Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on March 29, 2006, 10:36:24 pm

Title: Models crashing Freespace
Post by: Scooby_Doo on March 29, 2006, 10:36:24 pm
I've got a problem with some of my models randomly freezing up Freespace.  It appearts to be occuring randomly. Sometimes I can complete a mission and then it'll lockup before I can even jump out and other times only a minute or so into the mission. Freespace debug isn't reporting any errors, and I know the center for each subobject is centered, which I thought was the cause. I'm not sure if it's my models or the way freespace is handling my models or what not.   :(

I'm not sure what information you need, I'll post details if you need them.
Title: Re: Models crashing Freespace
Post by: StratComm on March 30, 2006, 01:32:46 am
Do your fighters not have dockpoints and you're giving them to allied AI?  That's a sure-fire problem, if that's the case, as they need to be able to reload.
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on March 30, 2006, 02:34:56 am
Yes I believe so..
pof docking $name=rearming dock with one docking point and it has two points

Last time I had the docking error problem it crashed to desktop, this just locks up (except music keeps playing ok) freespace2,  sometimes I can bring up taskman with enough view to be able to kill fs2, but not always...

btw i'm using 3/23/2006 build.
Title: Re: Models crashing Freespace
Post by: StratComm on March 30, 2006, 10:51:55 am
Ah, a hanging issue.  Definitely run a debug build and see what it tells you.
Title: Re: Models crashing Freespace
Post by: Wanderer on March 30, 2006, 11:16:49 am
If you are having problems with hanging, crashing or other such it might be better to run the FS2 in window..

From launcher: Features -> Dev Tools -> Run in window
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on March 30, 2006, 03:17:18 pm
Ugh now debug is complaining about this:

What is a possible cause of this?
Code: [Select]
Warning: Unable to find WEAPON_LIST_TYPE string "" in stuff_int_list

Many possible sources for this error.  Get a programmer!

File:c:\fs2_open\code\parse\parselo.cpp
Line: 2521
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20060323.exe 006f3469()
    fs2_open_d-20060323.exe 006f1572()
    fs2_open_d-20060323.exe 006f3690()
    fs2_open_d-20060323.exe 006f7e29()
    fs2_open_d-20060323.exe 006f9156()
    fs2_open_d-20060323.exe 008c1ded()
    fs2_open_d-20060323.exe 006d712d()
    fs2_open_d-20060323.exe 006e47b2()
    fs2_open_d-20060323.exe 00899d0d()
    fs2_open_d-20060323.exe 006e30fc()
    fs2_open_d-20060323.exe 0089a32c()
    fs2_open_d-20060323.exe 006e6805()
    fs2_open_d-20060323.exe 006e6a89()
    fs2_open_d-20060323.exe 00b66427()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Title: Re: Models crashing Freespace
Post by: StratComm on March 30, 2006, 03:53:38 pm
Eww.  Mind posting up the table entries for your ships?
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on March 30, 2006, 04:10:10 pm
Oh oh... don't like that "eww" LOL
I don't know if this is causing the lockups but it's a good idea to get rid of all possiblities.

This table is quite old, so there might be a bug in it that never manifested itself in earlier builds.  Sometimes I think maybe I should have just use the default FS2 weapons.

Code: [Select]
#Primary Weapons
;============================================================================================
;============================================================================================


; ----------------------------------------------------------------------------------
; Particle Cannon
;
$Name: @Particle Cannon
+Title:                  XSTR("Particle Cannon", 3243)

+Description:
xSTR("Particle Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Particle Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Particle Cannon", 3245)$end_multi_text

$Model File: none

@Laser Bitmap: Particle_Bitmap
@Laser Glow: Particle_Glow
@Laser Color: 0, 0, 250
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 450.0
$Fire Wait: .33

$Damage: 30 ; 64
$Armor Factor: 1.2
$Shield Factor: 1
$Subsystem Factor: 1

$Lifetime: 4.0
$Energy Consumed: 3.93

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 80
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" )
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

; ----------------------------------------------------------------------------------
; Nova
;
$Name: Nova Cannon
+Title: XSTR("Nova Cannon", -1)
+Description: XSTR("Nova Cannon", -1)
$end_multi_text
+Tech Title: XSTR("Nova Cannon", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description: XSTR("", -1)
$end_multi_text

