Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: redmenace on August 25, 2005, 04:08:16 pm
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This is a CVS build as of today. Please use the debug builds to help us squash bugs. Thank you
http://fs2source.warpcore.org/exes/latest/20050825-redmenace.rar
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There are two files in the download. The one with a D, does that stand for D3D? The otherone(r) for OpenGL?I know of mine ingonerance.
The one with d gives me a crash when I try to enter a mission, when using D3D.
I use the 5.3 launcher.
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This is the eroor log
Module list: names, addresses, sizes, time stamps and file times:
E:\Games\FreeSpace2\fs2_open_d.exe, loaded at 0x00400000 - 7533985 bytes - 430e2c1d - file date is 8/25/2005 16:37:52
C:\WINDOWS\system32\ctagent.dll, loaded at 0x03ba0000 - 7168 bytes - 419c88af - file date is 11/18/2004 20:34:08
C:\WINDOWS\System32\l3codecx.ax, loaded at 0x04b80000 - 83456 bytes - 35e152a5 - file date is 12/12/2002 00:14:32
C:\WINDOWS\system32\nvappfilter.dll, loaded at 0x10000000 - 131072 bytes - 4272dd8d - file date is 4/29/2005 18:21:18
C:\WINDOWS\system32\divxdec.ax, loaded at 0x1c400000 - 577536 bytes - 41423bcf - file date is 10/27/2004 00:38:26
C:\WINDOWS\system32\imaadp32.acm, loaded at 0x58420000 - 16384 bytes - 411096a8 - file date is 8/4/2004 09:56:08
C:\WINDOWS\system32\uxtheme.dll, loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\NETAPI32.dll, loaded at 0x5b860000 - 332288 bytes - 411096ac - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\COMCTL32.dll, loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\perfos.dll, loaded at 0x5e760000 - 25088 bytes - 411096b3 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\OPENGL32.dll, loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\OLEPRO32.DLL, loaded at 0x5edd0000 - 83456 bytes - 411096f7 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\hnetcfg.dll, loaded at 0x662b0000 - 344064 bytes - 411096a0 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\HID.DLL, loaded at 0x688f0000 - 20992 bytes - 4110969c - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\GLU32.dll, loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 09:56:42
C:\Program Files\Common Files\Microsoft Shared\Speech\sapi.dll, loaded at 0x6d6e0000 - 741376 bytes - 411096b0 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\d3d8thk.dll, loaded at 0x6d990000 - 8192 bytes - 41109692 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\d3d8.dll, loaded at 0x6d9a0000 - 1179648 bytes - 41109692 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\mswsock.dll, loaded at 0x71a50000 - 245248 bytes - 41109758 - file date is 8/4/2004 09:56:44
C:\WINDOWS\System32\wshtcpip.dll, loaded at 0x71a90000 - 19968 bytes - 411096fd - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\DINPUT.dll, loaded at 0x72280000 - 159232 bytes - 411096af - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\msadp32.acm, loaded at 0x72cf0000 - 14848 bytes - 411096df - file date is 8/4/2004 09:56:12
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/29/2002 14:00:00
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 09:56:58
C:\WINDOWS\system32\rsvpsp.dll, loaded at 0x73080000 - 90112 bytes - 3b7dfe29 - file date is 8/29/2002 14:00:00
C:\WINDOWS\system32\DDRAW.dll, loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\D3DIM700.DLL, loaded at 0x73940000 - 825344 bytes - 41109694 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\DCIMAN32.dll, loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\dsound.dll, loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\MSCTF.dll, loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\Quartz.dll, loaded at 0x74810000 - 1287680 bytes - 411096af - file date is 8/4/2004 09:56:44
C:\WINDOWS\System32\devenum.dll, loaded at 0x75f40000 - 59904 bytes - 411096a6 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\SHFOLDER.dll, loaded at 0x76780000 - 25088 bytes - 411096b8 - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\PSAPI.DLL, loaded at 0x76bf0000 - 23040 bytes - 411096ca - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\iphlpapi.dll, loaded at 0x76d60000 - 94720 bytes - 4110969a - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\rtutils.dll, loaded at 0x76e80000 - 44032 bytes - 411096b4 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\rasman.dll, loaded at 0x76e90000 - 61440 bytes - 411096ad - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\TAPI32.dll, loaded at 0x76eb0000 - 181760 bytes - 411096b6 - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\rasapi32.dll, loaded at 0x76ee0000 - 236544 bytes - 411096a9 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\CLBCATQ.DLL, loaded at 0x76fd0000 - 501248 bytes - 411096a2 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\COMRes.dll, loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\urlmon.dll, loaded at 0x77260000 - 607744 bytes - 42c74951 - file date is 7/3/2005 04:11:30
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll, loaded at 0x773d0000 - 1050624 bytes - 4110968c - file date is 8/4/2004 09:57:00
C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1285120 bytes - 427139fe - file date is 4/28/2005 21:31:12
