Rhia... Wait a second.... Wait... a... second...



And then I realized it. You have no respect for Epsilon 1.


Criminal. Monsterous. Fine. Delta 1 was cooler anyways I'll go with Delta 1. Subach, Maxim, Tempest, Trebuchet (lol after reading description but ok). I started endless mode and must have played for some 45 minutes afterword. I could blame you for ruining my sleep schedule and keeping me up late but I'll just own up to my own insomnia and just say that was so wickedly fun, I don't understand why I didn't play this sooner. I could not help but giggle the first few times I fired that Hyper Maxim running down the gun energy until it just randomly bursted every time it had enough to fire. Hilariously, even then it still did good damage. You are constantly fighting the whole time, hungering to feed yourself to keep yourself powered up. While this is happening boss fights make themselves known zelda style and bring their own character to the show. They each have their own little gimmik you have to figure out. That dub step boss had me jerking my head to his evil good dubs. Powerups, music, layzorz!, fast action, and a dynamic scaling boss set. It's all happening at the same time. I had to cut myself off to sleep, but I could not sleep before writing this. 

It's almost like FSO was built for this sort of gameplay. Really nice work, definitely worth playing.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on March 30, 2014, 08:53:58 am
Thank you for the very nice words. I'm really glad you had fun and it meant more than sleep for you. ;)

And I must say there are elements around JAD:XA that I feel sort of came inspired or refined from the way The Antagonist did them. While enemies dropping power-ups is nothing new in games, playing it did put the spark in my head to go "now how could I make enemies automatically drop power-ups?" And "just how overpowered can I make a single fighter?"

Also good eyes on the Epsilon 1 subtext!
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Thisisaverylongusername on July 22, 2014, 11:09:00 am
So, I was playing through the endless gauntlet, and I lost at The End (the supernova got me). But it didn't take me to the debriefing screen. Instead, it gave me the usual death options.

Also, for some reason, the first time I used scan mode on Dubstepiel, it gave me the description of Teleportiel. Pics if I can reproduce it.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on July 22, 2014, 01:00:06 pm
Thanks for the heads up! I probably forgot to account for dying to a supernova and goofed up the scan mode assignment for Dubstepiel. I will fix these things for the next update!
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Thisisaverylongusername on September 18, 2014, 07:47:29 pm
I'm sad to report that the Duoclops is calling the wrong model. Instead of calling the Cyclops model, it's calling the Belial model.
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on September 18, 2014, 09:11:33 pm
This is funny and had me going for a bit. "It's using the Belial model? Well duh, that's what it is, right?" Belial was the old internal name for the Cyclops, its what the model's name was in the retail data files. I had just copied the Cyclops entry originally for the Duoclops so why would it have changed so suddenly? I open the 2014 MediaVPs, and there's a belial.pof. And its the Belial sentry gun! Whaaat.

I went to go check out the retail vps, and there's a belial.pof! And its the Cyclops bomb! The FSU team was renaming models to better fit the actual models (fenris.pof instead of thatterrancruiser0892.pof) so that sort of got sucked up in that mess of renaming.

So we could blame the FSU team for renaming the models. Or we could blame Volition for their sketchy naming in the first place. Or we could blame me for not testing every weapon enough with the new MediaVPs.

Or... we could blame you for using the Cyclops instead of the Helios!

Shaaame...

(I kid, thanks for bringing that to my attention!)
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Thisisaverylongusername on September 15, 2015, 08:34:26 am
So, I just beat the final boss, and enemies haven't spawned since I did. What the heck did I do?
Title: Re: RELEASE - Just Another Day Xtreme Arcade
Post by: Axem on September 15, 2015, 09:00:19 am
You were too awesome for this world.

Actually I'm not sure what's up with that. Enemies should start spawning again during the credits roll (did the credits roll?)

I'll do some investigating next time I'm in that end of modding town.