Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on January 20, 2005, 07:32:18 pm

Title: Shocking new build
Post by: WMCoolmon on January 20, 2005, 07:32:18 pm
This is the cumulative build, plus:
Previously in builds:

-- milliseconds for transition (optional; if not specified, instant)


-- milliseconds for transition (optional; if not specified, instant)


-- milliseconds to fade out (optional; if not specified, instant)
-- color to fade out to(Implemented but not working properly, may need lowlevel function editing) (optional; if not specified, black)


-- milliseconds to fade in (optional; if not specified, instant)


-- x coord
-- y coord
-- z coord


-- x coord to face
-- y coord to face
-- z coord to face
-- Total turn time (ms)
-- Time to spend accelerating (ms)


-- object name
-- Total turn time (ms)
-- Time to spend accelerating (ms)


-- Left/right (degrees)
-- Up/down (degrees)
-- roll left/roll right (degrees)
-- Total turn time (ms)
-- Time to spend accelerating (ms)


-- Field of view (degrees)

http://fs2source.warpcore.org/exes/latest/C01272005.zip

FRED is broken, so you have to add the cutscene SEXPs manually using Notepad (Not too hard)

Edit: Updated to reflect new build

Aded to the Website.// redmenace
Title: Shocking new build
Post by: Nuke on January 20, 2005, 08:58:47 pm
cool, when i finally learn all the new features somone thows anothone at me :D

the two features i still await are dynamicly rendered shield icons (yea right :D) and primary weapon interface models. models that are not useds in the game but rendered in the interface screen only for both icon and animation. just dont break the projectile model option. i use glopointed bullet models for all my minigun effects and i dont want those broken
Title: Shocking new build
Post by: MetalDestroyer on January 20, 2005, 11:11:03 pm
Arg, WLCoolmon try to regroup all the last stuff on one fs2_open, it make people crazy, especially me ^^ they are too many that i can't know what does what.
Title: Shocking new build
Post by: WMCoolmon on January 20, 2005, 11:57:45 pm
Okay, I listed all the new features I know of in this build :p it also includes some of taylor's features, but I'm not sure which ones exactly.
(New feature == post 3.6.5)

Note that FOV and the camera are independent of each other, so if you set the FOV, you should call reset-fov when you're done screwing with it. For some reason, the nebula code doesn't handle FOV too well in subspace missions, too.

Note that all the set-SEXPs are absolute. I'm treating this as convention for now; any relative movement SEXPs will be things like translate-camera or rotate-camera.

Edit: BTW, when I was editing SEXPs it looks like set-ship-facing takes turn time and bank arguments.
Title: Shocking new build
Post by: Trivial Psychic on January 21, 2005, 03:57:39 am
I just tested this build out and it wouldn't read my pilots.  I switched back to your 01/17 build and it worked, but not under the 01/20.
Title: Shocking new build
Post by: Singh on January 21, 2005, 04:10:21 am
err...small question - does the set-rotation take a time argument, or is it fixed?
Title: Shocking new build
Post by: taylor on January 21, 2005, 04:53:30 am
People also need to test -loadonlyused with these newer builds.  I think I've gotten all of the problems worked out but it needs to pass the public-at-large test before being taken off the experimental/dangerous list.

Quote
Originally posted by Trivial Psychic
I just tested this build out and it wouldn't read my pilots. I switched back to your 01/17 build and it worked, but not under the 01/20.

Does it work in other builds, such I my last one?  If no then your pilot files may have been corrupted by the 01/17 build.  If yes then something is wrong with this new build.
Title: Shocking new build
Post by: Falcon on January 21, 2005, 06:26:45 am
I'll definately try this build out :D
Title: Shocking new build
Post by: fs2freak88 on January 21, 2005, 07:18:05 am
Same errors as previous builds :mad:
Title: Shocking new build
Post by: DrunkenPirate on January 21, 2005, 07:19:46 am
Downloaded, will test the -loadonlyused along with some other stuff now.
Title: Shocking new build
Post by: Mr_Maniac on January 21, 2005, 07:23:56 am
@Trivial Psychic:
This Build creates a new folder in "data\players".
It's called "inferno"...
Maybe you can copy your old pilot into this directory...
Or you HAVE to create a new pilot...

Great build WMCoolmon!
This is the only build where ALL my ships get displayed in the Techroom...
And it works great (But I think 512 MB RAM is not enough :D )
It looks great
It IS great...

FS2 gets better from build to build!

Oh... By the way:
Is there any way I can use an avatar in the forum?
Title: Shocking new build
Post by: Jetmech Jr. on January 21, 2005, 07:23:55 am
I can't warp out. I hit alt+J and I hear the Engine charge up, but nothing happens, and then I can't restart the warp process.
Title: Shocking new build
Post by: Mr_Maniac on January 21, 2005, 07:46:42 am
Okay...
I've encountered a BIG Problem...
In this build I cannot warp out!
Not in the training missions, not in missions, not at all :(
The Warp engine charges (I hear that sound), but nothing happens...
Title: Shocking new build
Post by: DrunkenPirate on January 21, 2005, 07:58:42 am
I also cannot warp out. You can hear the engine charge up the subspace drive but you speed does not change and no on-screen dialogue appears to say you are warping out. After the warpout sound finishes I am still able to fly about the map. You can only do it once though, if I try and press the button again, nothing happens at all.

However since other people here have confirmed that I decided to test other stuff. I used the -allslev flag and picked 6 retail missions at random at various points in the SP campaign and tested the -loadonlyused option. Previously this caused me to crash every time about 2-3 minutes in. I played all 6 missions and did not crash once and loading times seemed reduced.
Title: Shocking new build
Post by: aldo_14 on January 21, 2005, 08:08:56 am
Quote
Originally posted by Mr_Maniac

Is there any way I can use an avatar in the forum?


Afraid not.  The only people who have avatars are the site admin (the big ones), and members of hosted projects (who have a small one for each project their involved in, which links to the project website).

It's mainly an anti-abuse / bandwidth measure, I think.
Title: Shocking new build
Post by: karajorma on January 21, 2005, 02:19:46 pm
Sorry to moan but

- Can't jump out
- Won't work with mv_music present
- Saves pilots in the wrong folders
- Doesn't appear to have goobers code for using variables in messages. When I try to use that I just see $ instead of the number I was expecting to see. Admittedly this is the first build I've tried using the feature on so that may all be goobers fault (or mine for that matter :) )
Title: Shocking new build
Post by: Taristin on January 21, 2005, 02:26:52 pm
I'm Shocked!
Title: Shocking new build
Post by: Goober5000 on January 21, 2005, 02:40:27 pm
Quote
Originally posted by karajorma
- Doesn't appear to have goobers code for using variables in messages
He might not have updated his CVS. :)

On that note, I just updated and now I can't compile. :sigh:
Title: Shocking new build
Post by: taylor on January 21, 2005, 02:52:15 pm
Quote
Originally posted by Goober5000
On that note, I just updated and now I can't compile. :sigh:

Not one of my commits last night I hope. :nervous:

Oh and two file objects appear to be missing from the project file.  (worded like that on purpose if you didn't catch it) :)

EDIT: Forgot to comment on this:
Quote
Originally posted by Mr_Maniac
This Build creates a new folder in "data\players".
It's called "inferno"...

Ah, it's an Inferno build (by mistake?).  Pilot files are incompatible between Inferno and regular builds because of the bumped limits.  I forced the directory change in Inferno builds to prevent pilot files getting corrupted if you use both builds.  You can copy your existing pilot into data/players/inferno/ and still use it but you can't copy it back and have it work properly in a regular build.
Title: Shocking new build
Post by: Goober5000 on January 21, 2005, 02:56:03 pm
Quote
Originally posted by taylor
Oh and two file objects appear to be missing from the project file.  (worded like that on purpose if you didn't catch it) :)
Right.  I suggest adding them manually.  My project file is completely borked, so I didn't CVS it.  (That may be why I'm the only one who can compile FRED. ;))

I need to chat with Inquisitor about SCP stuff this weekend.  I think I want the project stuff re-merged back into the same workspace, like the original source release had it.
Title: Shocking new build
Post by: Skippy on January 21, 2005, 03:13:01 pm
Quote
Originally posted by DrunkenPirate
I also cannot warp out. You can hear the engine charge up the subspace drive but you speed does not change and no on-screen dialogue appears to say you are warping out. After the warpout sound finishes I am still able to fly about the map. You can only do it once though, if I try and press the button again, nothing happens at all.
 