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77920000 - 983552 bytes - 411096b0 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\midimap.dll, loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 09:56:46
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\msv1_0.dll, loaded at 0x77c70000 - 129536 bytes - 4110974f - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\USER32.dll, loaded at 0x77d40000 - 577024 bytes - 42260159 - file date is 3/2/2005 20:09:30
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 278016 bytes - 41109697 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\SHLWAPI.dll, loaded at 0x77f60000 - 473600 bytes - 42c74951 - file date is 7/3/2005 04:11:30
C:\WINDOWS\system32\secur32.dll, loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 09:56:44
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 983552 bytes - 411096b4 - file date is 8/4/2004 09:56:42
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 09:56:36
C:\WINDOWS\system32\SHELL32.dll, loaded at 0x7c9c0000 - 8450048 bytes - 4223a515 - file date is 3/1/2005 01:11:18
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really, I will have to take a look at it this weekend. The D stands for Debug. It gives you a debug spew.
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What is CVS ?
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its a pharmacy dumbass
www.cvs.com
Edit: BTW, im using this build in OpenGL, even running mods, and im not having any issues at all
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^^^ you think you are smart, but you're not.
Any psychologically stable people ,who want to tell me what "CVS build" stands for will be welcomed.
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im just playin
CVS is the main code that all of the coders contribute to. the CVS build is just the latest batch of codey goodness with the usual bugfixes and refinements, but i dont think its anyone's build in particular, just a culmination of the latest ones
i think
i forget what it stands for..
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CVS is current version system, the thing the coders stuff all their updates in, so nobody overwrites eachothers stuff.
Anyway, d is debug, and gives out more warnings then r, release, because it's meant to help find problems. Use r unless you find a bug. D is for testing only, you might be asked by a coder to run a debug build, when you find a problem, and the -d is the one they mean.
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Thank you, kasper.
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eiszo, have you tried to create a new pilot? also try a fresh reinstall of fs2 retail.
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I have no problems running the game in GL mode, it just happens with D3D, also playing in a 1280&1024 resolution. I also created a new pilot and no problems there, aslong as I stay in OpenGL. Till now I did not try a new install because the game runs great.
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Originally posted by kasperl
CVS is current version system, the thing the coders stuff all their updates in, so nobody overwrites eachothers stuff.
concurrent versioning system. :p ;)
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^Bah! i hate when i want to post somthing only to find the last person to post already has :(
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Originally posted by eiszo
I have no problems running the game in GL mode, it just happens with D3D, also playing in a 1280&1024 resolution. I also created a new pilot and no problems there, aslong as I stay in OpenGL. Till now I did not try a new install because the game runs great.
Have you tried a lower resolution? Try 1024X768. Also are you using a LCD screen?
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A lower resolution is no option for me because I am using a lcd screen.
Just a few moments ago I tried the D3D mode again and it worked. It seems a bit darker than OpenGL. I noticed a soundproblem. In mission I hear my afterburners firing constantly when I am not using them.
Also the effect seems more colorful in D3D, like explosions. But overall OpenGL seems to be the best solution.
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wierd, well I would mantis the sound bug.
http://lore.maxgaming.net/~scp/mantis/login_page.php
That is our bug tracking system. If you decide to post the bug please mention your hardware configuration.
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release build also has various optimizations of the code done upon it by the compiler that debug does not
debug also has 'debug systems' that allows a programmer to walk the execution of the program in a debugger - so debug is larger and slower
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Originally posted by Turambar
im just playin
[color=66ff00]Play more friendly. :wtf:
[/color]
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is anyone having the same issues that eiszo had?
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Well, I finally got around to running a quick test.
Tried playing "The sixth wonder" from the mission simulator. After about 20 seconds, the calypso was destroyed. Now, in all the times I've played that mission, the calypso has never been destroyed, and it didn't even seem to be taking damage.