$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0

$Mass: 0.2
$Velocity: 550.0

$Fire Wait: 0.4
$Damage:                        30
$Armor Factor: 1.0
$Shield Factor: 1.3
$Subsystem Factor: 0.35

$Lifetime: 2.0
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none


; ----------------------------------------------------------------------------------
; Plasma Cannon
;
$Name: @Plasma Cannon
+Title:                XSTR("Plasma Cannon", 3243)

+Description:
xSTR("Enhanced Plasma Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Plasma Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Plasma Cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 250.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: .458 ;; in seconds

$Damage: 45 ;156
$Armor Factor: 1
$Shield Factor: 1
$Subsystem Factor: 1

$Lifetime: 2.0
$Energy Consumed: 6

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 111
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none


; ----------------------------------------------------------------------------------
; Enhanced Plasma Cannon
;
$Name: @Enhanced Plasma Cannon
+Title:                XSTR("Enhanced Plasma Cannon", 3243)

+Description:
xSTR("Enhanced Plasma Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Enhanced Plasma Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Enhanced Plasma Cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 250.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: .558 ;; in seconds

$Damage: 65 ;156
$Armor Factor: 1
$Shield Factor: 1
$Subsystem Factor: 1

$Lifetime: 2.0
$Energy Consumed: 8.66

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 111
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

; ----------------------------------------------------------------------------------
; Dust Cannon
;
$Name: @Dust Cannon
+Title:                  XSTR("Dust Cannon", 3243)

+Description:
xSTR("Dust Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Dust Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Dust Cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: Terran_Turret ;newglo9
@Laser Glow: Terran_Turret ; 2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 550.0
$Fire Wait: .25

$Damage: 35 ;60
$Armor Factor: 1
$Shield Factor: 1
$Subsystem Factor: .5

$Lifetime: 2.0
$Energy Consumed: 2.8

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 76
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

; ----------------------------------------------------------------------------------
; Meson Cannon
;
$Name: @Meson Cannon
+Title:                  XSTR("Meson Cannon", 3243)

+Description:
xSTR("Meson Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Meson Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Meson Cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: thruster03-03 ; newglo9
@Laser Glow: thruster03-03 ;2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 550.0
$Fire Wait: .333

$Damage: 25 ;54
$Armor Factor: 1
$Shield Factor: 1
$Subsystem Factor: 1

$Lifetime: 2.0
$Energy Consumed: 2.8

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 76
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

; ----------------------------------------------------------------------------------
; Repear Cannon
;
$Name: @Repear Cannon
+Title:                  XSTR("Repear Cannon", 3243)

+Description:
xSTR("Meson Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Repear Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Repear Cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: thruster03-03 ; newglo9
@Laser Glow: thruster03-03 ;2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 650.0
$Fire Wait: .333

$Damage: 20 ;54
$Armor Factor: 1
$Shield Factor: 1
$Subsystem Factor: 1

$Lifetime: 2.0
$Energy Consumed: 2.8

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 76
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none


; ----------------------------------------------------------------------------------
; Tachyon Cannon
;
$Name: @Tachyon Cannon
+Title:                  XSTR("Tachyon Cannon", 3243)

+Description:
xSTR("Tachyon Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Tachyon Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Tachyon Cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: tach
@Laser Glow: tach
@Laser Color: 128, 128, 128
@Laser Color2: 128, 128, 128
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 1000.0
$Fire Wait: .3

$Damage: 45
$Armor Factor: 1.2
$Shield Factor: 1.2
$Subsystem Factor: 1

$Lifetime: 2.0
$Energy Consumed: 5.333

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

; ----------------------------------------------------------------------------------
; Tachyon 2 Cannon
;
$Name: @Tachyon 2 Cannon
+Title:                  XSTR("Tachyon 2 Cannon", 3243)

+Description:
xSTR("Tachyon Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Tachyon 2 Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Tachyon 2 Cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: tach
@Laser Glow: tach
@Laser Color: 128, 128, 128
@Laser Color2: 128, 128, 128
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 1000.0
$Fire Wait: .3

$Damage: 50
$Armor Factor: 1.2
$Shield Factor: 1.2
$Subsystem Factor: 1

$Lifetime: 2.0
$Energy Consumed: 5.333

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

; ----------------------------------------------------------------------------------
; Demolisher Cannon
;
$Name: @Demolisher Cannon
+Title:                  XSTR("Demolisher Cannon", 3243)