Ditto (and it happens using all difficulty settings)
it seems pressing alt-j only triggers the sound play, not the rest of the warpout sequence


Other stuff is fine :yes: (no crashes at all, even with mv_music)
Title: Shocking new build
Post by: karajorma on January 21, 2005, 03:30:26 pm
What's your command line Skippy?
Title: Shocking new build
Post by: Goober5000 on January 21, 2005, 03:33:02 pm
Quote
Originally posted by taylor
Not one of my commits last night I hope. :nervous:
Apparently.  Or it could be because I was on a different computer.  I'm back in my room with a fresh update, and it seems to work now. :)
Title: Shocking new build
Post by: Skippy on January 21, 2005, 03:41:14 pm
Quote
Originally posted by karajorma
What's your command line Skippy?


-spec -glow -pcx32 -jpgtga -nomotiondebris -nobeampierce -dualscanlines -ship_choice_3d -targetinfo -orbradar -3dwarp -ballistic_gauge -snd_preload -loadonlyused -fps -window

I used EAX sound, no problems, but using DirectSound the game crashed on exit (without any error log)

EDIT : the crash on loading (FRED2 Open) missions only happens when an ogg music is selected (4: Numbers, 6: Joshua and 7: Revelation)

(the error log (http://fs2.kissifrot.com/errorlog.txt) is always the same)
Title: Shocking new build
Post by: Deepblue on January 21, 2005, 04:34:22 pm
Thankyou SO MUCH for the render ship from viewpoint option. This makes 3d cockpits no hassle.
Title: Shocking new build
Post by: Nuke on January 21, 2005, 06:28:45 pm
i get this when i try to run my mod under it:

Error: Can't open file <>
File:.\model\modelread.cpp
Line: 1548

Call stack:
------------------------------------------------------------------
    fs2_open_C01202005.exe 00630eab()
    fs2_open_C01202005.exe 005bc669()
    fs2_open_C01202005.exe 00675329()
    fs2_open_C01202005.exe 0065ffb8()
    fs2_open_C01202005.exe 00660183()
    fs2_open_C01202005.exe 0066033b()
    fs2_open_C01202005.exe 005d36b0()
    fs2_open_C01202005.exe 00662261()
    fs2_open_C01202005.exe 005d373d()
    fs2_open_C01202005.exe 0066375c()
    fs2_open_C01202005.exe 006637e1()
    fs2_open_C01202005.exe 0041aa3a()
    KERNEL32.DLL 7c5987e7()
------------------------------------------------------------------

it occures durring mission load. i was testing a new virtual cockpit on one of my new ships, at first i thought it was that model. it worked in your previous build. replacing it with the earlyer non cockpit version didnt work either. so that leads me to think its something to do with the 3d interface for secondary weapons.

the debug build crashes and complains that there are too many entries in my sound tables, even though the sounds work on all other builds.

Assert: num_game_sounds < MAX_GAME_SOUNDS
File: e:\cvs\fs2_open\code\gamesnd\gamesnd.cpp
Line: 374

Call stack:
------------------------------------------------------------------
    fs2_open_C01202005_d.exe 0065992b()
    fs2_open_C01202005_d.exe 00664a6a()
    fs2_open_C01202005_d.exe 00664ce3()
    fs2_open_C01202005_d.exe 00a1da47()
    KERNEL32.DLL 7c5987e7()
------------------------------------------------------------------
Title: Shocking new build
Post by: karajorma on January 21, 2005, 07:11:47 pm
Okay. The music.vp crash gets stranger. I talked to Skippy on ICQ and ran a few tests. Missions from FS2 ran fine even if they used the Numbers or Revelations tracks. If opened the mission in FRED 3.6.5 and resaved it then it still worked.

Yet I have two seperate missions which were both also saved in FRED 3.6.5, both using numbers which crash every single time mv_music.cp is present but work perfectly if I remove it. Even more strangely the #music section of all the files appear to be identical when looked at in notepad, regardless of whether or not the mission works.

Frankly I'm confused as hell. :confused:
Title: Shocking new build
Post by: aldo_14 on January 21, 2005, 08:05:58 pm
Quote
Originally posted by Deepblue
Thankyou SO MUCH for the render ship from viewpoint option. This makes 3d cockpits no hassle.


Look left.  Look right.  Look about.

Needs a bit of work yet, natch :)
Title: Shocking new build
Post by: Nuke on January 21, 2005, 08:33:59 pm
i keep disabling parts of my mod but i still cant get it to run, im gonna try the debug build with the disable sound flag to see if i gan get a more precise error message.
Title: Shocking new build
Post by: WMCoolmon on January 21, 2005, 08:59:22 pm
Thanks Nuke. :)

I think I might've fixed the warpout bug, but I want to do some more testing to be sure.

Edit: Oh, and I updated my CVS tree, I'll be updating again before I do another release build...it won't be an inferno build again (Or if it is, there'll be a regular build too)

Incidentally, has anyone tried the camera SEXPs in multiplayer?
Title: Shocking new build
Post by: Nuke on January 21, 2005, 09:29:50 pm
i managed to run a mission under the debug build heres the log:

Setting language to English
soundcard = EAX
** MAX_CHANNELS set to 64.  DS reported 64.
Failed to init speech
GR_CPU: Family 15, MMX=Yes
Using PURE D3D DeviceAlpha texture format = ARGB, 4:4:4:4
Non-alpha texture format = ARGB, 1:5:5:5
D3D_32bit 1, bits_per_pixel 32Direct3D Initialized OK!
Size of bitmap info = 755 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log - Opened Fri, Jan 21, 2005  at 06:17PM
----
----
----


Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
couldn't find particle pcx for HyPAcS
found ani pspew_rail for HyPAcS, with 18 frames and 15 fps
couldn't find particle pcx for Ancient Plasma
ANI exp_plasma with size 72x72 (43.8% wasted)
found ani exp_plasma for Ancient Plasma, with 7 frames and 15 fps
couldn't find particle pcx for Nova Cannon
ANI pspew_nova with size 72x72 (43.8% wasted)
found ani pspew_nova for Nova Cannon, with 12 frames and 15 fps
couldn't find particle pcx for AutoMerc
ANI pspew_merc with size 96x96 (25.0% wasted)
found ani pspew_merc for AutoMerc, with 7 frames and 15 fps
couldn't find particle pcx for 200mm Flak
found ani pspew_merc for 200mm Flak, with 7 frames and 15 fps
couldn't find particle pcx for Impact Grenade
found ani pspew_smoke for Impact Grenade, with 12 frames and 15 fps
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
Wokka!  Error opening file (difficulty.tbl)!
Unable to parse 5ifficulty!  Code = 1242154.
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
Wokka!  Error opening file (hud_gauges.tbl)!
Unable to parse hud_gauges.tbl!  Code = 5.
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"
ML 01/21 18:17:27~   psnet_init() detected lan connection
ML 01/21 18:17:27~   psnet_get_ip() reports IP : 0.0.0.0