Tried again, again it blew up suddenly. Deciced I was gonna get a closer look on the next try. This time, I blew up, informed I had collided with enif station - hard enough to annihilate my ship at full shield instantly on normal, so it was moving, not me.
Can someone else see if it does this for them too? Possible it might just be a table I messed around with and forgot about, but there doesn't seem to be any in my directory structure.
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Originally posted by eiszo
I noticed a soundproblem. In mission I hear my afterburners firing constantly when I am not using them.
To clarify, you're hearing the afterburners on any ship in-game, not your own. I noticed this the other day when testing for another bug, and it's a very recent problem. Since you haven't mantis'd it yet, I will go ahead and do so.
Originally posted by phatosealpha
Well, I finally got around to running a quick test.
Tried playing "The sixth wonder" from the mission simulator. After about 20 seconds, the calypso was destroyed. Now, in all the times I've played that mission, the calypso has never been destroyed, and it didn't even seem to be taking damage.
Tried again, again it blew up suddenly. Deciced I was gonna get a closer look on the next try. This time, I blew up, informed I had collided with enif station - hard enough to annihilate my ship at full shield instantly on normal, so it was moving, not me.
Can someone else see if it does this for them too? Possible it might just be a table I messed around with and forgot about, but there doesn't seem to be any in my directory structure.
Now THAT'S freaky. Try stopping and just watching. I'm mantising this now. Docking behavior. Ick.
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http://fs2source.warpcore.org/exes/latest/20050828-redmenace.rar
This is a new build. And the Calypso problem. I don't know what is going on. It just all the sudden disapears.
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Link's broke. Should be http://fs2source.warpcore.org/exes/latest/20050828-redmenace.rar.rar.
Not broken anymore ;)
The Calypso problem has been put in to mantis, and is actually a problem with the initial docking and AI relating to the Mannheim transport. Fugly. How does one trigger "new" AI?
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FUBAR
fixed
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Originally posted by High Max
Is this problem caused by SCP builds or the fact that my gamepad has some exposed wires sticking out of the black protective coating?
:lol:
Take a wild guess.
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Everything is working ok with this build so far. :yes:
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Originally posted by High Max
Is this problem caused by SCP builds or the fact that my gamepad has some exposed wires sticking out of the black protective coating?
I've heard of a similar problem a while back. Apparently, some guy would flush his toilet, and his computer would restart.
More related, apparently someone was having trouble with their flash reader, performing some action would cause their computer to restart. It was also USB, so I'm guessing it may be some issue in the protocol caused by bad wiring.
Edit: That is, some aspect of the protocol that's exploited by the bad wiring. Although I doubt we'll see "Fix for Bad Wiring Exploit" listed in the next security update for Windows.
It takes at least six months for them to get their act together and form a commitee to discuss possibly forming a subcommitee to investigate forming a sub-sub-commitee to choose developers for the sub-sub-sub-commitee to determine how long it will take to fix the bug. At that point, the answer will be sent back to the first commitee, which will form a sub-commitee to pick qualified individuals from the first sub-sub-commitee to form a second sub-sub-commitee, along with select members from the commitee, that will chose the developers to work on the bug.
At that point, the fix will be sent to marketing, which will flip a coin to decide whether to include the bug in the next update, or to come up with some bull**** excuse like, "It would make us look too progressive."
The decision will be sent back to the commitee.
At this point a team of on-site lawyers will examine the bug, the fix, and all possible grounds that could be used to sue Microsoft, or possibly benefit the end-user, and append legal release notifications to the license agreement.
Finally, once the license agreement modifications are sent back to the commitee, they will forward (in triplicate, due to unpredictable database errors) a request for the addition of the bug to the Windows Update system, under the next Security Update. Two of the three copies will be tagged as spam by the hyperactive junk mail filter on the webmaster's account.
He will in turn forward five copies to the section head of Windows Update, who will forward 2 copies to the subsection head of Security Updates, along with 7 to his assistant, who will be forced to post a memo on the subsection head's favorite bathroom stall because of unpredictable database errors, spam, and a DOS attack from a group of asshats in Kenya.
Finally the subsection head will add it to the Security Updates, unaware that a sneaky little secretary has tampered with the fix and added a buffer overflow error.
And the process starts all over again.