+Description:
xSTR("Tachyon Cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Demolisher Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Demolisher Cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: newglo4
@Laser Glow: 2_laserglow03
@Laser Color: 190, 150, 250
@Laser Color2: 190, 150, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 800.0
$Fire Wait: .4

$Damage: 50
$Armor Factor: 1
$Shield Factor: 1
$Subsystem Factor: 1

$Lifetime: 2.0
$Energy Consumed: 6

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 82
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
; ----------------------------------------------------------------------------------
; Cloudburst cannon
;
$Name: @Cloudburst Cannon
+Title:                  XSTR("Cloudburst Cannon", 3243)

+Description:
xSTR("Cloudburst cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Cloudburst Cannon", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Cloudburst cannon", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: cloudburst
@Laser Glow: cloudburst
@Laser Color: 128, 128, 128
@Laser Color2: 128, 128, 128
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 550.0
$Fire Wait: .375

$Damage: 55
$Armor Factor: 1
$Shield Factor: 1.2
$Subsystem Factor: 1

$Lifetime: 2.0
$Energy Consumed: 8

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 113
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none

; ----------------------------------------------------------------------------------
; Quantum Disruptor
;
$Name: @Quantum Disruptor
+Title:                  XSTR("Quantum Disruptor", 3243)

+Description:
xSTR("Cloudburst cannon", 3244)
$end_multi_text

+Tech Title: XSTR("Quantum Disruptor", 146)
+Tech Anim:              Tech_Subach_HL-7
+Tech Description: XSTR("Quantum Disruptor", 3245)$end_multi_text

$Model File: none
@Laser Bitmap: cloudburst
@Laser Glow: cloudburst
@Laser Color: 128, 128, 128
@Laser Color2: 128, 128, 128
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90

$Mass: 0.2
$Velocity: 550.0
$Fire Wait: .5

$Damage: 35
$Armor Factor: 1
$Shield Factor: .4
$Subsystem Factor: 1.3

$Lifetime: 2.0
$Energy Consumed: 8

$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 113
$ImpactSnd: 85

$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none


; // Capital Ships Weapons

; ----------------------------------------------------------------------------------
; Turret Laser Cannon
;
$Name: Turret Laser Cannon

$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 255, 0, 00
@Laser Color2: 255, 128, 128
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass:                          0.2
$Velocity:                      550.0                           ;; speed of the weapon (initially) -- may or may not

change
$Fire Wait:                     0.8                            ;; in seconds
$Damage:                        10
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime:                             2.0
$Energy Consumed: 1.0                            ;; Energy used when

fired
$Cargo Size: 0.0                             ;; Amount of space

taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            80                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
$Flags:                                ( "player allowed")
$Icon:                                 iconPromS
$Anim:                                 PromS
$Impact Explosion: none
$Shots: 2


; ----------------------------------------------------------------------------------
; Turret Particle Cannon
;
$Name: Medium Turret Particle Cannon
$Model File: none ;  laser1-1.pof
@Laser Bitmap: Particle_Bitmap
@Laser Glow: Particle_Glow
@Laser Color: 190, 150, 250
@Laser Color2: 190, 150, 250
@Laser Length: 15.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 0.5
$Mass:                          0.2
$Velocity:                      350.0
$Fire Wait:                     1
$Damage:                        30
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime:                      3.0
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing:                        NO
$LaunchSnd:                     83
$ImpactSnd:                     85
$Flags:                         ()
$Icon:                          iconCirce
$Anim:                          Circe
$Impact Explosion: none
$Shots: 2

; ----------------------------------------------------------------------------------
; Turret Heavy Particle Cannon
;
$Name: Heavy Turret Particle Cannon
$Model File: none ;  laser1-1.pof
@Laser Bitmap: Particle_Bitmap
@Laser Glow: Particle_Glow
@Laser Color: 190, 150, 250
@Laser Color2: 190, 150, 250
@Laser Length: 15.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 0.5
$Mass:                          0.2
$Velocity:                      350.0
$Fire Wait:                     1
$Damage:                        300
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime:                      3.0
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing:                        NO
$LaunchSnd:                     83
$ImpactSnd:                     85
$Flags:                         ()
$Icon:                          iconCirce
$Anim:                          Circe
$Impact Explosion: none
$Shots: 2