ML 01/21 18:17:27~   Receive buffer set to 4096

ML 01/21 18:17:27~   Send buffer set to 4096

ML 01/21 18:17:27~   Error on IPX startup 10047

ML 01/21 18:17:27~   Network
cf_get_file_list_preallocated looking for type=25, filter="*.pcx"
cf_get_file_list_preallocated looking for type=32, filter="*.pcx"
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 94
Got event GS_EVENT_TEAM_SELECT (49) in state NOT A VALID STATE (49)
Loading 2_ChoosePilot-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
cf_get_file_list_preallocated looking for type=28, filter="*.pl2"
cf_get_file_list_preallocated looking for type=28, filter="*.plr"
Loading 2_ChoosePilot.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_060002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading cursor.ani for the first time.
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.605 (0.605)
Loading 2_CPB_040001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_050001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_050002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_VIEW_CUTSCENES (0)
Someone passed an extension to bm_load for file 'vasudan1.pcx'
Loading vasudan1.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Vhallm.pcx for the first time.
MEMLEAK DEBUG: lock pcx
ANI 2_vHall_misc1.ani with size 154x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 154x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 405x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 364x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 105x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 264x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 414x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 430x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 334x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 206x206 (19.5% wasted)
Frame  0 too long!!: frametime = 0.362 (0.362)
Loading 2_VHall.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame  0 too long!!: frametime = 0.495 (0.495)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (11)
Loading 2_TechShipData-M.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
Why are you trying to free a NULL pointer?  [modelinterp.cpp(5057)]
glowbank texture num is 99039
glowbank texture not found, setting as the normal one num
glowbank texture num is 220609
glowbank texture not found, setting as the normal one num
glowbank texture num is 189082
glowbank texture not found, setting as the normal one num
glowbank texture num is 1062371
glowbank texture not found, setting as the normal one num
Frame  0 too long!!: frametime = 0.810 (0.810)
Loading 2_TechShipData.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading Fighter01-01a-glow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_slider0000.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_TDB_000002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_TDB_040002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame  0 too long!!: frametime = 0.672 (0.672)
Loading 2_TDB_020001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_TDB_010001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_TDB_010002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_PLAYER_WARPOUT_DONE (58) in state GS_STATE_TECH_MENU (58)
Loading 2_LoadMission-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_LoadMission.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame  0 too long!!: frametime = 1.264 (1.264)
Loading 2_Pop2.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_000000.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_LMB_060002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_LMB_090001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_LMB_090002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MISSION_LOG_SCROLLBACK (1)
=================== STARTING LEVEL LOAD ==================
Freeing all existing models...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 52 frames at 28 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
 256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shockwave01.eff) with 92 frames at 20 fps.
loading defalt shockwave modelLoading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
 385
MISSION LOAD: 'sstest'
Loading model 'sepuelture.pof'
IBX: Found a good IBX to read for 'sepuelture.pof'.
Warning: Ignoring unrecognized subsystem gatling1, believed to be in ship sepuelture.pof
Warning: Ignoring unrecognized subsystem gatling3, believed to be in ship sepuelture.pof
Warning: Ignoring unrecognized subsystem gatling2, believed to be in ship sepuelture.pof
ab trail point 0 made
ab trail point 1 made
ab trail point 2 made
ab trail point 3 made
ab trail point 4 made
ab trail point 5 made
ab trail point 6 made
ab trail point 7 made
ab trail point 8 made
ab trail point 9 made
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
=================== LOADING GAME PALETTE ================
ANI 2_lock1 with size 53x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 96x96 (25.0% wasted)
ANI toggle1 with size 20x20 (37.5% wasted)
ANI weapons1 with size 20x20 (37.5% wasted)
ANI weapons1_b with size 20x20 (37.5% wasted)
ANI 2_toparc1 with size 60x60 (6.3% wasted)
ANI 2_toparc2 with size 24x24 (25.0% wasted)
ANI 2_toparc3 with size 29x29 (9.4% wasted)
ANI 2_leftarc with size 252x252 (1.6% wasted)
ANI 2_rightarc1 with size 252x252 (1.6% wasted)
ANI 2_reticle1 with size 24x24 (25.0% wasted)
ANI targhit1 with size 21x21 (34.4% wasted)
ANI energy1 with size 41x41 (35.9% wasted)
ANI targetview1 with size 156x156 (39.1% wasted)
ANI targetview2 with size 96x96 (25.0% wasted)
ANI targetview3 with size 20x20 (37.5% wasted)
ANI damage1 with size 25x25 (21.9% wasted)
ANI support1 with size 24x24 (25.0% wasted)
ANI objective1 with size 21x21 (34.4% wasted)
ANI wingman1 with size 53x53 (17.2% wasted)
ANI wingman2 with size 53x53 (17.2% wasted)
ANI wingman3 with size 53x53 (17.2% wasted)
ANI netlag1 with size 30x30 (6.3% wasted)
ANI head1 with size 132x132 (48.4% wasted)
ANI time1 with size 23x23 (28.1% wasted)
Loading model 'sky1.pof'
IBX: Found a good IBX to read for 'sky1.pof'.
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Loading 2_LoadingBG.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Beginning level bitmap paging...
WARNING: VRAM is at -935936 instead of zero after flushing!
About to page in ships!
ANI shield_sepuelture with size 93x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
This mission requires 26 Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.
Loading model 'rail.pof'
IBX: Found a good IBX to read for 'rail.pof'.
Loading model '100mm.pof'
IBX: Found a good IBX to read for '100mm.pof'.
glowbank texture num is 1743060
glowbank texture not found, setting as the normal one num
glowbank texture num is 166571
glowbank texture not found, setting as the normal one num
Loading model 'merc.pof'
IBX: Found a good IBX to read for 'merc.pof'.
Loading model '50mm-fmj.pof'
IBX: Found a good IBX to read for '50mm-fmj.pof'.
glowbank texture num is 1756563
glowbank texture not found, setting as the normal one num
glowbank texture num is 1761064
glowbank texture not found, setting as the normal one num
Loading model '50mm.pof'
IBX: Found a good IBX to read for '50mm.pof'.
glowbank texture num is 1743060
glowbank texture not found, setting as the normal one num
glowbank texture num is 166571
glowbank texture not found, setting as the normal one num
Loading model '50mm-spi.pof'
IBX: Found a good IBX to read for '50mm-spi.pof'.
glowbank texture num is 1765565
glowbank texture not found, setting as the normal one num
glowbank texture num is 1770066
glowbank texture not found, setting as the normal one num
Loading model '67mm-ems.pof'
IBX: Found a good IBX to read for '67mm-ems.pof'.
glowbank texture num is 1779068
glowbank texture not found, setting as the normal one num
glowbank texture num is 1783569
glowbank texture not found, setting as the normal one num
Loading model '100mm-spi.pof'
IBX: Found a good IBX to read for '100mm-spi.pof'.
glowbank texture num is 1765565
glowbank texture not found, setting as the normal one num
glowbank texture num is 1770066
glowbank texture not found, setting as the normal one num
Loading model '150mm.pof'
IBX: Found a good IBX to read for '150mm.pof'.
glowbank texture num is 166571
glowbank texture not found, setting as the normal one num
glowbank texture num is 1743060
glowbank texture not found, setting as the normal one num
Loading model '150mm-api.pof'
IBX: Found a good IBX to read for '150mm-api.pof'.
glowbank texture num is 1797072
glowbank texture not found, setting as the normal one num
glowbank texture num is 1801573
glowbank texture not found, setting as the normal one num
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
Loading model 'tflare.pof'
IBX: Found a good IBX to read for 'tflare.pof'.
glowbank texture num is 1810575
glowbank texture not found, setting as the normal one num
glowbank texture num is 1815076
glowbank texture not found, setting as the normal one num
Loading model 'vflare.pof'
IBX: Found a good IBX to read for 'vflare.pof'.
glowbank texture num is 1819577
glowbank texture not found, setting as the normal one num
glowbank texture num is 1824078
glowbank texture not found, setting as the normal one num
Loading model 'mflare.pof'
IBX: Found a good IBX to read for 'mflare.pof'.
glowbank texture num is 1828579
glowbank texture not found, setting as the normal one num
glowbank texture num is 1833080
glowbank texture not found, setting as the normal one num
Loading model 'stinger.pof'
IBX: Found a good IBX to read for 'stinger.pof'.
Loading model 'splitmissile.pof'
IBX: Found a good IBX to read for 'splitmissile.pof'.
glowbank texture num is 1765565
glowbank texture not found, setting as the normal one num
glowbank texture num is 1770066
glowbank texture not found, setting as the normal one num
Loading model 'shark.pof'
IBX: Found a good IBX to read for 'shark.pof'.
glowbank texture num is 1869088
glowbank texture not found, setting as the normal one num
glowbank texture num is 1873589
glowbank texture not found, setting as the normal one num
glowbank texture num is 1797072
glowbank texture not found, setting as the normal one num
Loading model 'apparition.pof'
IBX: Found a good IBX to read for 'apparition.pof'.
Loading model 'littleboy.pof'
IBX: Found a good IBX to read for 'littleboy.pof'.
Loading model 'mesontorps.pof'
IBX: Found a good IBX to read for 'mesontorps.pof'.
glowbank texture num is 1923142
glowbank texture not found, setting as the normal one num
glowbank texture num is 1869088
glowbank texture not found, setting as the normal one num
glowbank texture num is 1797072
glowbank texture not found, setting as the normal one num
Loading model 'decoy.pof'
IBX: Found a good IBX to read for 'decoy.pof'.
glowbank texture num is 1927643
glowbank texture not found, setting as the normal one num
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
Loading model 'taga.pof'
IBX: Found a good IBX to read for 'taga.pof'.
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
Loading model 'tagc.pof'
IBX: Found a good IBX to read for 'tagc.pof'.
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
Loading model 'Tsunami.pof'
IBX: Found a good IBX to read for 'Tsunami.pof'.
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
Loading model 'EMPulse2.pof'
IBX: Found a good IBX to read for 'EMPulse2.pof'.
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
Loading model 'Harbinger.pof'
IBX: Found a good IBX to read for 'Harbinger.pof'.
Loading model 'Synaptic.pof'
IBX: Found a good IBX to read for 'Synaptic.pof'.
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
Loading model 'fatman.pof'
IBX: Found a good IBX to read for 'fatman.pof'.
Loading model 'mesontorp.pof'
IBX: Found a good IBX to read for 'mesontorp.pof'.
glowbank texture num is 1869088
glowbank texture not found, setting as the normal one num
glowbank texture num is 1869088
glowbank texture not found, setting as the normal one num
glowbank texture num is 220609
glowbank texture not found, setting as the normal one num
