Author Topic: [Release] 3/09/16 Star Wars OT Mod Asset Release  (Read 74669 times)

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Re: [Release] Star Wars Original Trilogy Mod Public Beta
I finally had time to try the upgrade version and it will not load. Log attached

[attachment deleted by ninja]

 

Offline wookieejedi

  • 29
  • Intensify Forward Firepower
Re: [Release] Star Wars Original Trilogy Mod Public Beta
I finally had time to try the upgrade version and it will not load. Log attached

I also got similar errors, so I incorporated the update into the upcoming version 2 beta (which fixes and adds a lot of stuff) and got it to work. I will release the new updated version 2 beta soon, so stay tuned.

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: [Release] Star Wars Original Trilogy Mod Public Beta
Where did you extract files from the data2 folder ? into the data folder of Star Wars Original Trilogy ?
The only errors you can get are from long path filename to ogg files.

 

Offline wookieejedi

  • 29
  • Intensify Forward Firepower
Re: [Release] Star Wars Original Trilogy Mod Public Beta
I finally had time to try the upgrade version and it will not load. Log attached

I also got similar errors, so I incorporated the update into the upcoming version 2 beta (which fixes and adds a lot of stuff) and got it to work. I will release the new updated version 2 beta soon, so stay tuned.

Scratch that. I just double checked and found I put a #End in the wrong place in my files..woops. MetalDestroyer is right, there shouldn't be any errors.

 
Re: [Release] Star Wars Original Trilogy Mod Public Beta
Where did you extract files from the data2 folder ? into the data folder of Star Wars Original Trilogy ?
The only errors you can get are from long path filename to ogg files.

Yes into the data folder of Star Wars Original Trilogy data folder. I am running Windows 8 64 bit. This ran fine without the upgrade.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: [Release] Star Wars Original Trilogy Mod Public Beta
Hey, did you know the links here still work? Right now, you're using stock FS2 models for missiles, don't you think it'd be good to change that? Of course, tables provided are not very good (2008!), you might want to make some serious edits. Oh, and those satellites would be a neat addition.

 

Offline wookieejedi

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Re: [Release] Star Wars Original Trilogy Mod Public Beta
Hey, did you know the links here still work? Right now, you're using stock FS2 models for missiles, don't you think it'd be good to change that? Of course, tables provided are not very good (2008!), you might want to make some serious edits. Oh, and those satellites would be a neat addition.

Awesome! I had no idea these existed. I have always wanted to update the secondary models, so this is will be a nice way to do that. I will add the satellites, too. Thanks again for finding this!

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: [Release] Star Wars Original Trilogy Mod Public Beta
I remember when they were on the highlights. :) BTW, has it been 5 years already? Woah, time really flies. Those were cutting edge back when I joined, and the models still look good today.

 

Offline wookieejedi

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Re: [Release] Star Wars Original Trilogy Mod Public Beta
Version 2 of the Beta is out: https://docs.google.com/file/d/0BxTcFELCUm4HVjJpSWdxZVc1UXc/edit?usp=sharing

This is a very extensive update with a plethora of new content. See the 1st page for the updated details.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: [Release] Star Wars Original Trilogy Mod Public Beta
In case you're interested, I'm working on adding working turrets to the SSD. Also, I've re-scaled it to 12.5km (the smallest "likely" size, according to Wookiepedia), it's somewhat more manageable that way. Oh, and I'm adding a proper fighterbay and subsystems, too. I'll soon have it ready.

 

Offline wookieejedi

  • 29
  • Intensify Forward Firepower
Re: [Release] Star Wars Original Trilogy Mod Public Beta
In case you're interested, I'm working on adding working turrets to the SSD. Also, I've re-scaled it to 12.5km (the smallest "likely" size, according to Wookiepedia), it's somewhat more manageable that way. Oh, and I'm adding a proper fighterbay and subsystems, too. I'll soon have it ready.

That is awesome! I am of course interested, I am sure everyone else on the team is, too! With a proper SSD, that makes us immensely closer to creating a full BoE campaign. Keep me posted on your progress (feel free to IM me, too).  Nm, look like you just did :)

 
Re: [Release] Star Wars Original Trilogy Mod Public Beta
when its going to realeased

 

Offline wookieejedi

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Re: [Release] Star Wars Original Trilogy Mod Public Beta
when its going to realeased

Ummm...? It is released.