; ----------------------------------------------------------------------------------
; Turret Tachyon Cannon
;
$Name: Turret Tachyon Cannon
$Model File: none ;  laser1-1.pof
@Laser Bitmap: tach ;newglo5
@Laser Glow: tach ;2_laserglow03
@Laser Color: 128, 128, 128
@Laser Color2: 128, 128, 128
@Laser Length: 15.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 0.5
$Mass:                          0.2
$Velocity:                      1000.0
$Fire Wait:                     3
$Damage:                        45 ; 93
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime:                      3.0
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing:                        NO
$LaunchSnd:                     83
$ImpactSnd:                     85
$Flags:                         ()
$Icon:                          iconCirce
$Anim:                          Circe
$Impact Explosion: none
$Shots: 2

; ----------------------------------------------------------------------------------
; Small plasma
;

$Name: Small Plasma
$Model File:                    none
@Laser Bitmap:                  laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 255
@Laser Color2: 0, 0, 255
@Laser Length:        15.0
@Laser Head Radius:  4
@Laser Tail Radius:  4
$Mass:                          0.4
$Velocity:                      500.0
$Fire Wait:                     4
$Damage:                        600
$Armor Factor:                  1
$Shield Factor:                 1
$Subsystem Factor:              1
$Lifetime:                      36.0
$Energy Consumed:               44                     
$Cargo Size:                    0.0
$Homing:                        NO
$LaunchSnd:                     111
$ImpactSnd:                     85
$Flags:                         ("Big Ship" "huge")
$Icon:                          icongun03
$Anim:                          LoadGun02
$Impact Explosion:      none

; ----------------------------------------------------------------------------------
; Medium plasma
;

$Name: Medium Plasma
$Model File:                    none
@Laser Bitmap:                  laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 255
@Laser Color2: 0, 0, 255
@Laser Length:        30.0
@Laser Head Radius:  6
@Laser Tail Radius:  6
$Mass:                          0.4
$Velocity:                      450.0
$Fire Wait:                     8
$Damage:                        1000
$Armor Factor:                  1
$Shield Factor:                 1
$Subsystem Factor:              1
$Lifetime:                      36.0
$Energy Consumed:               44                     
$Cargo Size:                    0.0
$Homing:                        NO
$LaunchSnd:                     111
$ImpactSnd:                     85
$Flags:                         ("Big Ship" "huge")
$Icon:                          icongun03
$Anim:                          LoadGun02
$Impact Explosion:      none

; ----------------------------------------------------------------------------------
; Heavy plasma
;

$Name: Heavy Plasma
$Model File:                    none
@Laser Bitmap:                  laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 255
@Laser Color2: 0, 0, 255
@Laser Length:        30.0
@Laser Head Radius:  6
@Laser Tail Radius:  6
$Mass:                          0.4
$Velocity:                      450.0
$Fire Wait:                     8
$Damage:                        2000
$Armor Factor:                  1
$Shield Factor:                 1
$Subsystem Factor:              1
$Lifetime:                      36.0
$Energy Consumed:               44                     
$Cargo Size:                    0.0
$Homing:                        NO
$LaunchSnd:                     111
$ImpactSnd:                     85
$Flags:                         ("Big Ship" "huge")
$Icon:                          icongun03
$Anim:                          LoadGun02
$Impact Explosion:      none

; ----------------------------------------------------------------------------------
; Light antimatter
$Name: Light Antimatter
$Model File:                    none
@Laser Bitmap:                  laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 0, 255, 0
@Laser Color2: 0, 255, 0
@Laser Length:        20.0
@Laser Head Radius:  1.5
@Laser Tail Radius:  1.5

$Mass: 0.4
$Velocity:                      400.0
$Fire Wait: 4
$Damage:                        800
$Armor Factor:                  1
$Shield Factor:                 1
$Subsystem Factor:              1
$Lifetime:                      36.0
$Energy Consumed:               44                           
$Cargo Size:                    0.0               
$Homing:                        NO
$LaunchSnd:                     111
$ImpactSnd:                     85
$Flags:                         ("Big Ship" "huge")
$Icon:                          icongun03
$Anim:                          LoadGun02
$Impact Explosion:      none

; ----------------------------------------------------------------------------------
; Medium antimatter
$Name: Medium Antimatter
$Model File:                    none
@Laser Bitmap:                  laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 0, 255, 0
@Laser Color2: 0, 255, 0
@Laser Length:        30.0
@Laser Head Radius:  3
@Laser Tail Radius:  3

