Author Topic: Strange bug  (Read 5690 times)

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Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
QuantumDelta noticed that a PVFr Ma'at had a "beam turret", as shown in the attached screenshot.  Except neither the mission nor the table specifies a beam for the Ma'at.

I am rather perplexed as to where this came from.  Could it be from the POF properties?

[attachment deleted by admin]

 

Offline Vasudan Admiral

  • Member
  • Moderator
  • 211
    • Twisted Infinities
Nope - beam is not mentioned in the turrets of the Ma'at, and as far as I'm aware without Karajormas feature which changes the name of a specific turret in-game from Fred it's defined by the kind of weapon actually mounted. :\
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Does this affect everyone?

I mean someone of QD's skill might have some kind of mod to make the game harder that gives ULTRA Anti-Fighter Beams to all ships.

 

Offline Tomo

  • 28
Where was this?
(FS2 executable version, Mod, Campaign, Mission?)

Not noticed this in the mods I've played recently, though I haven't been paying too much attention to the turrets on freighters.

 
Where was this?
(FS2 executable version, Mod, Campaign, Mission?)

Not noticed this in the mods I've played recently, though I haven't been paying too much attention to the turrets on freighters.

3.6.12 RC1, fsport-mediavps, FS1 campaign, Small Deadly Space (like, SM3 or something?)
As for the turret, it doesn't shoot, the freighter is basically defenceless because of it.
"Neutrality means that you don't really care, cuz the struggle goes on even when you're not there: Blind and unaware."

"We still believe in all the things that we stood by before,
and after everything we've seen here maybe even more.
I know we're not the only ones, and we were not the first,
and unapologetically we'll stand behind each word."

 

Offline blowfish

  • 211
  • Join the cult of KILL MY ROUTER!!!!!!!!!!1
I noticed a bug in an old version of Blue Planet where missile launchers (and AFAIK some other types of turrets) would show up as beam turrets, even though they never mounted beams.  Could it be related?

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Only spot where it is assigned seems to be in hud/hudtargetbox.cpp line ~690. But it shouldn't have ever reached there unless the turret had a beam weapon in it.

I checked the mission in question and at least for me it reported all turrets being 'laser turrets'
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Tomo

  • 28
I think I may have replicated this in Derelict on a GVG Anuket.

- The TBL info (as shown by Fred2_Open3.6.12RC1) shows the following:
Code: [Select]
$Name:                          GVG Anuket
$Short name: VGas1
$Species:                       Vasudan
+Tech Description:
XSTR("The GVG Anuket was originally designed for resource extraction in the volatile environment of gas giants. More recently, the Anuket has been modified for nebular operations. The Anuket has the most sophisticated sensor array available, enabling it
to navigate the intense EM maelstroms of supernova remnants. In the nebula, the Anuket plays two important roles. First, the miner collects samples for scientific analysis and serves as a laboratory for field experiments. Second, the Anuket gathers deute
rium-rich gas for use in the fusion drives that power the allied fleet.", 3130)
$end_multi_text
$POF file:                      miner2v-01.pof
$Detail distance: (0, 750, 1600, 3500)
$Show damage: YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       1.0
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 100.0, 100.0, 80.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 200.0
$Expl outer rad: 500.0
$Expl damage: 150.0
$Expl blast: 2000.0
$Expl Propagates: YES     ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 500.0   ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 2
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields:                       0
$Power Output: 30.0
$Max Oclk Speed: 35.0
$Max Weapon Eng: 100.0
$Hitpoints:                     4000
$Flags:                         (  "gas miner" )
$AI Class:                      Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time:         2000
$EngineSnd: 104                   ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -500
$Closeup_zoom:     .3
$Score: 50
$Subsystem:                     turret01, 2, 1.0
$Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" )
$Subsystem:                     turret02, 2, 1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem:                     turret03, 2, 1.0
$Default PBanks: ( "Terran Turret Weak" "Akheton SDG" )
$Subsystem:                     turret04, 2, 1.0
$Default PBanks: ( "Subach HL-7" "Terran Turret Weak")
$Subsystem:                     turret05, 2, 1.0
$Default PBanks: ( "Subach HL-7" )
$Subsystem:                     navigation, 8, 0.0
$Subsystem:                     communications, 8, 0.0
$Subsystem:                     weapons, 8, 0.0
$Subsystem:                     engine,              18, 0.0
$Engine Wash: Default200
$Subsystem:                     sensors, 8, 0.0
$Subsystem:                     miner02va-claw1, 25, 0.0