Loading model 'sjc.pof'
IBX: Found a good IBX to read for 'sjc.pof'.
glowbank texture num is 2085178
glowbank texture not found, setting as the normal one num
ANI exp_plasma_1 with size 48x48 (25.0% wasted)
ANI exp_plasma_2 with size 24x24 (25.0% wasted)
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
Paging in mission messages
Loading cursorweb.ani for the first time.
ANI cursorweb.ani with size 24x24 (25.0% wasted)
Loading 2_radar1.ani for the first time.
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
Loading pspew_rail.ani for the first time.
Loading bmp_punisher.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading glow_punisher.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading trail_punisher.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_laserglow03.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading bmp_mlaser.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading glow_mlaser.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading exp_plasma.ani for the first time.
ANI exp_plasma.ani with size 72x72 (43.8% wasted)
Loading bmp_slayer.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading glow_slayer.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading bmp_null.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading pspew_nova.ani for the first time.
ANI pspew_nova.ani with size 72x72 (43.8% wasted)
Loading newglo8.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_bullet.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading pspew_merc.ani for the first time.
ANI pspew_merc.ani with size 96x96 (25.0% wasted)
Loading newglo9.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading particleexp01.ani for the first time.
Loading beam-white.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-red2.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-red.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-dblue2.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-dblue.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beamglow3.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-white3.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-green2.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-green3.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-green.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-orange2.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam-orange.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading glow_hdb.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam_hdb1.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam_hdb2.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading beam_hdb3.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading exp_flare.ani for the first time.
Loading beam_sweet.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading glow_flashbeam.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading exp_neoflare.ani for the first time.
Loading trail_stinger.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading trail_mesonic.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading pspew_smoke.ani for the first time.
Loading newmiss5.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading ExpMissilehit1.ani for the first time.
Loading exp04.ani for the first time.
Loading WarpMap01.ani for the first time.
Loading WarpMap01_1.ani for the first time.
Loading WarpMap01_2.ani for the first time.
Loading WarpMap01_3.ani for the first time.
Loading exp05.ani for the first time.
Loading exp05_1.ani for the first time.
Loading exp05_2.ani for the first time.
Loading exp05_3.ani for the first time.
Loading exp06.ani for the first time.
Loading exp06_1.ani for the first time.
Loading exp06_2.ani for the first time.
Loading exp06_3.ani for the first time.
Loading warpglow01.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gun100-shine.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_lock1.ani for the first time.
ANI 2_lock1.ani with size 53x53 (17.2% wasted)
Loading 2_lead1.ani for the first time.
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
Loading 2_energy2.ani for the first time.
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
Loading toggle1.ani for the first time.
ANI toggle1.ani with size 20x20 (37.5% wasted)
Loading countermeasure1.ani for the first time.
Loading weapons1_b.ani for the first time.
ANI weapons1_b.ani with size 20x20 (37.5% wasted)
Loading weapons2_b.ani for the first time.
Loading weapons3_b.ani for the first time.
Loading weapons4_b.ani for the first time.
Loading weapons5_b.ani for the first time.
Loading 2_toparc1.ani for the first time.
ANI 2_toparc1.ani with size 60x60 (6.3% wasted)
Loading 2_toparc2.ani for the first time.
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
Loading 2_toparc3.ani for the first time.
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
Loading 2_leftarc.ani for the first time.
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
Loading 2_rightarc1.ani for the first time.
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
Loading 2_reticle1.ani for the first time.
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
Loading targhit1.ani for the first time.
ANI targhit1.ani with size 21x21 (34.4% wasted)
Loading energy1.ani for the first time.
ANI energy1.ani with size 41x41 (35.9% wasted)
Loading targetview1.ani for the first time.
ANI targetview1.ani with size 156x156 (39.1% wasted)
Loading targetview2.ani for the first time.
ANI targetview2.ani with size 96x96 (25.0% wasted)
Loading targetview3.ani for the first time.
ANI targetview3.ani with size 20x20 (37.5% wasted)
Loading escort1.ani for the first time.
Loading escort2.ani for the first time.
Loading escort3.ani for the first time.
Loading damage1.ani for the first time.
ANI damage1.ani with size 25x25 (21.9% wasted)
Loading damage2.ani for the first time.
Loading damage3.ani for the first time.
Loading support1.ani for the first time.
ANI support1.ani with size 24x24 (25.0% wasted)
Loading message1.ani for the first time.
Loading message2.ani for the first time.
Loading message3.ani for the first time.
Loading objective1.ani for the first time.
ANI objective1.ani with size 21x21 (34.4% wasted)
Loading wingman1.ani for the first time.
ANI wingman1.ani with size 53x53 (17.2% wasted)
Loading wingman2.ani for the first time.
ANI wingman2.ani with size 53x53 (17.2% wasted)
Loading wingman3.ani for the first time.
ANI wingman3.ani with size 53x53 (17.2% wasted)
Loading wingman4.ani for the first time.
Loading wingman5.ani for the first time.
Loading netlag1.ani for the first time.
ANI netlag1.ani with size 30x30 (6.3% wasted)
Loading head1.ani for the first time.
ANI head1.ani with size 132x132 (48.4% wasted)
Loading time1.ani for the first time.
ANI time1.ani with size 23x23 (28.1% wasted)
Loading kills1.ani for the first time.
Loading directives1.ani for the first time.
Loading directives2.ani for the first time.
Loading directives3.ani for the first time.
Loading shield_sepuelture.ani for the first time.
ANI shield_sepuelture.ani with size 93x93 (27.3% wasted)
Loading vsupport1.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading vsupport1-shine.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading vsupport1b.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading vsupport1b-shine.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading vsupport1c.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading thruster01.ani for the first time.
Loading thruster01a.ani for the first time.
Loading thruster02.ani for the first time.
Loading thruster02a.ani for the first time.
Loading 2_LoadingBG.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading thruster03.ani for the first time.
Loading thruster03a.ani for the first time.
Loading energytrail-trans.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading slug.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading merc.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 67mmems-trans.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 150mm-api.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading firetrail-trans.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading HornetAll-A.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading stinger01a.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading splitmissile.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading shark.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading decoy.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading apparition.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading littleboy.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading mesontorp.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading mx64b.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading rocka.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading tempall.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading newhornet.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading crossbow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading trebuchet.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading TAGA.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading tagb.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading tagc.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading piranhaA.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading newstilleto.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading infyrno.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading TsunAll-a.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading TsunAll-b.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading helios.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading empulse.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading MX-A.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading Mx-B.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading HarbAll-a.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading HarbAll-B.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading SynAll-A.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading SynAll-B.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading Inter-A.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading Inter-B.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading fatman.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading exp20.ani for the first time.
Loading exp20_1.ani for the first time.
Loading exp20_2.ani for the first time.
Loading exp20_3.ani for the first time.
Loading ExpMissileHit1_1.ani for the first time.
Loading ExpMissileHit1_2.ani for the first time.
Loading exp_neoflare_1.ani for the first time.
Loading exp_neoflare_2.ani for the first time.
Loading exp_neoflare_3.ani for the first time.
Loading exp_flare_1.ani for the first time.
Loading exp_flare_2.ani for the first time.
Loading exp_plasma_1.ani for the first time.
ANI exp_plasma_1.ani with size 48x48 (25.0% wasted)
Loading exp_plasma_2.ani for the first time.
ANI exp_plasma_2.ani with size 24x24 (25.0% wasted)
Loading pspew_merc_1.ani for the first time.
Loading pspew_merc_2.ani for the first time.
Loading Countermeasure.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading debris01a.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading debris01b.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading debris01c.pcx for the first time.
MEMLEAK DEBUG: lock pcx
User bitmap 'TMP824x43'
User bitmap 'TMP256x256'
User bitmap 'TMP256x256'
User bitmap 'TMP128x128'
Bmpman: 2054/4500 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 4706,  Estimated count = 2311
================================================
Frame  0 too long!!: frametime = 173.195 (173.195)
Got event GS_EVENT_WEAPON_SELECT_HELP (15) in state GS_STATE_TRAINING_PAUSED (15)
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
Loading model 'pfsix.pof'
IBX: Found a good IBX to read for 'pfsix.pof'.