Of course the true tragedy of it all will be that there never was a software bug in the first place, simply some loose wiring, and the 'fix' actually modified a piece of code that hasn't been used since Windows 3.1.
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TBP works fine with this build,well on my system it does.:D
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Originally posted by eiszo
I noticed a soundproblem. In mission I hear my afterburners firing constantly when I am not using them.
I am getting this also in newer builds. Gonna check with 01092005.
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Originally posted by High Max
Well, the colorful wires are sticking out because I used to always roll up my controller when I was done with it and it must have eventually put a strain on the part of the black coating that is directly above the gamepad. So I stopped rolling it up. That's funny, I just took a better look at the exposed part and there was a little piece of soft silver looking paper-like material that was sticking in between the colorful wires. :D
Edit: Are you saying that the newer OS have a safety protocol to shut down your computer if it senses bad wiring in a hardware device to prevent the possibility of fires? I doubt that. Also, when I was saying that my ship turned in the opposite direction, I meant that if I pushed down the axis button, it would turn the right way, but after I let go of the axis button, it would sometimes immediately turn itself in the opposite direction without me even pushing the axis. Weird.
your controller is going bad.. and some MOTHERBOARDS have hardware that will automatically turn off the system to prevent damage - ie if the processor starts getting to hot, or one of the system busses overloads
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What soundcard? OS? Any help at all? :wtf:
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Mantis bug 524 (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000524) Come on Sticks, check up on your bugs :p
The basic problem that no one reporting this bug seems to realize is that the distance scaling on this one particular sound (afterburner activation) has stopped working, so every time ANY ship activates burners the player hears it as though it were his own. Every erronious burst of afterburner can be traced to another fighter in mission. This seems to happen only on Windows machines, and though I was the first to report it the bug has become much more prevalent since these CVS builds started getting released. For me, it's happening on a Creative Soundblaster Audigy 2 card, though I'm almost certain it's not card-specific. Taylor said he was going to look in to it at some point, though it's not doing this on Linux so he can't test it properly.
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Build seems to work quite good, though I had some game-crashes (which I haven't with the july-builds) in high memory usages (when there is going on much in the mission).
Also it seems that now nearly each positions-bug with 1280x1024 is fixed, except the following :
- the comm-brackets are not perfekt centered around the sending object
- the briefing-icons are still misplaced.
Keep it up, guys :yes: :)
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Is the briefing icon issue already well known? I was getting that too.
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Originally posted by High Max
I wonder why new bugs are created when new builds get released.:wtf:
Perhaps it might have something to do with the fact that we're CHANGING THE CODE! :mad:
How about this. Instead of these little sarcastic bits here, perhaps you could step off of your high horse there and realize that not only do we do this for free, we do it on our own time, and we work hard at it. We don't have to, but we do anyway.
So next time, give us some details and system specs (we don't have them memorized). The only people who get to make angry remarks about bugs in a free and volunteer based product are the coders. And I don't see your name on that list. Until that day, cut the nonsense. You're always free to not use FS_Open.
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Originally posted by High Max
Edit: Are you saying that the newer OS have a safety protocol to shut down your computer if it senses bad wiring in a hardware device to prevent the possibility of fires? I doubt that. Also, when I was saying that my ship turned in the opposite direction, I meant that if I pushed down the axis button, it would turn the right way, but after I let go of the axis button, it would sometimes immediately turn itself in the opposite direction without me even pushing the axis. Weird.
When you have a hardware problem, all bets are off as to if it could be prevented with software. No amount of bugfixing is going to help if you accidentally short-circuit your power supply. :p
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The last builds all work very well for me. The problem I had with the afterburnerssound is gone. My hope is that in the future it will be possible to use FSAA in OpenGL.
But allready so much is achieved...briljant.
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i can use FSAA in OpenGL on my Radeon - by setting it to "Force game to use"
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The code is changed to fix bugs mainly at the moment ironically enough.
But what's the point in sitting still and letting FS2_Open get old. If you're happy with the way it currently is and don't want to see any advances then download 3.6.7 when it's released and never upgrade again.
Or just use the official builds.
What you shouldn't do is use bleeding edge builds and then complain about bugs. That's what happens when you use beta software and some of the builds aren't even beta.
