Author Topic: mod not working right need help please  (Read 5984 times)

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Re: mod not working right need help please
Jeff Vader,here u go bro and i am not sure if i chose the right campaign or not but i will check.   
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: 3.7.2.11329
Passed cmdline options:
  -mod mods\star wars mod v4,MediaVPs_2014
  -window
Building file index...
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\STEAM\steamapps\common\Freespace 2\mods\star wars mod v4\' ... 3062 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\' ... 114 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' ... 52 files
Found 14 roots and 11129 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 'sw-mod.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC)
  Capture device: Microphone (IDT High Definition
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 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 3000
  OpenGL Version   : 3.1.0 - Build 9.17.10.4229

  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".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (16)
  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 Shader Version: 1.40 - Intel Build 9.17.10.4229
... 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 'promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'imt-sct.tbm' ...
TBM  =>  Starting parse of 'csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
pcx: Couldn't open '2_PreLoadLogo.pcx'
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.
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'OT-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
ANI Explode1 with size 112x102 (20.3% wasted)
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
Int3(): From c:\code\fs2_open_3_7_2\code\globalincs\windebug.cpp at line 1389
« Last Edit: February 01, 2016, 12:07:23 pm by Jeff Vader »

 
Re: mod not working right need help please
Jeff Vader, hey Jeff i looked  at the available campaigns and there is only 1 there it says freespace2 no other campaigns are listed.

 

Offline AdmiralRalwood

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Re: mod not working right need help please
If memory serves, the Original Trilogy mod doesn't have a campaign yet; you have to fly the missions as "single missions" through the tech room for now.

Additionally, your log is about a non-fatal Warning, not the fatal Error you were having earlier; you need to hit "no" to continue running FSO until you hit an error it won't let you continue past, then give us the resultant log.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: mod not working right need help please
o. k. Jeff i kept hitting no until i kept getting the same message all the messages i was getting were about weapons here is the last 1.Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list

Many possible sources for this error.  Get a programmer!

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! stuff_int_list + 574 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_common_object_data + 949 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_object + 1708 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_objects + 188 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_mission + 497 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! parse_main + 444 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! mission_load + 228 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! game_start_mission + 192 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! game_enter_state + 511 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! game_process_event + 242 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_SSE-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlUnicodeStringToInteger + 595 bytes
ntdll.dll! RtlUnicodeStringToInteger + 542 bytes

 

Offline The E

  • He's Ebeneezer Goode
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Re: mod not working right need help please
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: mod not working right need help please
Code: [Select]
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739eProbably Star Wars OT uses more things from mediavps.
Download Assets and Effects from MediaVPs_2014. Manually or through installer.

Or are you trying to play fs campaign in this mod? If yes, don't try. Only Tech Room -> Mission Simulator -->Single missions.
« Last Edit: February 02, 2016, 05:30:19 am by tomimaki »

 
Re: mod not working right need help please
Guys,here is the fs2 open file u wanted.
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: 3.7.2.11329
Passed cmdline options:
  -mod mods\star wars mod v4,MediaVPs_2014
  -window
Building file index...
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\STEAM\steamapps\common\Freespace 2\mods\star wars mod v4\' ... 3062 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\' ... 114 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' ... 52 files
Found 14 roots and 11129 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 'sw-mod.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC)
  Capture device: Microphone (IDT High Definition
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 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 3000
  OpenGL Version   : 3.1.0 - Build 9.17.10.4229