$Mass: 0.4
$Velocity:                      400.0
$Fire Wait: 6
$Damage:                        1250
$Armor Factor:                  1
$Shield Factor:                 1
$Subsystem Factor:              1
$Lifetime:                      36.0
$Energy Consumed:               44                           
$Cargo Size:                    0.0               
$Homing:                        NO
$LaunchSnd:                     111
$ImpactSnd:                     85
$Flags:                         ("Big Ship" "huge")
$Icon:                          icongun03
$Anim:                          LoadGun02
$Impact Explosion:      none

$Shots: 2
; ----------------------------------------------------------------------------------
; Large antimatter
$Name: Large Antimatter
$Model File:                    none
@Laser Bitmap:                  laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 0, 255, 0
@Laser Color2: 0, 255, 0
@Laser Length:        45.0
@Laser Head Radius:  8
@Laser Tail Radius:  8

$Mass: 0.4
$Velocity:                      350.0
$Fire Wait: 12
$Damage:                        4000
$Armor Factor:                  1
$Shield Factor:                 1
$Subsystem Factor:              1
$Lifetime:                      36.0
$Energy Consumed:               44                           
$Cargo Size:                    0.0               
$Homing:                        NO
$LaunchSnd:                     111
$ImpactSnd:                     85
$Flags:                         ("Big Ship" "huge")
$Icon:                          icongun03
$Anim:                          LoadGun02
$Impact Explosion:      none
$Shots: 2

; // Confed Beam weapons
$Name:                          PulseSlasher
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color: 136, 243, 249
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass:                          100.0
$Velocity:                      1000.0
$Fire Wait:                     5
$Damage:                        6
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      60.0
$Energy Consumed:               0.30
$Cargo Size:                    0.0
$Homing:                        NO
$LaunchSnd:                     124
$ImpactSnd:                     88
+Weapon Range: 1500
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
+Type: 3
+Life: 2.5
+Warmup: 1500
+Warmdown: 1200
+Radius: 20.0
+PCount: 12
+PRadius: 1.2
+PAngle: 65.0
+PAni: particleexp01
+Miss Factor: 1.5 1.6 1.7 1.8 2.0
+BeamSound: 149
+WarmupSound: 151
+WarmdownSound: 161
+Muzzleglow: thrusterglow01
+Shots: 12
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
$Section:
+Width: 2.0
+Texture: beam-white
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.1
+Zadd: 2.0
$Section:
+Width: 6.0
+Texture: beam-dblue2
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.1
+Zadd: 1.0
$Section:
+Width: 8.0
+Texture: beam-dblue
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.4
+Zadd: 0.0



;----------------------------------------------------------------------------------------
$Name: Medium Pulse Beam

$Model File: none
@Laser Bitmap:                laserglow01
@Laser Color: 255, 255, 0
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3

$Mass:                          100.0
$Velocity:                      1900.0

$Fire Wait:                     7

$Damage:                        2000
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0

$Lifetime:                      25.0
$Energy Consumed:               0.30
$Cargo Size:                    0.0

$Homing:                        NO
$LaunchSnd:                     125
$ImpactSnd:                     88

+Weapon Range: 6500
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       60.0

$BeamInfo:
+Type: 0
+Life:   1.0
+Warmup: 2000
+Warmdown: 0
+Radius: 25.0
+PCount: 0
+PRadius: 0
+PAngle: 0
+PAni: none
+Miss Factor: 1.0 1.1 1.1 1.7 1.4
+BeamSound: 194
+WarmupSound: 193
+WarmdownSound: 172
+Muzzleglow: beam1
+Shots: 0
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
$Section:
+Width: 40.0
+Texture: beam-white
+RGBA Inner: 255 255 255 255
+RGBA Outer: 200 200 200 175
+Flicker: 0.1
+Zadd: 2.0



;----------------------------------------------------------------------------------------
$Name: Large Beam

$Model File: none
@Laser Bitmap:                laserglow01
@Laser Color: 255, 255, 0
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3

$Mass:                          100.0
$Velocity:                      1900.0

$Fire Wait:                     15.0

$Damage:                        4000
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0

$Lifetime:                      25.0
$Energy Consumed:               0.30
$Cargo Size:                    0.0

$Homing:                        NO
$LaunchSnd:                     125
$ImpactSnd:                     88