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There are a couple of reasons for changing existing code: intentionally changing an existing feature for one (such as multidocking) means you have to replace code that made the old way work, and try to make the new code work the same wherever the old code would have been used. Then there's adding features, which cannot be done independently of the existing code and which carrys the innate chance of introducing bugs. And finally, code gets changed because what may have been "good enough" when FS2 was written is no longer so, because of some other change in the way HTL handles things and the sudden need to have a :V: operate in a more resource-friendly or predictable manner.
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current CVS build
http://www.ferrium.org/media/fs2_open_r-kazan-20050905.zip
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Kazan
What is the difference between redmenace en the kazan build. Both are numbered 905 because of the date, I know. I really would like to know. Has one build more features wirhin it or what?
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depending on when in the day they were build mine may have a pair of multiplayer fixes his does not
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In the 825 and 828 builds the shivan ships were flashing( the red parts). That looked cool and gave that metalic/organic feel of the species. Alive and cold.
In the recent builds, that feature is gone.I would like to see it back again. Maybe it is possible to put it on and of as a end user in the launcher.
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Originally posted by High Max
The file is corrupt and can't be opened.
Works fine for me. Download it again.
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delete the old one, clear your brower cache and try again.
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I couldn't get DaBrain's Shockwaves to showup after trying a bunch of different builds. So I ran the debug build of this build I got a bunch of errors namely the file 2_energy2.ani is missing and it eventually crashed the debug build. Upon this I ran the other debug builds and got the same results, yet the non-debug builds don't crash, and the debug spew seems to load the pof's and textures for DaBrain's Shockwaves. It goes to load the first training mission and crashes when the load bar finishes. Here's the spew and errors.
==========================================================================
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.
==========================================================================
AutoLang: Language auto-detection successful...
Setting language to English
soundcard = DirectSound
** MAX_CHANNELS set to 52. DS reported 52.
GR_CPU: Family 15, MMX=Yes
Initializing opengl graphics device...
Res:1024x768x32
OPENGL INITED!
Vendor : NVIDIA Corporation
Renderer : GeForce 6600 GT/PCI/SSE2
Version : 2.0.0
Extensions :
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
USING REFRESH_RATE OF: 0
USING REFRESH_RATE OF: 0
Found extension "GL_EXT_fog_coord", and function "glFogCoordfEXT()".
Found extension "GL_EXT_fog_coord", and function "glFogCoordPointerEXT()".
Found extension "GL_ARB_multitexture", and function "glMultiTexCoord2fARB()".
Found extension "GL_ARB_multitexture", and function "glActiveTextureARB()".
Found extension "GL_ARB_texture_env_add".
Found extension "GL_ARB_texture_compression", and function "glCompressedTexImage2D()".
Found extension "GL_EXT_texture_compression_s3tc".
Found extension "GL_EXT_texture_filter_anisotropic".
Found extension "GL_NV_fog_distance".
Found extension "GL_EXT_secondary_color", and function "glSecondaryColor3fvEXT()".
Found extension "GL_EXT_secondary_color", and function "glSecondaryColor3ubvEXT()".
Found extension "GL_ARB_texture_env_combine".
Found extension "GL_EXT_texture_env_combine".
Found extension "GL_EXT_compiled_vertex_array", and function "glLockArraysEXT()".
Found extension "GL_EXT_compiled_vertex_array", and function "glUnlockArraysEXT()".
Found extension "GL_ARB_transpose_matrix", and function "glLoadTransposeMatrixfARB()".
Found extension "GL_ARB_transpose_matrix", and function "glMultTransposeMatrixfARB()".
Found extension "GL_ARB_multitexture", and function "glClientActiveTextureARB()".
Found extension "GL_EXT_draw_range_elements", and function "glDrawRangeElements()".
Found extension "GL_ARB_texture_mirrored_repeat".
Found extension "GL_ARB_texture_non_power_of_two".
Found extension "GL_ARB_vertex_buffer_object", and function "glBindBufferARB()".
Found extension "GL_ARB_vertex_buffer_object", and function "glDeleteBuffersARB()".
Found extension "GL_ARB_vertex_buffer_object", and function "glGenBuffersARB()".
Found extension "GL_ARB_vertex_buffer_object", and function "glBufferDataARB()".
Max texture units: 4
Max elements vertices: 4096
Max elements indices: 4096
Max texture size: 4096x4096
Texture compression enabled: YES
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
Unable to parse interface.tbl!ANI radar1 with size 106x106 (17.2% wasted)
ML Freespace Multi Log - Opened Mon, Sep 12, 2005 at 09:57AM
----
----
----
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"
Wokka! Error opening file (armor.tbl)!