  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".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (16)
  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 Shader Version: 1.40 - Intel Build 9.17.10.4229
... 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 'promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'imt-sct.tbm' ...
TBM  =>  Starting parse of 'csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
pcx: Couldn't open '2_PreLoadLogo.pcx'
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.
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'OT-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
ANI Explode1 with size 112x102 (20.3% wasted)
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
Ignoring free flight speed for weapon 'S1 Charge'
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'SW-cockpits-shp.tbm' ...
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)
BMPMAN: Found EFF (Rebel_Wingman.eff) with 2 frames at 2 fps.
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (Rebel_ETS.eff) with 3 frames at 2 fps.
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
BMPMAN: Found EFF (Radar_Rebel.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (Rebel_Weapons.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Reticle_Center_Rebel.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Rebel_Throttle.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (2_rightarc1.eff) with 2 frames at 1 fps.
BMPMAN: Found EFF (Rebel_Threat1.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Rebel_Threat2.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Flight_Path_Rebel.eff) with 3 frames at 2 fps.
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
BMPMAN: Found EFF (proBox.eff) with 1 frames at 15 fps.
BMPMAN: Found EFF (proLine.eff) with 3 frames at 15 fps.
BMPMAN: Found EFF (Empire_Wingman.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (mini_target.eff) with 8 frames at 2 fps.
BMPMAN: Found EFF (Radar_Empire.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (Empire_Weapons.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Reticle_Center_Empire.eff) with 1 frames at 2 fps.
BMPMAN: Found EFF (Empire_Throttle.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Empire_Threat1.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Empire_Threat2.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Flight_Path_Empire.eff) with 3 frames at 2 fps.
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 152
TrackIR Init Failed - 1
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Torin Ra.plr' with version 2...
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 'Maverick.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Tobin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Torin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
PLR => Verifying 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Torin Sorg.plr' with version 2...
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 'Torin Sorg.FreeSpace2.csg' with version 5...
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...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
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...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.273 (0.273)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
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...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xfdb54311, IBX checksum: 0xcade3ea1 -- "warp.pof"
 300
ANI H_IO3b with size 160x120 (6.3% wasted)
ANI H_EFb with size 160x120 (6.3% wasted)
ANI H_IO1b with size 160x120 (6.3% wasted)
ANI H_IO2b with size 160x120 (6.3% wasted)
ANI H_ISb with size 160x120 (6.3% wasted)
ANI H_IO3a with size 160x120 (6.3% wasted)
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
WARNING: "Invalid type "Subach HL-7" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Akheton SDG" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Rockeye" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Tempest" found in loadout of mission file...skipping" at parselo.cpp:3047
MISSIONS: Ship "Alpha 1" has an invalid ship type (ships.tbl probably changed).  Making it type 0
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
Freeing all existing models...
« Last Edit: February 03, 2016, 09:32:37 am by Jeff Vader »

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: mod not working right need help please
MISSION LOAD: 'SM1-01.fs2'
Stop trying to play the FreeSpace 2 campaign in the Original Trilogy mod.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: mod not working right need help please
It is the only option i have.

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: mod not working right need help please
No, it's not. If you want to play FS2, make sure you're not loading the Star Wars mod. If you want to play the Star Wars mod, use the techroom to play the single missions shipped with it.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Hey guys i have a problem here and i need some help.
here it is general,==========================================================================
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: 3.7.2.11329
Passed cmdline options:
  -mod mods\star wars mod v4,MediaVPs_2014
  -window
Building file index...
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\STEAM\steamapps\common\Freespace 2\mods\star wars mod v4\' ... 3062 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'D:\STEAM\steamapps\common\Freespace 2\' ... 114 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\STEAM\steamapps\common\Freespace 2\warble_fs2.vp' ... 52 files
Found 14 roots and 11129 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 'sw-mod.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC)
  Capture device: Microphone (IDT High Definition
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 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 3000
  OpenGL Version   : 3.1.0 - Build 9.17.10.4229