+Weapon Range: 6500
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       60.0

$BeamInfo:
+Type: 0
+Life:   1.0
+Warmup: 2400
+Warmdown: 0
+Radius: 50.0
+PCount: 0
+PRadius: 0
+PAngle: 0
+PAni: none
+Miss Factor: 1.0 1.1 1.1 1.7 1.4
+BeamSound: 194
+WarmupSound: 193
+WarmdownSound: 172
+Muzzleglow: beam1
+Shots: 0
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
$Section:
+Width: 40.0
+Texture: beam-white
+RGBA Inner: 255 255 255 255
+RGBA Outer: 200 200 200 175
+Flicker: 0.1
+Zadd: 2.0



; Bright light green R 137   G 252   B 96
; High Energy Green R 102 G 255 B 0
; Puke pale green R 192 G 255 B 200
; Forest Green R 2 G 142 B 18
; White Streek Green Tint R 215 G 249 B 219


;============================================================================================
;============================================================================================
#END

Title: Re: Models crashing Freespace
Post by: StratComm on March 30, 2006, 05:00:50 pm
I was thinking ships.tbl actually.  You'd probably be better off testing one at a tiime (make sure the ships work with Freespace weapons first, then test the weapons) but the table there looks ok from a quick read-through.
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on March 30, 2006, 05:57:51 pm
How strange... I was trying to find out which ship was causing the problem, the bearcat or the ajax.... when i ran the show off mission (with just that one ship) no error, when i ran it with a modified FS03-06 mission error.   Then I replaced Alpha wing in Lion at the gate (like I've done with the other ship models) and no error came up.  I'll test to see if the bearcat still crashes on that mission latter tonight.
Title: Re: Models crashing Freespace
Post by: StratComm on March 31, 2006, 04:11:26 am
It could easily be a mission bug.  The module that reported the bug is the parser and it's used all over the place (thus the error message) so mission isn't at all suprising.
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on April 02, 2006, 03:46:43 am
Not so good update. It's still locking up on a variety of my fighters, not sure I can be making the same mistake over and over again.  I was able to play it in debug mode, albiet less than 10fps  :shaking: and it didn't crash on the same mission/ship and I didn't see anything too unusually in the logs, just a bunch of frame too long stuff.
Title: Re: Models crashing Freespace
Post by: StratComm on April 03, 2006, 12:19:29 am
Quick question: how many polys are your fighters, and how many maps do they have total?  I doubt it could be something as simple as the models themselves, but it's not out of the realm of possibility.  In particular, the complexity of the shield mesh has been known to cause issues in the past.
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on April 03, 2006, 12:46:29 am
LOD's are usually ~2000ish, ~1000ish, ~700ish, ~100-200ish

texturing usually includes 1 or 2 large (1024*1024) res images, and a 9-10 smaller addons (pilot, cockpit, HUD, gun, exhaust..)

now the shield mesh could be causing the problem... Raptor for example has about 900, however if it was the shields causing it, would you think that the problem would first manifest during the first collision test, be it gun/missile or physical collision?
Title: Re: Models crashing Freespace
Post by: StratComm on April 03, 2006, 09:00:54 am
If it were the shields, it could happen almost arbitrarily.  The older versions of the 3ds plugin was terrible with shields and crashes with them used to be a regular occurance.  IIRC, those were really random too.  The rule of thumb with shields is that they should be triangulated and be as low-poly as possible (900 isn't terrible, but still higher than I'd like).  If you want to test that, just turn the shield off in the tables and run the mission as usual to see if it still crashes.

Also, performance is going to suck with all of those maps, so you really should merge all the trim stuff into one 1024x512 or 1024x1024 map and adjust the UV space to accomodate.
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on April 03, 2006, 05:57:23 pm
I never really got the 3ds max plugin to work very well, usually just crashes...

