Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on July 03, 2006, 12:17:11 pm
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http://fs2source.warpcore.org/exes/3.6.9-RC4.rar
New and improved! Now with exactly the same stuff as RC3!
You'll need to get the alpha patches for the MediaVPs, if you don't have them already:
- to fix mv_effects.vp: mv_alphapatch.rar (http://fs2source.warpcore.org/mediavp/mv_alphapatch.rar)
- to fix mv_adveffects.vp: mv_advalphapatch.rar (http://fs2source.warpcore.org/mediavp/mv_advalphapatch.rar)
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Next up : Release Candidate 5, pre-alpha 1, build 4532 :D
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Goober, I would put a link in your first post to the alpha patches for media vps.
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Thanks, I'll try to see if this build still crashes on me or not. Unfortunately I don't have Freespace 2 here, only at my parents' place. Oh well, I should be working on school assignments anyway :)
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Good call, ARSPR. :)
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I don't know whether it's been reported yet, but the game still crashes in FS Port SM2-05a when it's trying to transition to the next Red Alert mission.
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and linux release?
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i tried fc3 on linux and i cant see the subach laser!
my friend tried fc4 on win and cant see the subach too (he see squares), we used the alphapatch both for effect and adveffect
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i tried fc3 on linux and i cant see the subach laser!
What cmdline options are you using? It may not work properly if you don't use either -jpgtga or -img2dds.
Updated Linux and OS X builds are on the way, I've been out of town and am still trying to catch up. OS X 10.4.7 causes a rather severe bug so I have to get that fixed and tested before I can update the builds.
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I confirm having the same issue and RoniXT. Red Alert transitions completely exit to desktop. Relaunching the game allows playing the Red Alert and the game is fine until the next Red Alert transition mission. Will run debug's and catpure logs for them. (providing debug builds actually crash!)
Output from "Reaching the Zenith" in FSPort: (clipboard copy)
Assert: *ship_index != -1
File: C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\MissionUI\MissionShipChoice.cpp
Line: 3246
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
wl_get_default_weapons() wl_fill_slots() weapon_select_init_team() weapon_select_common_init() red_alert_init() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816f97()
------------------------------------------------------------------
From fs.log:
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
loading warp model 128
SHOCKWAVE => Loading default shockwave model...
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'sm3-05a.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
Starting mission message count : 163
Ending mission message count : 179
Current soundtrack set to -1 in event_music_reset_choices
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
Loading model 'transport01.pof'
IBX: Found a good IBX to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 392743724, IBX checksum: 127716376 -- "transport01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 3662392276, IBX checksum: 132121399 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
ANI shield-f10 with size 93x93 (27.3% wasted)
Loading model 'fighter10.pof'
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 440883452, IBX checksum: 1535327754 -- "fighter10.pof"
ANI shield-b03 with size 93x93 (27.3% wasted)
Loading model 'bomber03.pof'
IBX: Found a good IBX to read for 'bomber03.pof'.
IBX-DEBUG => POF checksum: 887026394, IBX checksum: 3306743245 -- "bomber03.pof"
ANI shield-capital02 with size 93x93 (27.3% wasted)
Loading model 'capital02.pof'
IBX: Found a good IBX to read for 'capital02.pof'.
IBX-DEBUG => POF checksum: 2758820462, IBX checksum: 1130155003 -- "capital02.pof"
Warning: Ignoring unrecognized subsystem reactor 4, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem reactor 5, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem reactor 3, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem reactor 2, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem reactor 1, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem fighterbay 1, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem fighterbay 2, believed to be in ship capital02.pof
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
This mission requires 209 Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.
Paging in mission messages
SOUND: C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\Sound\ds.cpp:1038 - OpenAL error = 'Invalid operation attempted.'
Stopping model page in...
ANI shield-f10.ani with size 93x93 (27.3% wasted)
ANI shield-b03.ani with size 93x93 (27.3% wasted)
ANI shield-capital02.ani with size 93x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1936/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 4963, Estimated count = 2311
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Frame 0 too long!!: frametime = 14.214 (14.214)
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_CMD_BRIEF (43)
Throwing out event 15 because of state set from 43 to 44
ANI icon_ml16 with size 24x24 (25.0% wasted)
ANI icon_disruptor with size 24x24 (25.0% wasted)
ANI icon_avenger with size 24x24 (25.0% wasted)
ANI icon_flail with size 24x24 (25.0% wasted)
ANI iconproms with size 24x24 (25.0% wasted)
ANI icon_banshee with size 24x24 (25.0% wasted)
ANI 2_ml16.ani with size 304x304 (40.6% wasted)
ANI 2_disruptor.ani with size 304x304 (40.6% wasted)
ANI 2_avenger.ani with size 304x304 (40.6% wasted)
ANI 2_flail.ani with size 304x304 (40.6% wasted)
ANI 2_proms.ani with size 304x304 (40.6% wasted)
ANI 2_banshee.ani with size 304x304 (40.6% wasted)
Int3(): From c:\languages\visual studio projects\visual c++\fs2_open_3_6_9\code\globalincs\windebug.cpp at line 1027
BTW, I _love_ now being able to target jump nodes, THANK YOU!