--  mv_adveffects-shp.tbm  -------------------------------
$Name: GVG Anuket
+nocreate
$Shockwave Speed: 215.0

FS2Open log:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.11.1111
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod derelict,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\derelict\DerelictPatch.vp' with a checksum of 0xf7d8fb86
Found root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP.vp' with a checksum of 0xac988b76
Found root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP1.vp' with a checksum of 0x0eff4777
Found root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
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\derelict\' ... 38 files
Searching root pack 'C:\Games\FreeSpace2\derelict\DerelictPatch.vp' ... 6 files
Searching root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP.vp' ... 86 files
Searching root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP1.vp' ... 1618 files
Searching root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'C:\Games\FreeSpace2\derelict\DerelictSCP4.vp' ... 203 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 2 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 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 27 roots and 15743 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Hardware' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

OpenAL: Restricting MAX_CHANNELS to 30 (default: 32)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : unknown board/AGP/SSE/3DNOW!
  OpenGL Version    : 2.1.2

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


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
  Compiling main shader ->  b-v.sdr (b-v.sdr) / b-f.sdr (b-f.sdr) ...
  Compiling main shader ->  b-v.sdr (b-v.sdr) / bg-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lb-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbg-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbgs-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbs-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lbgse-f.sdr (lbgse-f.sdr) ...
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lbse-f.sdr (lbse-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgn-f.sdr (lbgn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgsn-f.sdr (lbgsn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbn-f.sdr (lbn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbsn-f.sdr (lbsn-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbgsne-f.sdr (lbgsne-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbsne-f.sdr (lbsne-f.sdr) ...
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfb-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbg-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbgs-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbs-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  lfe-v.sdr (lfe-v.sdr) / lfbgse-f.sdr (lfbgse-f.sdr) ...
  Compiling main shader ->  lfe-v.sdr (lfe-v.sdr) / lfbse-f.sdr (lfbse-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgn-f.sdr (lfbgn-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgsn-f.sdr (lfbgsn-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbn-f.sdr (lfbn-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbsn-f.sdr (lfbsn-f.sdr) ...
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbgsne-f.sdr (lfbgsne-f.sdr) ...
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbsne-f.sdr (lfbsne-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / null-f.sdr (null-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lg-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lgs-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / ls-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lgse-f.sdr (lgse-f.sdr) ...
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lse-f.sdr (lse-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgn-f.sdr (lgn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgsn-f.sdr (lgsn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / ln-f.sdr (ln-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lsn-f.sdr (lsn-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lgsne-f.sdr (lgsne-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lsne-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.

  Max texture units: 4 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
BMPMAN: Found EFF (ParticleSmoke01.eff) with 88 frames at 30 fps.
WARNING: "For 'ParticleSmoke01', 3 of 4 LODs are missing!" at weapons.cpp:206
Freeing all existing models...

Didn't recheck this in older FS2Open yet

[attachment deleted by admin]

 

Offline Talon 1024

  • 29
  • How do you turn this on?
    • Mods, Games, and Stuff
The problem gets even more interesting from here.

It happens on the release build, but not the debug build.