Warning: Ignoring unrecognized subsystem gatling1, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem gatling2, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem gatling3, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem bpod, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem bdoor1, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem bdoor2, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml5, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml0, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml4, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml9, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml1, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml6, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml8, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml3, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml2, believed to be in ship pfsix.pof
Warning: Ignoring unrecognized subsystem ml7, believed to be in ship pfsix.pof
Loading model 'Vulture.pof'
IBX: Found a good IBX to read for 'Vulture.pof'.
Warning: Ignoring unrecognized subsystem gatling1, believed to be in ship Vulture.pof
Warning: Ignoring unrecognized subsystem gatling2, believed to be in ship Vulture.pof
glowbank texture num is 1873589
glowbank texture not found, setting as the normal one num
glowbank texture num is 1869088
glowbank texture not found, setting as the normal one num
Loading model 'Succubus.pof'
IBX: Found a good IBX to read for 'Succubus.pof'.
Warning: Ignoring unrecognized subsystem emitter, believed to be in ship Succubus.pof
Warning: Ignoring unrecognized subsystem generator, believed to be in ship Succubus.pof
glowbank texture num is 1873589
glowbank texture not found, setting as the normal one num
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
ANI 2_ani_hellbat.ani with size 368x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ani_hellbat.ani
ANI 2_ani_valkyrie2.ani with size 368x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ani_valkyrie2.ani
ANI 2_ani_succubus.ani with size 368x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ani_succubus.ani
ANI 2_ssbomber05.ani with size 368x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber05.ani
ANI 2_ssfighter2t-03.ani with size 368x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-03.ani
ANI icon_punisher with size 24x24 (25.0% wasted)
ANI icon_hellion with size 24x24 (25.0% wasted)
ANI icon_phalanx with size 24x24 (25.0% wasted)
ANI icon_200mmac with size 24x24 (25.0% wasted)
ANI iconSD4 with size 24x24 (25.0% wasted)
ANI iconScalpel with size 24x24 (25.0% wasted)
ANI iconflail with size 24x24 (25.0% wasted)
ANI iconPromR with size 24x24 (25.0% wasted)
ANI iconPromS with size 24x24 (25.0% wasted)
ANI iconNewton with size 24x24 (25.0% wasted)
ANI iconKayser with size 24x24 (25.0% wasted)
ANI iconCirce with size 24x24 (25.0% wasted)
ANI iconLich with size 24x24 (25.0% wasted)
ANI 2_ani_hypacs.ani with size 304x304 (40.6% wasted)
ANI 2_ani_punisher.ani with size 304x304 (40.6% wasted)
ANI 2_ani_hellion.ani with size 304x304 (40.6% wasted)
ANI 2_ani_phalanx.ani with size 304x304 (40.6% wasted)
ANI 2_ani_automerc.ani with size 304x304 (40.6% wasted)
ANI 2_ani_staticflare.ani with size 304x304 (40.6% wasted)
ANI 2_SD4.ani with size 304x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 304x304 (40.6% wasted)
ANI 2_Flail2.ani with size 304x304 (40.6% wasted)
ANI 2_PromR.ani with size 304x304 (40.6% wasted)
ANI 2_PromS.ani with size 304x304 (40.6% wasted)
ANI 2_Newton.ani with size 304x304 (40.6% wasted)
ANI 2_Kayser.ani with size 304x304 (40.6% wasted)
ANI 2_Circe.ani with size 304x304 (40.6% wasted)
ANI 2_Lich.ani with size 304x304 (40.6% wasted)
ANI 2_ani_vasudanflare.ani with size 304x304 (40.6% wasted)
ANI 2_ani_stinger.ani with size 304x304 (40.6% wasted)
ANI 2_ani_splitmissile.ani with size 304x304 (40.6% wasted)
ANI 2_ani_shark.ani with size 304x304 (40.6% wasted)
ANI 2_ani_apparition.ani with size 304x304 (40.6% wasted)
ANI 2_ani_littleboy.ani with size 304x304 (40.6% wasted)
ANI 2_ani_mesontorp.ani with size 304x304 (40.6% wasted)
ANI 2_mx64.ani with size 304x304 (40.6% wasted)
ANI 2_Tempest.ani with size 304x304 (40.6% wasted)
ANI 2_hornet.ani with size 304x304 (40.6% wasted)
ANI 2_tornado.ani with size 304x304 (40.6% wasted)
ANI 2_cross.ani with size 304x304 (40.6% wasted)
ANI 2_trebuchet.ani with size 304x304 (40.6% wasted)
ANI 2_tagA.ani with size 304x304 (40.6% wasted)
ANI 2_tagB.ani with size 304x304 (40.6% wasted)
ANI 2_Piranha.ani with size 304x304 (40.6% wasted)
ANI 2_still.ani with size 304x304 (40.6% wasted)
ANI 2_infyrno.ani with size 304x304 (40.6% wasted)
ANI 2_belial.ani with size 304x304 (40.6% wasted)
ANI 2_Helios.ani with size 304x304 (40.6% wasted)
ANI 2_ecm.ani with size 304x304 (40.6% wasted)
Loading 2_Brief-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame  0 too long!!: frametime = 86.431 (86.431)
Loading 2_Brief.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Briefwin.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Infobox.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CB_000002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading cursor.ani for the first time.
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 1.912 (1.912)
Loading 2_BRB_090001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CB_020001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CB_010001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CB_010002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (13)
Loading 2_ShipSelect-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_ShipSelect.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading vulture-glow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_redlaser.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading succubus-glow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_redglow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading iconwing01.ani for the first time.
ANI iconwing01.ani with size 28x28 (12.5% wasted)
Frame  0 too long!!: frametime = 2.647 (2.647)
Couldn't load model file in missionshipchoice.cpp - tell UnknownPlayerLoading 2_CB_020002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_CONTROL_CONFIG (21) in state GS_STATE_SHIP_SELECT (21)
Loading 2_weaponloadout-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame  0 too long!!: frametime = 0.329 (0.329)
Loading 2_WeaponLoadout.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading icon_punisher.ani[3] for the first time.
ANI icon_punisher.ani with size 24x24 (25.0% wasted)
Loading icon_hellion.ani[3] for the first time.
ANI icon_hellion.ani with size 24x24 (25.0% wasted)
Loading gpoint_tflare.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_tftrail.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_vflare.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_vftrail.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_mflare.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_mftrail.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading stinger01a-glow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_bullettrail.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_cyan.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_cyangreenlaser.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading shark-glow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame  0 too long!!: frametime = 0.932 (0.932)
Loading 2_WLB_270001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_WLB_270002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading icon_phalanx.ani[3] for the first time.
ANI icon_phalanx.ani with size 24x24 (25.0% wasted)
Loading gpoint_fmj-bullettrail.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_sflare.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_sftrail.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_WLB_260001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_WLB_260002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_firetrail.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_api.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading icon_200mmac.ani[3] for the first time.
ANI icon_200mmac.ani with size 24x24 (25.0% wasted)
Loading iconSD4.ani[3] for the first time.
ANI iconSD4.ani with size 24x24 (25.0% wasted)
Loading iconScalpel.ani[3] for the first time.
ANI iconScalpel.ani with size 24x24 (25.0% wasted)
Loading 2_WLB_080001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_WLB_090001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_WLB_090002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading decoy-glow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading littleboy-glow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading Bomb2t-01A-glow.ani[11] for the first time.
Loading mesontorp-glow.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading gpoint_bluelaser.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading laser.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame  0 too long!!: frametime = 19.454 (19.454)
Loading 2_WLB_080002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_ssb_390001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CB_050001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CB_060001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CB_050002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
ab trail point 0 made
ab trail point 1 made
ab trail point 2 made
ab trail point 3 made
ab trail point 4 made
ab trail point 5 made
ab trail point 6 made
ab trail point 7 made
ab trail point 8 made
ab trail point 9 made
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_CONTROL_CONFIG (2)
Entering game at time = 371.493
ANI shield_hellbat with size 93x93 (27.3% wasted)
Loading shield_hellbat.ani for the first time.
ANI shield_hellbat.ani with size 93x93 (27.3% wasted)
Frame  1 too long!!: frametime = 2.043 (2.043)
1017 frames executed in  30.000 seconds,  33.900 frames per second.
Loading 2_Pop3.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_000000.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_030000.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_040000.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_000001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_DEBRIEF (41) in state GS_STATE_GAME_PLAY (41)
Got event GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN (44) in state GS_STATE_GAME_PLAY (44)
Hit target speed.  Starting warp effect and moving to stage 2!
Got event GS_EVENT_MULTI_STD_WAIT (45) in state GS_STATE_GAME_PLAY (45)
Hit warp effect.  Moving to stage 3!
Got event GS_EVENT_STANDALONE_MAIN (46) in state GS_STATE_GAME_PLAY (46)
Player warped out.  Going to debriefing!
Got event GS_EVENT_NEW_CAMPAIGN (33) in state GS_STATE_GAME_PLAY (33)
Unloading in mission messages
Storing stats now
Loading 2_Debrief-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame 2052 too long!!: frametime = 1.031 (1.031)
Loading 2_DebriefSingle.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_DB_000002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame 2052 too long!!: frametime = 0.618 (0.618)
Loading 2_DB_170001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_DB_170002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CREDITS (0)
Loading 2_Vhallm.pcx for the first time.
MEMLEAK DEBUG: lock pcx
ANI 2_vHall_misc1.ani with size 154x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 154x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 405x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 364x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 105x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 264x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 414x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 430x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 334x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 206x206 (19.5% wasted)
Frame 2052 too long!!: frametime = 2.560 (2.560)
Loading 2_VHall.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Frame 2052 too long!!: frametime = 0.787 (0.787)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (5)
ML