 
Re: [Release] Star Wars Original Trilogy Mod Public Beta
I'm running Freespace2 under Wine in linux. I have some problems with the Battle of Endor mission. One ship class is not properly loaded. Here's the debug log. I think the interesting lines are the last three, but I don't know how to solve the issue. Moreover there are some other missions that are not working but I haven't run the debugger yet in regard to them.
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: 3.7.0.9755
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Star_Wars,Mediavps_3612
Building file index...
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Star_Wars\' ... 1679 files
Searching root 'C:\Games\Freespace 2\Mediavps_3612\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\Mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace 2\' ... 17 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 24 roots and 15590 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.14

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Built-in Audio Analog Stereo
  Capture device: Built-in Audio Analog Stereo
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 650 Ti/PCIe/SSE2
  OpenGL Version   : 4.3.0 NVIDIA 325.15

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

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'csc-sct.tbm' ...
TBM  =>  Starting parse of 'zoom-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 31 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'OT-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (Exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (Exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (Exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (Explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Maxim_impact.eff) with 23 frames at 30 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
Ignoring free flight speed for weapon 'Inactive'
Ignoring free flight speed for weapon 'P1 Torpedo'
Ignoring free flight speed for weapon 'P2 Torpedo'
Ignoring free flight speed for weapon 'S1 Charge'
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'cockpits-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Zoom Script initialized!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 212
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'SW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'SW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'ale1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'SW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'SW.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'SW.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.396 (0.396)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'xwing.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
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
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
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   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
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   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
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
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
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   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
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   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
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
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
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   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
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   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
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
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
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   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
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'xwing.pof'.
IBX-DEBUG => POF checksum: 0x99df7cd2, IBX checksum: 0x8754e8c4 -- "xwing.pof"
Frame  0 too long!!: frametime = 1.400 (1.400)
Frame  0 too long!!: frametime = 0.260 (0.260)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'SW.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.630 (0.630)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
PLR => Saving 'SW.plr' with version 1...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file '1024x768_X-Wing_Action.jpg'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
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: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
ANI LogoEmpire with size 160x120 (6.3% wasted)
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
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
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   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
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'All-BoE-V2'
MISSIONS: Ship "Executor" has an invalid ship type (ships.tbl probably changed).  Making it type 0
WARNING: "Supplied Command Persona is invalid!  Defaulting to Empire SD 1." at missionparse.cpp:4909
Int3(): From c:\code\fs2_open_3_7_0\code\globalincs\windebug.cpp at line 1378

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: [Release] Star Wars Original Trilogy Mod Public Beta
I didn't try yet the new package that Wookie has released. But, I think he modified the SSD Executor ship class. So, the ship class define in the mission doesn't match with the one define in the ships.tbl.

 

Offline niffiwan

  • 211
  • Eluder Class
Re: [Release] Star Wars Original Trilogy Mod Public Beta
I'm running Freespace2 under Wine in linux.

Just curious, why do you not run FSO natively on Linux?
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...

 
Re: [Release] Star Wars Original Trilogy Mod Public Beta
Well I tried but the same problem show up. But I used 3.6.19 executables. I just wanted to set up exact configuration as required in wxluncher's info tab, but the only 3.7.0 build that works for me is an .exe file, so I switched to wine.

 

Offline niffiwan

  • 211
  • Eluder Class
Re: [Release] Star Wars Original Trilogy Mod Public Beta
OK then.  If the 3.7.0 Linux builds aren't working for you then I'm interested in finding/fixing the problem :) 

Did you get the 3.7.0 Linux exec from the release thread?  That one is built on 32bit Ubuntu, so it can be tricky getting it working on anything else except that exact distro.  Normally compiling your own exec works best.  However, to avoid everyone needing to do that I'm also working on having releases built for a variety of distro's on the OpenSuse Public Build Service.  I just need to get 3.7.0 up there, in a generic fs2open package and not the separate version packages that I've created so far.
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...

 
Re: [Release] Star Wars Original Trilogy Mod Public Beta
I downloaded and recompiled the source code for 3.7.0 and works fine. The error I got before was about the executable not generating a flag file...
These are the details of my system:

Linux 3.8.0-29-generic
Kubuntu 13.04 64bit
KDE 4.10.5

CPU: Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz
RAM: 8gb
GPU: NVIDIA Corporation GK106 [GeForce GTX 650 Ti] (rev a1)


 

Offline niffiwan

  • 211
  • Eluder Class
Re: [Release] Star Wars Original Trilogy Mod Public Beta
Cool - glad that compiling worked for you.

(and now, derail ended, back to the original topic :nervous:)
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...