Here is my fs2_open.log file:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -post_process
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod pprocess,fsport
Building file index...
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\FS1OGGcutscenepack.vp' with a checksum of 0x6b9172f7
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\fsport-missions.vp' with a checksum of 0x52bf7295
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\fsport3_1_1.vp' with a checksum of 0x1d2c40f2
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\sparky_hi_fs1.vp' with a checksum of 0xc881671a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\warble_fs1.vp' with a checksum of 0x49c6c98d
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fiction_viewer.vp' with a checksum of 0x3b5771b2
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\komet_fs2.vp' with a checksum of 0x5d3b2de5
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\pprocess\' ... 575 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\fsport\' ... 13 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\FS1OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\fsport-missions.vp' ... 139 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\fsport3_1_1.vp' ... 739 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\sparky_hi_fs1.vp' ... 1171 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\stu_fs1.vp' ... 1497 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\tango_fs1.vp' ... 69 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fsport\warble_fs1.vp' ... 110 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\' ... 91 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fiction_viewer.vp' ... 13 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\komet_fs2.vp' ... 18 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\warble_fs2.vp' ... 52 files
Found 21 roots and 11440 files.
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9800 GT/PCI/SSE2
  OpenGL Version    : 3.1.0

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


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.40 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
render_target: creating new 1280x1024 FBO
render_buffer: creating new 1280x1024 render buffer
texture_pool: creating new 1280x1024 texture
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'fsport-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'medskins-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 270
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '125vasudan.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'capital05.pof'
IBX: Found a good IBX/TSB to read for 'capital05.pof'.
IBX-DEBUG => POF checksum: 0xaf9943d8, IBX checksum: 0x5c7ba133 -- "capital05.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital05.pof
Frame  0 too long!!: frametime = 0.395 (0.395)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter04.pof'
IBX: Found a good IBX/TSB to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0x5ce5f357, IBX checksum: 0x49c61d4c -- "fighter04.pof"
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 588 too long!!: frametime = 0.448 (0.448)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'sm1-03a.fs2'
Hmmm... Extension passed to mission_load...
Someone passed an extension to bm_load for file 'pvn.pcx'
Someone passed an extension to bm_load for file 'gta.pcx'
Starting mission message count : 177
Ending mission message count : 195
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter04.pof'
IBX: Found a good IBX/TSB to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0x5ce5f357, IBX checksum: 0x49c61d4c -- "fighter04.pof"
Loading model 'cargo01.pof'
IBX: Found a good IBX/TSB to read for 'cargo01.pof'.
IBX-DEBUG => POF checksum: 0xfed3da09, IBX checksum: 0x14a16777 -- "cargo01.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x9687d961, IBX checksum: 0xae5d54d5 -- "cargo04.pof"
Loading model 'fighter02.pof'
IBX: Found a good IBX/TSB to read for 'fighter02.pof'.
IBX-DEBUG => POF checksum: 0xb6987fda, IBX checksum: 0xe0d332fc -- "fighter02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x78eb73aa, IBX checksum: 0x736735e9 -- "freighter05.pof"
Loading model 'freighter01.pof'
IBX: Found a good IBX/TSB to read for 'freighter01.pof'.
IBX-DEBUG => POF checksum: 0xcf84f7e6, IBX checksum: 0x02191448 -- "freighter01.pof"
Loading model 'transport01.pof'
IBX: Found a good IBX/TSB to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 0x4c79d850, IBX checksum: 0x114a6cc2 -- "transport01.pof"
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x06876747, IBX checksum: 0xa4b2cd52 -- "cruiser01.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI 2_toparc1_fs1 with size 250x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 31x34 (46.9% wasted)
ANI 2_leftarc_fs1 with size 78x136 (46.9% wasted)
ANI 2_rightarc1_fs1 with size 78x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
ANI 2_reticle1_fs1 with size 38x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
WARNING: "Can't open model file <starfield.pof>" at modelread.cpp:834
=================== STARTING LEVEL DATA LOAD ==================