----
----
----
Freespace Multi Log - Closing on Fri, Jan 21, 2005  at 06:24PM
WARNING: VRAM is at -90331136 instead of zero after flushing!
Title: Shocking new build
Post by: Cobra on January 22, 2005, 01:17:58 am
it looks like you have some memory leaks, it had trouble reading joysticks, etc. this is what i can tell from this thing... i'm probably wrong of course.
Title: Shocking new build
Post by: WMCoolmon on January 22, 2005, 02:47:34 am
Quote
Couldn't load model file in missionshipchoice.cpp - tell UnknownPlayer


Did you get a crash or any oddities in the techroom?
Title: Shocking new build
Post by: Nuke on January 22, 2005, 05:10:34 am
iactually i found and corrected a few errors that fred didnt tell me about, mainly about screwey subsystem names in my table.  but i still couldnt run the regular build, the debug build, after about a dozen popups finally let me play the mission. the log was from that last test. the regular build crashes on the second dot on the load screen.
Title: Shocking new build
Post by: WMCoolmon on January 22, 2005, 06:16:55 am
Hmm, unfortunately that doesn't tell me much...the loading bar is unreliable at best.
Title: Shocking new build
Post by: Nuke on January 22, 2005, 08:16:01 am
all my ship models work fine in the techroom. and aside from all the error messages, i didnt have any problems playing the game in the debug build.
Title: Shocking new build
Post by: WMCoolmon on January 22, 2005, 05:18:48 pm
This update, I basically tried to fix the warpout bug and played around with my fancy-pants compiler. The release build is globally optimized for P4 processors, if you get any significant speed increase/decrease please post it, along with your processor. I've noticed what seems to be a significant speed increase on loading with my AMD64.

Oh, and I fixed the ext memory error bug.
Title: Shocking new build
Post by: Cobra on January 22, 2005, 05:29:58 pm
.... your cumulative build takes about a minute and a half to load on this Intel Celeron 'o mine. now i hate my pc.
Title: Shocking new build
Post by: WMCoolmon on January 22, 2005, 05:44:15 pm
Hmm, try these:
Pentium Pro to Pentium III flavor (http://fs2source.warpcore.org/exes/latest/fs2_open_C01202005_PPro.exe)
Pentium flavor (http://fs2source.warpcore.org/exes/latest/fs2_open_C01202005_P.exe)
Title: Shocking new build
Post by: Taristin on January 22, 2005, 05:50:32 pm
Build an AMD specific build for me! :D
Title: Shocking new build
Post by: Cobra on January 22, 2005, 05:52:46 pm
so, what do they do, anyway?

i mean, how do they help?

and is this on the same level as 3.6.5
Title: Shocking new build
Post by: Nuke on January 22, 2005, 06:40:16 pm
oh cool p4 optimisation, i hope it works :D

hey no crashy in this build, and i think the load time improved too. :D
yay!
Title: Shocking new build
Post by: WMCoolmon on January 22, 2005, 06:57:57 pm
I can't build for AMD specifically, only Intel processors, but according to MSDN, the /G7 option will also optimize for AMD Athlon processors.

Also, if anybody has any info about the warp bug, it's wanted.
Title: Shocking new build
Post by: Cobra on January 22, 2005, 08:42:22 pm
hey, i actually played through an SCP mission and it didn't crash! YAY! it wiped out my virtual memory, though.
Title: Shocking new build
Post by: mrduckman on January 23, 2005, 01:13:28 pm
I have amd64 and I get the memleaks when loading the mission:

Setting language to English
soundcard = EAX
** MAX_CHANNELS set to 64.  DS reported 64.
Failed to init speech
GR_CPU: Family 15, MMX=Yes
Using PURE D3D DeviceWindow in debugging mode... mouse clicking may cause problems!
Alpha texture format = ARGB, 4:4:4:4
Non-alpha texture format = ARGB, 1:5:5:5
D3D_32bit 1, bits_per_pixel 32Direct3D Initialized OK!
Size of bitmap info = 755 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log - Opened Sun, Jan 23, 2005  at 04:06PM
----
----
----


Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
couldn't find particle pcx for Akheton SDG
found ani Akheton_Particle for Akheton SDG, with 11 frames and 25 fps
couldn't find particle pcx for Morning Star
found ani Morningstar_Particle for Morning Star, with 21 frames and 10 fps
couldn't find particle pcx for MorningStar D
found ani Morningstar_Particle for MorningStar D, with 21 frames and 10 fps
couldn't find particle pcx for Maxim
found ani Maxim_Particle for Maxim, with 21 frames and 10 fps
couldn't find particle pcx for Maxim D
found ani Maxim_Particle for Maxim D, with 21 frames and 10 fps
couldn't find particle pcx for UD-8 Kayser
ANI Kayser_Particle with size 80x80 (37.5% wasted)
found ani Kayser_Particle for UD-8 Kayser, with 7 frames and 30 fps
couldn't find particle pcx for UD-D Kayser
found ani Kayser_Particle for UD-D Kayser, with 7 frames and 30 fps
couldn't find pcx for Circe
found ani Circe_Bitmap for Circe, with 20 frames and 15 fps
couldn't find particle pcx for Lamprey
ANI Lamprey_Particle with size 86x86 (32.8% wasted)
found ani Lamprey_Particle for Lamprey, with 9 frames and 20 fps
couldn't find particle pcx for Shivan Heavy Laser
found ani Shivan_Laser_Stream for Shivan Heavy Laser, with 11 frames and 35 fps
couldn't find particle pcx for Shivan Mega Laser
found ani Shivan_Laser_Stream for Shivan Mega Laser, with 11 frames and 35 fps
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
Wokka!  Error opening file (difficulty.tbl)!
Unable to parse 5ifficulty!  Code = 1242160.
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
Wokka!  Error opening file (hud_gauges.tbl)!
Unable to parse hud_gauges.tbl!  Code = 5.
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"
ML 01/23 16:06:30~   psnet_init() detected lan connection
ML 01/23 16:06:30~   psnet_get_ip() reports IP : 0.0.0.0

ML 01/23 16:06:30~   Receive buffer set to 4096

ML 01/23 16:06:30~   Send buffer set to 4096

ML 01/23 16:06:30~   Error on IPX startup 10047

ML 01/23 16:06:30~   Network
ML 01/23 16:06:30~   Found no RAS connections
cf_get_file_list_preallocated looking for type=25, filter="*.pcx"
cf_get_file_list_preallocated looking for type=32, filter="*.pcx"
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 31
Got event GS_EVENT_TEAM_SELECT (49) in state NOT A VALID STATE (49)
Loading 2_ChoosePilot-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
cf_get_file_list_preallocated looking for type=28, filter="*.pl2"
cf_get_file_list_preallocated looking for type=28, filter="*.plr"
Loading 2_ChoosePilot.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_060002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading cursor.ani for the first time.
ANI cursor.ani with size 24x24 (25.0% wasted)
Loading 2_CPB_050001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_050002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_VIEW_CUTSCENES (0)
Loading 77th.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_MainHall1-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Loading 2_MainHall1.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Creating surface for front buffer of size: 1024 768Frame  0 too long!!: frametime = 0.872 (0.872)
Loading 2_Pop3.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_020000.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_030000.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_040000.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_020001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_Pop_020002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_WEAPON_SELECTION (26) in state GS_STATE_MAIN_MENU (26)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Freeing all existing models...
Title: Shocking new build
Post by: taylor on January 23, 2005, 03:29:06 pm
Quote
MEMLEAK DEBUG: lock pcx

Isn't a memory leak.  It's just a notice that a PCX was loaded into memory.  There is no check to see if it's ever free'd and it doesn't keep track of them anyway.

I run everything through Valgrind ever few months or so.  That will catch any memleaks that aren't platform specific so if a leak is hiding somewhre it will be found.  There are no known leaks still in the code in general.  The D3D code was gone through with a fine toothed comb during the last big memory leak.  If anything is still hiding in there it's really hiding.
Title: Shocking new build
Post by: Taristin on January 23, 2005, 03:58:10 pm
I have a problem with wmcoolmon's latest builds...