  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".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (16)
  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 Shader Version: 1.40 - Intel Build 9.17.10.4229
... 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 'promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'imt-sct.tbm' ...
TBM  =>  Starting parse of 'csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
pcx: Couldn't open '2_PreLoadLogo.pcx'
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.
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'OT-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
ANI Explode1 with size 112x102 (20.3% wasted)
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
WARNING: "Weapon explosion 'Maxim_impact' does not have an LOD0 anim!" at weapons.cpp:182
Ignoring free flight speed for weapon 'S1 Charge'
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
WARNING: "Couldn't load thruster glow animation 'Thruster03-01' Primary glow type effect does not accept .EFF or .ANI effects" at ship.cpp:7709
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'SW-cockpits-shp.tbm' ...
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)
BMPMAN: Found EFF (Rebel_Wingman.eff) with 2 frames at 2 fps.
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (Rebel_ETS.eff) with 3 frames at 2 fps.
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
BMPMAN: Found EFF (Radar_Rebel.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (Rebel_Weapons.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Reticle_Center_Rebel.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Rebel_Throttle.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (2_rightarc1.eff) with 2 frames at 1 fps.
BMPMAN: Found EFF (Rebel_Threat1.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Rebel_Threat2.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Flight_Path_Rebel.eff) with 3 frames at 2 fps.
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
BMPMAN: Found EFF (proBox.eff) with 1 frames at 15 fps.
BMPMAN: Found EFF (proLine.eff) with 3 frames at 15 fps.
BMPMAN: Found EFF (Empire_Wingman.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (mini_target.eff) with 8 frames at 2 fps.
BMPMAN: Found EFF (Radar_Empire.eff) with 2 frames at 2 fps.
BMPMAN: Found EFF (Empire_Weapons.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Reticle_Center_Empire.eff) with 1 frames at 2 fps.
BMPMAN: Found EFF (Empire_Throttle.eff) with 4 frames at 2 fps.
BMPMAN: Found EFF (Empire_Threat1.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Empire_Threat2.eff) with 3 frames at 2 fps.
BMPMAN: Found EFF (Flight_Path_Empire.eff) with 3 frames at 2 fps.
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 152
TrackIR Init Failed - 1
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Torin Ra.plr' with version 2...
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 'Maverick.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Tobin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Torin Ra.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
PLR => Verifying 'Torin Sorg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Torin Sorg.plr' with version 2...
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 'Torin Sorg.FreeSpace2.csg' with version 5...
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...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
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...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.273 (0.273)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Torin Sorg.FreeSpace2.csg' with version 5...
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...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xfdb54311, IBX checksum: 0xcade3ea1 -- "warp.pof"
 300
ANI H_IO3b with size 160x120 (6.3% wasted)
ANI H_EFb with size 160x120 (6.3% wasted)
ANI H_IO1b with size 160x120 (6.3% wasted)
ANI H_IO2b with size 160x120 (6.3% wasted)
ANI H_ISb with size 160x120 (6.3% wasted)
ANI H_IO3a with size 160x120 (6.3% wasted)
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
WARNING: "Invalid type "Subach HL-7" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Akheton SDG" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Rockeye" found in loadout of mission file...skipping" at parselo.cpp:3047
WARNING: "Invalid type "Tempest" found in loadout of mission file...skipping" at parselo.cpp:3047
MISSIONS: Ship "Alpha 1" has an invalid ship type (ships.tbl probably changed).  Making it type 0
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2950
Freeing all existing models...

 

Offline NeonShivan

  • Previously known as BTA
  • 29
  • By the Omnisiah's grace.
Re: Hey guys i have a problem here and i need some help.
IIRC there are many possible solutions for this problem, so lets start with something simple, how did you install the mod?
In German even the most beautiful love letter sounds like an execution order -Mito

(•_•)
 <)  )/
 /  \ All the Single Ladies

( •_•)
\(  (>
  /  \ All the Single Ladies

(•_•)
 <)  )/
 /  \  Oh Oh Oh

Author of Dusk Wars - A modification for Freespace 2.

 
Re: Hey guys i have a problem here and i need some help.
My first guess would be "don't try to play the FS2 campaign with the SW original trilogy mod selected".

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • My "FS Ships" folder is 582gb.
    • Minecraft
    • Exile
Re: Hey guys i have a problem here and i need some help.
Is that you who placed SW mod in "mods" folder? If yes, place "star wars mod v4" in your main Freespace2 directory. I don't know if it's using anything from MediaVPs but I assume it is [it's not standalone]. If you have this placed in "mods" folder, config file of the mod may have problem with reading files due to different file directions.
Exile | Shadow Genesis | Inferno | Series Resurrecta  | DA Profile | P3D Profile

Proud owner of NyctiShipyards. Remember - Nyx will fix it!

All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Hey guys i have a problem here and i need some help.
My first guess would be "don't try to play the FS2 campaign with the SW original trilogy mod selected".

This; per the other support thread for the same issue, I think the two should be merged to avoid confusion.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Mongoose

  • Rikki-Tikki-Tavi
  • Global Moderator
  • 212
  • This brain for rent.
    • Minecraft
    • Steam
    • Something
Re: mod not working right need help please
Done.  For future reference, Tobin, please try to keep your posts about a problem all in a single thread.  It makes things much easier for people who are trying to help you. :)

 
Re: mod not working right need help please
Mongoose,sorry i didn't realize i had done that.

 
Re: mod not working right need help please
Thanks guys my problem has been solved,i followed BETRAYAL'S advice and moved my starwars mod from the mod folder to the fs2 folder and it works,but i want to thank everyone who gave me advice for this issue you guys rock.

 
Re: mod not working right need help please
Hey guys this mod is working but not working in full screen i thought it had full screen support.

 
Re: mod not working right need help please
In launcher unmark "Run in window".