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_NRML1.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_NRML2.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_NRML3.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_AARV1.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_AARV2.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_EARV1.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_EARV2.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_BTTL1.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_BTTL2.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m3_VICT1.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: m1_DEAD.ogg
Loading model 'support01.pof'
IBX: Found a good IBX/TSB to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0xa84ed470, IBX checksum: 0x0cfe09e2 -- "support01.pof"
Loading model 'support02.pof'
IBX: Found a good IBX/TSB to read for 'support02.pof'.
IBX-DEBUG => POF checksum: 0x3b830e73, IBX checksum: 0xc1f05d4d -- "support02.pof"
About to page in ships!
ANI shield-f04 with size 112x93 (27.3% wasted)
ANI shield-f02 with size 112x93 (27.3% wasted)
Loading model 'MX-50.pof'
IBX: Found a good IBX/TSB to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x80ed0ef6, IBX checksum: 0x01a7358b -- "MX-50.pof"
Loading model 'Fury.pof'
IBX: Found a good IBX/TSB to read for 'Fury.pof'.
IBX-DEBUG => POF checksum: 0x3d900ce1, IBX checksum: 0xa2f47294 -- "Fury.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x51a56331 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x7e70c4bf, IBX checksum: 0x339ebf03 -- "harbinger.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x4b30798e -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x5ba55a34 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1_fs1.ani with size 46x46 (28.1% wasted)
ANI 2_lead1_fs1.ani with size 40x40 (37.5% wasted)
ANI 2_energy2_fs1.ani with size 85x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1_fs1.ani with size 250x59 (7.8% wasted)
ANI 2_toparc2_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_leftarc_fs1.ani with size 78x136 (46.9% wasted)
ANI 2_rightarc1_fs1.ani with size 78x139 (45.7% wasted)
ANI 2_rightarc4_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_reticle1_fs1.ani with size 38x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-f04.ani with size 112x93 (27.3% wasted)
ANI shield-f02.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP163x118+16'
User bitmap 'TMP136x234+16'
User bitmap 'TMP293x165+16'
User bitmap 'TMP234x210+16'
User bitmap 'TMP91x72+16'
User bitmap 'TMP110x123+16'
User bitmap 'TMP187x224+16'
User bitmap 'TMP298x368+16'
User bitmap 'TMP163x118+16'
User bitmap 'TMP136x234+16'
User bitmap 'TMP293x165+16'
User bitmap 'TMP234x210+16'
User bitmap 'TMP91x72+16'
User bitmap 'TMP110x123+16'
User bitmap 'TMP187x224+16'
User bitmap 'TMP298x368+16'
User bitmap 'TMP163x118+16'
User bitmap 'TMP136x234+16'
User bitmap 'TMP293x165+16'
User bitmap 'TMP234x210+16'
User bitmap 'TMP91x72+16'
User bitmap 'TMP110x123+16'
User bitmap 'TMP187x224+16'
User bitmap 'TMP298x368+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1381/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 177,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI icon_ml16 with size 56x24 (25.0% wasted)
ANI icon_disruptor with size 56x24 (25.0% wasted)
ANI iconv-cargo with size 60x20 (37.5% wasted)
ANI Fadeiconv-Cargo with size 60x20 (37.5% wasted)
ANI Fadeiconv-Cargo.ani with size 60x20 (37.5% wasted)
ANI iconhighlight04 with size 148x148 (42.2% wasted)
ANI iconhighlight04.ani with size 148x148 (42.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconv-fightW with size 63x46 (28.1% wasted)
ANI Fadeiconv-FighterW with size 63x46 (28.1% wasted)
ANI Fadeiconv-FighterW.ani with size 63x46 (28.1% wasted)
ANI iconv-freight with size 57x23 (28.1% wasted)
ANI Fadeiconv-Freighter with size 57x23 (28.1% wasted)
ANI Fadeiconv-Freighter.ani with size 57x23 (28.1% wasted)
ANI icont-cruiser with size 55x40 (37.5% wasted)
ANI FadeiconT-cruiser with size 55x40 (37.5% wasted)
ANI FadeiconT-cruiser.ani with size 55x40 (37.5% wasted)
ANI iconhighlight07 with size 144x144 (43.8% wasted)
ANI iconhighlight07.ani with size 144x144 (43.8% wasted)
Frame  0 too long!!: frametime = 10.672 (10.672)
ANI iconv-cargo.ani with size 60x20 (37.5% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  42.796
render_target: creating new 640x640 FBO
render_buffer: creating new 640x640 render buffer
texture_pool: creating new 640x640 texture
  Compiling special shader ->  post-v.sdr / brightpass-f.sdr ...
render_target: creating new 320x320 FBO
render_buffer: creating new 320x320 render buffer
texture_pool: creating new 320x320 texture
texture_pool: creating new 320x320 texture
  Compiling special shader ->  post-v.sdr / blur-f.sdr ...
  Compiling post shader (0x0) ->  post-v.sdr / post-f.sdr ...
ANI Head-TP3b.ani with size 160x120 (6.3% wasted)
ANI Head-TP3a.ani with size 160x120 (6.3% wasted)
ANI Head-TP3b.ani with size 160x120 (6.3% wasted)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Fri Mar 19 23:57:19 2010
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