Actually, 2:

Often I cannot enter the techroom with the game in full screen mode. The game will crash. The few times I have been able to enter the techroom, there were no ships listed, not even the ulysses which was rotating in the display. The next and previous buttons for the tech room ship select did nothing either.

In windowed mode, the game runs, the techroom works and everything is nice, except that screenshots don't work. I cannot take screenshots in windowed mode.

Kinda annoying when the game will only run in windowed mode, and you want to take screenies to show off something.
Title: Shocking new build
Post by: Bobboau on January 23, 2005, 04:16:37 pm
has seen this as well.
Title: Shocking new build
Post by: WMCoolmon on January 23, 2005, 04:59:27 pm
It would be EXTREMELY helpful if people would run a debug build at least once when reporting a bug. Knowing what exactly went wrong is much much much much MUCH easier to debug than just knowing when it wrong.

Also, anything involving the techroom I at least need to know your command line options.

Unfortunately, taylor, it looks like there is a memory leak; I've been trying to debug that today, but it's been eluding capture. Basically, every 1-2 missions the game will CTD in a release build. It may be because I'm not freeing models correctly in the selection screen.

But back to the crash, I had a problem playing with Bobb's orion, the symptoms were similar to what you described. Eventually I just removed it, as it was having the same problem as the corrupt Perseus POF. (See my post near the bottom of this page (http://www.hard-light.net/forums/index.php/topic,28388.msg610072.html#msg610072))
Title: Shocking new build
Post by: WMCoolmon on January 23, 2005, 05:01:47 pm
Forgot to mention, I also had to recreate my pilot a few times as the switching between inferno and normal pilots seems buggy...I didn't lose any progress (Since I used the same name as the old pilot) but I did have to reset my options.
Title: Shocking new build
Post by: Taristin on January 23, 2005, 05:05:34 pm
I have run debug builds.

When in windowed mode, the debug build reports an assertion error when I click on the techroom. When I try to click any of the buttons (accept, retry, abort, or whatever) I cannot. It goes straight to the desktop. Alt - tab brings me back to the game, but it still has the assertion error dialogue and I cannot continue until I seleect an option. Tab doesn't work for selecting buttons, nor does the spacebar or enter button.

It's b0rked.
Title: Shocking new build
Post by: WMCoolmon on January 23, 2005, 05:33:57 pm
Well, it'd be nice to know the assert. :p The trick with those things is that when your mouse moves over, the cursor disappears, but you can still click the buttons. Knowing what the text says could help greatly.

It looks like this mem leak has something to do with Subsys_status - at least, I get an error in debug mode when FS2 tries to free it.
Title: Shocking new build
Post by: Mr_Maniac on January 23, 2005, 06:39:06 pm
Well... If I would find a bug that I want to report, I WOULD run the debug build...
... if the debug build would run!
Everytime I try to run a mission it gives me a "Visual C++ something" error...
I will make a screenshot of it...
Oh... This error isn't just in THIS build...
It appears in EVERY build...
Title: Shocking new build
Post by: Taristin on January 23, 2005, 07:24:42 pm
Quote
Originally posted by WMCoolmon
Well, it'd be nice to know the assert. :p The trick with those things is that when your mouse moves over, the cursor disappears, but you can still click the buttons. Knowing what the text says could help greatly.

It looks like this mem leak has something to do with Subsys_status - at least, I get an error in debug mode when FS2 tries to free it.


Ok, tried again... wasn't an assertion this time... but that something 'ext' was corrupted...

I tried to make a screencapture, but it didn't work, either. :blah:
Title: Shocking new build
Post by: WMCoolmon on January 23, 2005, 08:35:34 pm
Hmm,I thought (hoped) I'd fixed that already in my last update to the build. It's used in some of the eff-loading code...
Title: Shocking new build
Post by: Taristin on January 23, 2005, 10:05:22 pm
Perhaps. Did you upload two versions of that one build?
Title: Shocking new build
Post by: taylor on January 23, 2005, 10:22:06 pm
Quote
Originally posted by WMCoolmon
It looks like this mem leak has something to do with Subsys_status - at least, I get an error in debug mode when FS2 tries to free it.

Strange.  This is just recently right, after my change to make it dynamic?  Does Personas crash, since it's done the same way?  I made Subsys_status dynamic even before 3.6.5 was released so it's been tested pretty well before getting in CVS.  I keep getting a crash in audiostr when it tries to free the second conversion buffer.  Something has gotten a little fubar me thinks.  It's just been in the last two weeks when these weird memory errors started showing up and they usually involve freeing something.
Title: Shocking new build
Post by: WMCoolmon on January 23, 2005, 10:23:11 pm
Quote
Originally posted by WMCoolmon
This update, I basically tried to fix the warpout bug and played around with my fancy-pants compiler. The release build is globally optimized for P4 processors, if you get any significant speed increase/decrease please post it, along with your processor. I've noticed what seems to be a significant speed increase on loading with my AMD64.

Oh, and I fixed the ext memory error bug.


That was my last update.

Edit: taylor, actually, yes; both seem to have problems with the command to get the amount of space freed (int actual_size = something). Personas only happens when FS2 closes, though, so it hasn't been as much of a problem. I was having problems with the second audiostream buffer before either of these popped up (I think I may have posted a thread on it in the internal, and no one responded.)

I'm not sure if it was actually the cause of the crash, I also found that there seemed to be a problem in the sexpAlloc function, called with a string value of "pilot" :wtf: I looked round a little but couldn't really figure out what it did or what would cause the error, as the rest of the functions in the call stack display all pointed to the freeing for Subsys_status up until that function.
Title: Shocking new build
Post by: taylor on January 23, 2005, 10:43:53 pm
Quote
Originally posted by WMCoolmon
I was having problems with the second audiostream buffer before either of these popped up (I think I may have posted a thread on it in the internal, and no one responded.)

Missed that thread I think.

Quote
I'm not sure if it was actually the cause of the crash, I also found that there seemed to be a problem in the sexpAlloc function, called with a string value of "pilot" :wtf: I looked round a little but couldn't really figure out what it did or what would cause the error, as the rest of the functions in the call stack display all pointed to the freeing for Subsys_status up until that function.

I just started with me last week in my stable tree but before I moved the Subsys_status changes into stable for extra testing before going in CVS.  But both of them are crashing only on free() for you?  Subsys_status is used in a way that makes it a little weird to do dynamically (size requirements will raise and drop during parse) so the way I'm did it seemed to work the best without a lot of memory fragmentaion or rewriting more code.  Has Personas been causing a problem (it was in 3.6.5 and the betas) or did it just start?
Title: Shocking new build
Post by: WMCoolmon on January 23, 2005, 10:51:51 pm
I'm guessing both are crashing on free, because I've been getting an access violation error when debugging from VC++.net

Unfortunately, like I said, I also get one when sexp_alloc is called and Personas is freed on exit - so I can't determine which causes the ingame CTD, or if Personas causes one. If either error were to occur in a release build it'd be fatal.

I can actually continue past the sexp_alloc and the Subsys_status ones, haven't really tried with Personas.

As for when I noticed Subsys_status, that would be when I made the last update to the current build. I may have occured beforehand - I couldn't run fs2_open for awhile without texture switching occuring a few minutes into a mission (Usually resulting in a crash later on). I'm also being VERY hefty with memory requirements, running with *everything* on and the full mVP (Aside from aseffects). I can try running without these and seeing if it makes a difference.

Edit: Actually, it was later than that, when I noticed it was crashing every 1-2 missions reliably. Sorry, I haven't been making too many memory-allocation changes lately and haven't felt the need to take it slow... The things I think might be most troublesome would be the updates I made awhile back to try and make the ship tables dynamic (I didn't, really, I rolled back that change). I should go back and double-check those sometime, the online CVS browser would be very handy for that, but it's currently broken... :blah:
Title: Shocking new build
Post by: taylor on January 23, 2005, 11:20:02 pm
Quote
Originally posted by WMCoolmon
Edit: Actually, it was later than that, when I noticed it was crashing every 1-2 missions reliably. Sorry, I haven't been making too many memory-allocation changes lately and haven't felt the need to take it slow... The things I think might be most troublesome would be the updates I made awhile back to try and make the ship tables dynamic (I didn't, really, I rolled back that change). I should go back and double-check those sometime, the online CVS browser would be very handy for that, but it's currently broken... :blah:

If you want to do an easy test try changing the MIN_SUBSYS_STATUS_SIZE define to something like 350.  That should be enough for any current mission and if any kind of fragmentation is at fault then that should fix it.  If it doesn't help then I'm not sure what the problem may be and something else is going on which is causing the error at free.  Fragmentation was causing a couple of crashes for Personas in the early tests but I fixed that (I hope) before it went in CVS.  It always happened on allocation or duing the parse though and never when it was free()'d.