Unable to parse armor.tbl!cf_get_file_list_preallocated looking for type=7, filter="*-amr.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 'difficulty.tbl'! Code = 5.
Loaded modular ship table file ships.tbl
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 09/12 09:57:56~ psnet_init() detected no connection
ML 09/12 09:57:56~ psnet_get_ip() reports IP : 0.0.0.0
ML 09/12 09:57:56~ Receive buffer set to 4096
ML 09/12 09:57:56~ Send buffer set to 4096
ML 09/12 09:57:56~ Error on IPX startup 10047
ML 09/12 09:57:56~ Network
ML 09/12 09:57:56~ Found 1 connections
ML 09/12 09:57:56~ Connection 0:
ML 09/12 09:57:56~ Entry Name: Datanet
ML 09/12 09:57:56~ Device Type: MODEM
ML 09/12 09:57:56~ Device Name: SoftV92 Data Fax Modem with SmartCP
ML 09/12 09:57:56~ IP Address: 69.67.230.102
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 71
Got event GS_EVENT_TEAM_SELECT (49) in state NOT A VALID STATE (0)
cf_get_file_list_preallocated looking for type=28, filter="*.pl2"
cf_get_file_list_preallocated looking for type=28, filter="*.plr"
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_VIEW_CUTSCENES (38)
ANI mainwalk.ani with size 297x297 (42.0% wasted)
ANI mainflyby.ani with size 116x116 (9.4% wasted)
ANI maincrane.ani with size 73x73 (43.0% wasted)
ANI mainexit.ani with size 110x110 (14.1% wasted)
ANI mainbarracks.ani with size 105x105 (18.0% wasted)
ANI mainreadyroom.ani with size 86x86 (32.8% wasted)
ANI mainoptions.ani with size 131x131 (48.8% wasted)
ANI maincampaign.ani with size 124x124 (3.1% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 3815331129, IBX checksum: 1870731749 -- "fighter01.pof"
For "fighter01.pof" I couldn't find Fighter01-01c.ani but I did find Fighter01-01c.pcx.
For "fighter01.pof" I couldn't find Fighter01-01c-glow.ani or Fighter01-01c-glow.pcx.
For "fighter01.pof" I couldn't find Fighter01-01c-shine.pcx
For "fighter01.pof" I couldn't find thruster01-glow.ani or thruster01-glow.pcx.
For "fighter01.pof" I couldn't find thruster01-shine.pcx
For "fighter01.pof" I couldn't find Fighter01-01a.ani but I did find Fighter01-01a.pcx.
For "fighter01.pof" I couldn't find Fighter01-01a-glow.ani or Fighter01-01a-glow.pcx.
For "fighter01.pof" I couldn't find Fighter01-01a-shine.pcx
For "fighter01.pof" I couldn't find Fighter01-01b.ani but I did find Fighter01-01b.pcx.
For "fighter01.pof" I couldn't find Fighter01-01b-glow.ani or Fighter01-01b-glow.pcx.
For "fighter01.pof" I couldn't find Fighter01-01b-shine.pcx
For "fighter01.pof" I couldn't find Fighter01-01a.ani but I did find Fighter01-01a.pcx.
For "fighter01.pof" I couldn't find Fighter01-01a-glow.ani or Fighter01-01a-glow.pcx.
For "fighter01.pof" I couldn't find Fighter01-01a-shine.pcx
Frame 0 too long!!: frametime = 0.252 (0.252)
Got event GS_EVENT_PLAYER_WARPOUT_DONE (58) in state GS_STATE_TECH_MENU (8)
Freeing all existing models...
Frame 0 too long!!: frametime = 1.146 (1.146)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MISSION_LOG_SCROLLBACK (21)
=================== STARTING LEVEL LOAD ==================
ANI Loading.ani with size 26x26 (18.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 25 frames at 30 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 4252971066, IBX checksum: 1418599850 -- "warp.pof"
For "warp.pof" I couldn't find warpmap-glow.ani or warpmap-glow.pcx.
For "warp.pof" I couldn't find warpmap-shine.pcx
256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3636355033, IBX checksum: 1432405424 -- "shockwave.pof"
For "shockwave.pof" I couldn't find shockwave3d.ani but I did find shockwave3d.tga.