UGH looks like it's back to the drawing board for all the fighters then with the texturing then. Does it help much that each subobject had only one texture?
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on April 03, 2006, 11:59:32 pm
Sorry to inform you, but I got bad news, I redid the shielding, lower the count, still locked up. I disabled shielding and made all friendlies invun. still locked up.  :confused:

I also compacted the misc textures down from 9-10 to two, I didn't notice any speed improvements. :-\
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on April 22, 2006, 02:12:32 am
Don't like to bump an old theard but...I reduced shield poly down to about 130 reduced textures and I still get random lockups. :(
Title: Re: Models crashing Freespace
Post by: StratComm on April 22, 2006, 02:23:40 am
At this point I don't know what to tell you.  You've made every optimization I'd ask one to make and it hasn't done any good (though you'll find your time is well spent when you're dealing with a lot of your ships; the slowdown from one many-mapped fighter isn't intense but it does compound).  I'd say start with the absolute basics; a clean install of FSO with no extras.  Place your model and its textures in the appropriate places and replace, say, the Myrmidon (or a fighter with an equivalent bank configuration to yours) with yours in model only.  If it still crashes, then the model is to blame but I would have no idea why.  There's also still a chance that this is a table error of some kind, so you might try running a debug build in a window.  At the very least, the last line in the debug spew should offer some clue as to what's happening.

I'd also suggest trying the Max plugin some more; it can be a pain but it's worth it to not have to go through Truespace.
Title: Re: Models crashing Freespace
Post by: Starman01 on April 22, 2006, 02:30:36 am
I haven't followed the entire thread, but maybe I can be of some help to you ? You sure that the missing dockpath isn't causing the problem ?
We could try to run the model through truespace, but I will need a textured 3ds-version to do so. Also I can take a look at your table/pof-data if you wish
Title: Re: Models crashing Freespace
Post by: StratComm on April 22, 2006, 02:31:57 am
I haven't followed the entire thread, but maybe I can be of some help to you ? You sure that the missing dockpath isn't causing the problem ?
We could try to run the model through truespace, but I will need a textured 3ds-version to do so. Also I can take a look at your table/pof-data if you wish

A missing dockpath was the first thing I suggested, and he already is running it through truespace.  Posting the POF itself may be useful at this stage, because I think we've pretty much ruled out geometry issues,
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on April 22, 2006, 03:42:20 am
Well I can say it isn't my weapons nor sound table thats causing the problem, I removed them and set the vampires weapons to kaysers only.  FS2 debug doesn't report any error dialog windows.  Actually playing the game with debug is kinda difficult, especially in window mode, 5fps is a bit difficult to play.

Heres what was included during the last crash:
http://rapidshare.de/files/18632640/vampire.rar.html
Title: Re: Models crashing Freespace
Post by: Starman01 on April 22, 2006, 03:47:09 am
Can't download it (maybe I'm to stupid to work with that download side). Could you please use our FTP, that makes things much more easier :)
Title: Re: Models crashing Freespace
Post by: StratComm on April 22, 2006, 02:02:39 pm
Well I can say it isn't my weapons nor sound table thats causing the problem, I removed them and set the vampires weapons to kaysers only.  FS2 debug doesn't report any error dialog windows.  Actually playing the game with debug is kinda difficult, especially in window mode, 5fps is a bit difficult to play.

Heres what was included during the last crash:
http://rapidshare.de/files/18632640/vampire.rar.html

The error, if it's in tables, would be in ships.  Things should be robust enough to not crash though.  As for the line I was hoping to get out of a debug build, it would have been the last line in that second window that pops up when you run debug at the time of the crash (the only way to see it is with -window, unfortunately) as that would at least maybe tell us where the game was dying.

I can't download the file either, so I presume that site has some nasty bandwidth constraints.  Could you e-mail me the pof+textures if you can't find a more accessable upload space?
Title: Re: Models crashing Freespace
Post by: Scooby_Doo on April 22, 2006, 03:52:22 pm
A little bit of good news I hope. I renamed and disabled the media vps and two of the missions I've played so far haven't crashed. Hopefully it's either the way I was using the vp's or the vp's themselves.  I'll need to do further investigations, turning each vp on/off to see if they are causing it or not.

*Crosses fingers hoping this was the cause.*


Edit: So far the last seven missions went off without a hitch  :yes: I was using some of the media vp's thruster images for weapons effects, dunno if that was the cause or not...
Title: Re: Models crashing Freespace
Post by: ShadowWolf_IH on April 23, 2006, 01:28:34 am
I had this problem in MT.  I am trying to remember it...

If I remember correctly, which i may not, it seems that the problem occurred when an AI was targetting a subsystem on a Modded fighter, and the pof data didn't coincide with the table data.  essentially, you had an ai trying to target a subsystem that didn't exist, i can't remember why it didn't exist though.  It was in the pof, and the table, maybe someone more well versed and with a better memory can take it from there.