FS2 Mods I'm waiting on: Inferno 10th Anniversary
Current Project: Contestant Android app, Learn4Life iOS app, Blender Commander (importer).
The FreeSpace Font Foundry is back in action!

 

Offline Aardwolf

  • 211
  • Posts: 16,384
    • Minecraft
I encountered this somewhere or another while playing FSPort, on a different freighter/transport from the one Goober first pointed out on...

 

Offline Talon 1024

  • 29
  • How do you turn this on?
    • Mods, Games, and Stuff
I think I found out why this is happening...  See the attached screenshot.

[attachment deleted by admin]
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

FS2 Mods I'm waiting on: Inferno 10th Anniversary
Current Project: Contestant Android app, Learn4Life iOS app, Blender Commander (importer).
The FreeSpace Font Foundry is back in action!

 

Offline blowfish

  • 211
  • Join the cult of KILL MY ROUTER!!!!!!!!!!1
No, it happens on other ships as well, on turrets which definitely have something (other than beams) assigned to them.

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
An empty string there simply means that it uses the default value from the tables. This is why, if you change the default loadout for a ship, any weapons that were the default before seem to be "changed" to the new default.

I'd say play around with different configurations- does the 'beam' turret change if the weapon is specified in the mission (so it's not the default)? Does it change if the default is changed? What happens on other ships with that particular weapon?

Since it happens in release but not debug, it's definitely a code issue, but seeing what it does under different conditions could narrow down the issue.

I'd take a look at it but I've got a lot to do at the moment. See if those suggestions lead you anywhere.

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
An empty string there simply means that it uses the default value from the tables.
No, an empty string means "don't put any weapon at all on this turret".  If that's not happening, it's a bug.

 

Offline Tomo

  • 28
An empty string there simply means that it uses the default value from the tables.
No, an empty string means "don't put any weapon at all on this turret".  If that's not happening, it's a bug.
Ah, that makes sense!

The 'Beam Turrets' QD and I have seen haven't been seen to fire anything, so maybe an 'empty' turret is being mislabelled?

What should an Empty Turret actually be labelled as?

 

Offline blowfish

  • 211
  • Join the cult of KILL MY ROUTER!!!!!!!!!!1
I've seen plenty of mislabeled turrets fire stuff other than beams

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Make a mission - using retail data - where this problem consistently appears and then post it here with instructions on how to reproduce the issue.

I have tried couple of times to get this happen but i haven't so far seen this issue on my cpu.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline blowfish

  • 211
  • Join the cult of KILL MY ROUTER!!!!!!!!!!1
Thing is - it seems to happen consistently with certain mods but not with others.  The specific mission seems to have very little to do with it.

  

Offline Galemp

  • Actual father of Samus
  • Moderator
  • 212
  • Current projects: GVCa Tanen, Vasudan Imperium
    • Steam
    • User page on the FreeSpace Wiki
How curious...
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...