And the CVS thing sucks.  I get used to browsing like that and especially annotating the files.  It's tough to deal without it.
Title: Shocking new build
Post by: WMCoolmon on January 23, 2005, 11:22:56 pm
Hmm, I'll try that.

Incidentally, I DID run into a problem when I tried to malloc() Personas before it started realloc()ing it. I don't remember the exact error, but it made it basically unplayable IIRC. (I only tested if from debug before I put it back to be the way it was).
Title: Shocking new build
Post by: Mr_Maniac on January 24, 2005, 07:05:19 am
Okay.... I downloaded the new ZIP-File AND the Processor-specific builds...
And now there's an even bigger Problem!
They won't run at all!
When I try to use the Launcher, an error appears:
Fatal: Failed to read flag file...
This happens with all builds:
fs2_open_C01202005.exe
fs2_open_C01202005_d.exe
fs2_open_C01202005_P.exe
fs2_open_C01202005_PPro.exe

And when I try to run it, it just does nothing...
There's no difference if I run it from the launcher or if I run the exe directly...
It doesn't work at all :(
Title: Shocking new build
Post by: taylor on January 24, 2005, 07:16:03 am
Quote
Originally posted by Mr_Maniac
When I try to use the Launcher, an error appears:
Fatal: Failed to read flag file...

Make sure you have the DevIL dlls.  In your FS2 directory you should have devil.dll, ilu.dll and ilut.dll.  If you don't have them then download my last build which includes the dlls and just copy them into your FS2 directory.

Soon this will no longer be an issue since I've coded out the DevIL reliance but for now that should fix it.
Title: Shocking new build
Post by: Mr_Maniac on January 24, 2005, 08:23:46 am
I have the dlls...
They're not the Problem!
The BUILDS are the problem... And that's for sure!
First I downloaded the Processor-Optimized builds...
They didn't work...
But the OLD (first) C01202005 build still worked...
Then I downloaded the "new" (fixed) C01202005 build... And it's NOT working...
All other builds are working...
So it have to be this build...
I hope that get's fixed soon...
Because I really like those new features! :)
Title: Shocking new build
Post by: WMCoolmon on January 24, 2005, 06:23:49 pm
I'm beginning to wonder if it may be a result of the optimizations (SSE2 in particular, I think I had that enabled for all processors when ti should've only been enabled for the first one, which was optimized for P4). What type of processor do you have Mr_Maniac?
Title: Shocking new build
Post by: Cobra on January 24, 2005, 07:32:58 pm
i didn't have any problems with my pentium builds, except one of them draining my virtual memory. it's probably just a pc-related issue.
Title: Shocking new build
Post by: Trivial Psychic on January 24, 2005, 07:48:04 pm
Recently while I was reinstalling FS2, I tried to run FSO from the launcher, but I got the failure to read flags file.  Even copying one from my previous instellation didn't work, as FSO would immediately delete it.  What I had to do was run the exe without the launcher, right from the Windows' "Run" option, with no flags at all.  Everything inside looked like crap (...I mean, Retail), but when I exited and loaded up the Launcher, TADDA!!!, the flags were detected.

That may work for you, or it may not.

Later!
Title: Shocking new build
Post by: Mr_Maniac on January 25, 2005, 06:34:08 am
Quote
Originally posted by Trivial Psychic
Recently while I was reinstalling FS2, I tried to run FSO from the launcher, but I got the failure to read flags file.  Even copying one from my previous instellation didn't work, as FSO would immediately delete it.  What I had to do was run the exe without the launcher, right from the Windows' "Run" option, with no flags at all.  Everything inside looked like crap (...I mean, Retail), but when I exited and loaded up the Launcher, TADDA!!!, the flags were detected.

That may work for you, or it may not.

Later!


Nope! When I try to run the build, NOTHING happens...
Only my mouse cursor flickers one time...

@WMCoolmon:
I have a AMD Athlon Thunderbird with 1.33 GHz
A GeForce 3 with 64MB DDR-VRAM
512 MB RAM (133MHz-non-DDR)
Title: Shocking new build
Post by: DrunkenPirate on January 25, 2005, 07:50:06 am
I was having problems with the newly fixed C01202005 build and tried the Pentium optimised build just for the fun of it. (I have an XP3000 Barton) I haven't crashed yet and it actually seems faster...
Title: Shocking new build
Post by: Fury on January 25, 2005, 09:09:24 am
Not sure how difficult it would be, but it would help immensely the masses if all optimizations are in the same build but enabled only if the CPU supports it.
Title: Shocking new build
Post by: taylor on January 25, 2005, 12:14:21 pm
Quote
Originally posted by Mr. Fury
Not sure how difficult it would be, but it would help immensely the masses if all optimizations are in the same build but enabled only if the CPU supports it.

The optimizations are build time only.  Specific compile time optimizations can give a really good speed boost but at the cost of compatibility with other processors.  Another thing optimizations tend to show is bugs, in strange ways, and possibly create them in a few cases.  I've found and fixed numerous small code issues that were causing tons of warnings in the Linux 64-bit builds.  As all of those changes get into CVS in the coming month I think that these optimized builds for Windows will benefit as well.  All of the other code fixes for GCC in Linux and OSX will undoubtedly help Windows too.
Title: Shocking new build
Post by: Fury on January 25, 2005, 12:49:09 pm
Well, at least SSE and SSE2 support in generic builds would be nice if not SSE3 and 3DNow! too. Those are supported by most current games. Although I don't know how big of a performance improvement they would offer in fs2_open engine. I think vanilla FS2 engine supported MMX only.
Title: Shocking new build
Post by: MrBigMr on January 25, 2005, 03:06:36 pm
I don't want to be a total bastard here, but is there a fix to the /model problem Nuke was having? I'm a real fan of the Freespace series and crap has been pouring down from the sky on me. First my joystick is out of order for few months; then it starts working, but I can't get Freespace 2 to work on my new machine; after I download and install all of the Source Project files, it works, but only for few missions untill I get this (http://kotisivu.dnainternet.net/juuso007/Pics/fawk.jpg).
I just wanted to fly some ships and fry some Shivans, and now I'm stuck with a non-working piece of silicon. Just my luck. Even Battlezone 2 won't work on my PC.
But I don't wanna be a nag, cuz I know how hard it is to mod games, been there and still doing it.
Title: Shocking new build
Post by: karajorma on January 25, 2005, 03:21:32 pm
MrBigMr. I've just answered how to solve that problem here (http://www.hard-light.net/forums/index.php/topic,29903.0.html)

Check my post on that thread.
Title: Shocking new build
Post by: Cobra on January 25, 2005, 09:13:36 pm
:welcome: MBM.
Title: Shocking new build
Post by: MrBigMr on January 26, 2005, 08:16:37 am
Oh, thankyouthankyouthankyouthankyouthankyou...
Finaly it works. And the game looks absolutely amazing. For some reason I get little lagging from some effects, but it's worth it by far.
Title: Shocking new build
Post by: DrunkenPirate on January 26, 2005, 07:59:43 pm
Lag from these effects is very normal, Unless you have a current gen vid card you will get some slowdown.
Title: Shocking new build
Post by: MrBigMr on January 27, 2005, 06:34:34 am
Oh, not all of them, just the warp effect (and some up close explosions), but It's all fixed now. I got an GeForce FX 5200 card, which is more than enought for me.
Title: Shocking new build
Post by: WMCoolmon on January 27, 2005, 06:06:55 pm
Okay, I've redone the camera system, so whenever I figure out the physics stuff I'll have a new build up (Still pretty buggy though).
Title: Shocking new build
Post by: WMCoolmon on January 28, 2005, 03:16:07 am
Build updated.

Notes:
- The HUD shield icon effect is crappy (IMHO). I'm not sure if I'll leave it in, since it technically does break backwards compatibility. and an ANI would look worlds better.
- The weapons selection screen is unstable. I'm not sure if it will start without crashing (probably not :p)
- The camera rotation code tries to enforce good behavior. That is, if you try to instantly start a camera moving, it will give it a start time of a second. (No such restriction exists for cuts) Starting off instantly is just plain ugly and artificial, although if you really need it I can code it in.
- There is no blended translation code (yet).
- The build crashes after every mission pretty regularly. Just restart FS2. It's annoying, but hopefully it'll be fixed.
- This build is not as optimized as the last, so it should run on more systems.
- The camera works correctly thanks to StratComm and phatosealpha. :D

Start the camera test mission and press the following keys in sequence:
1 will set the camera to the exact center of the map, facing forward
2 will make it turn to face the player ship, taking 10 seconds to do so and 3 seconds to accelerate, and 3 seconds to decellerate.
3 will make it turn to face forward again
4 will reset the camera back to the player ship

You'll have to enter SEXPs manually for now, unfortunately.