For "shockwave.pof" I couldn't find shockwave3d-glow.ani or shockwave3d-glow.pcx.
For "shockwave.pof" I couldn't find shockwave3d-shine.pcx
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 3069302688, IBX checksum: 277250043 -- "fighter2t-05.pof"
For "fighter2t-05.pof" I couldn't find fighter2t-05A.ani but I did find fighter2t-05A.pcx.
For "fighter2t-05.pof" I couldn't find fighter2t-05A-glow.ani or fighter2t-05A-glow.pcx.
For "fighter2t-05.pof" I couldn't find fighter2t-05A-shine.pcx
For "fighter2t-05.pof" I couldn't find thruster01-glow.ani or thruster01-glow.pcx.
For "fighter2t-05.pof" I couldn't find thruster01-shine.pcx
For "fighter2t-05.pof" I couldn't find fighter2t-05B.ani but I did find fighter2t-05B.pcx.
For "fighter2t-05.pof" I couldn't find fighter2t-05B-glow.ani or fighter2t-05B-glow.pcx.
For "fighter2t-05.pof" I couldn't find fighter2t-05B-shine.pcx
Loading model 'f_shockwave.pof'
IBX: Found a good IBX to read for 'f_shockwave.pof'.
IBX-DEBUG => POF checksum: 2618048572, IBX checksum: 1097969135 -- "f_shockwave.pof"
For "f_shockwave.pof" I couldn't find f_shockwave.ani but I did find f_shockwave.dds.
For "f_shockwave.pof" I couldn't find f_shockwave-glow.ani or f_shockwave-glow.pcx.
For "f_shockwave.pof" I couldn't find f_shockwave-shine.pcx
Starting mission message count : 203
Ending mission message count : 240
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
=================== LOADING GAME PALETTE ================
ANI lock1 with size 33x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
opengl_minimize
opengl_minimize
Error window pastes(The file 2_energy2.ani isn't in the hud directory)
Warning: Cannot load hud ani: 2_energy2
File:c:\fs2_open\code\hud\hudtarget.cpp
Line: 1659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
HUD_init() game_post_level_init() game_start_mission() game_enter_state() gameseq_set_state()
game_process_event() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup()
kernel32.dll 7d4e6e1a()
------------------------------------------------------------------
Warning: Cannot load hud ani: 2_energy2
File:c:\fs2_open\code\hud\hudtarget.cpp
Line: 1667
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
HUD_init() game_post_level_init() game_start_mission() game_enter_state() gameseq_set_state()
game_process_event() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup()
kernel32.dll 7d4e6e1a()
------------------------------------------------------------------
Assert: instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames
File: c:\fs2_open\code\anim\animplay.cpp
Line: 671
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
anim_render_all() cmd_brief_do_frame() game_do_state() gameseq_process_events() WinMainSub()
WinMain() WinMainCRTStartup() kernel32.dll 7d4e6e1a()
------------------------------------------------------------------
Assert: be->type != BM_TYPE_NONE
File: c:\fs2_open\code\bmpman\bmpman.cpp
Line: 2313
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
opengl_create_texture() gr_opengl_tcache_set_internal() gr_opengl_tcache_set() gr_tcache_set()
gr_opengl_tmapper_internal() gr_opengl_tmapper() g3_draw_poly_constant_sw() g3_draw_2d_poly_bitmap()
gr_bitmap() gr_opengl_flip() gr_opengl_cleanup() gr_close() doexit() exit()
WinAssert()------------------------------------------------------------------
I haven't posted it on mantis, cause I don't know if it's a bug or if it's the missing file. I'm running a fresh download from HOTU with all the FSSCP vp's but texture and adveffects. I also don't have the sparky_hi_fs2.vp installed so maybe thats it?(has to do with being on a 56k connection :doubt: ) Any suggestions/Answers or should I post this on mantis?
-
Originally posted by F1gm3nt
...So I ran the debug build of this build I got a bunch of errors namely the file 2_energy2.ani is missing and it eventually crashed the debug build.
...I also don't have the sparky_hi_fs2.vp installed so maybe thats it?(has to do with being on a 56k connection :doubt: ) Any suggestions/Answers or should I post this on mantis?
Yup. 2_energy2.ani is in sparki_hi-fs2.vp, so that's the reason behind this error message. As to your problems with DB's shockwaves... well, I can't help you there.
-
Thanks, I figured that. Ah well.