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i tried fc3 on linux and i cant see the subach laser!
What cmdline options are you using? It may not work properly if you don't use either -jpgtga or -img2dds.
Updated Linux and OS X builds are on the way, I've been out of town and am still trying to catch up. OS X 10.4.7 causes a rather severe bug so I have to get that fixed and tested before I can update the builds.
mmh i dont use -img2dds, but i use -jpgtga
edit: i tried also -img2dds and i have the same proble, i cant see subach
i use the command line:
/fs2_open.bin -spec -glow -jpgtga -img2dds -mipmap -orbradar -fps -ambient_factor 50 -mod media_vps
with media vps 3.6.7 + alphapatch for the square smoke
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the patch vps are intended for use with the 3.6.8 media vps iirc. try using those?
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but with 3.6.8 vp i have hacked tables message on multiplayer game and game crash when im going to wait room :/
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Getting black screenies in OGL
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but with 3.6.8 vp i have hacked tables message on multiplayer game and game crash when im going to wait room :/
That's the main reason why I tell everyone to install the media VPs to their own folder :) Simply click on the no mod button and try without the media VPs. At least that way we can easily check if this is a media or code problem :)
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Speech is also broken in this build. It was fine in RC3.
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It was built without speech.
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I'm no longer having major sound and music issues, I now hail this build as my new lord and saviour.
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I confirm having the same issue and RoniXT. Red Alert transitions completely exit to desktop. Relaunching the game allows playing the Red Alert and the game is fine until the next Red Alert transition mission. Will run debug's and catpure logs for them. (providing debug builds actually crash!)
I haven't had any trouble with the Red Alert transition within the last 2 FS2 missions . Can you test with them?
I've selected these missions as FS2 campaign doesn't end so you can always access the last mission from main hall, no need to go to techroom. And then I've selected to replay previous mission. My only trouble has been that doing that, the pilot data have been corrupted, (I played FS2 campaign ages ago), so in the previous mission my weaponery has been heavily reduced and it has been a PITA passing it with just Subhatch and Rockeyes. Make a pilot backup before testing.
EDITED. And talking about data corruption and Reset buton
After passing "The class of Titans II" with the corrupted pilot, I've played it in mission simulator. Then you can see (Simulator before reset.jpg) how poor my available weapons are. But if I press Reset button (Simulator after reset.jpg) I recover the normal available weapons.
But if I replay the mission doing Replay in last one (the red alert one) then I get even less available weapons (Campaign.jpg) and Reset doesn't repair anything.
Is it normal (I mean the difference in Campaign/Simulator loading screen and/or the difference in Reset button behaviour)? Or is it a bug I should mantis?
[attachment deleted by admin]
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Is it normal (I mean the difference in Campaign/Simulator loading screen and/or the difference in Reset button behaviour)? Or is it a bug I should mantis?
Pretty sure it's already Mantis'd. It's already known anyway. The fix will be part of the big pilot file upgrade, whenever I get the time to finish it.
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but with 3.6.8 vp i have hacked tables message on multiplayer game and game crash when im going to wait room :/
That's the main reason why I tell everyone to install the media VPs to their own folder :) Simply click on the no mod button and try without the media VPs. At least that way we can easily check if this is a media or code problem :)
i have alla media vp on the folder media_vps and i use the -mod media_vps command that i have posted first on this thread
"/fs2_open.bin -spec -glow -jpgtga -img2dds -mipmap -orbradar -fps -ambient_factor 50 -mod media_vps"
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Remove the -mod media_vps bit and try it again. It's a good idea to cut this down to just the code so we know that where the problem lies.
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ok i tried without media vp and laser works , i tried also with media vp 3.6.8zeta and laser works ...
laser don't works only with vp 3.6.7, but with media vp 3.6.8 in multi ther is "hacked table" problem
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That's exactly what I expected. I want to know if the crash vanished in multiplayer.
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I am noticing a large performance difference between these 3.6.9 RC builds and the ones in the redmenace CVS thread (both the standard and optimized ones) in pretty much every mission I try. The redmenace ones stay above 70fps at all times, while these builds drop to 30-40fps very often and rarely go above 50fps except when there are no ships around. Is anyone else seeing this?
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CP5670 Actually, I see a pretty consistant 80-120fps. It only drops to 80 when there's seriously heavy cruiser action or ton's of explosions.
@ARSPR: WHile I've not played the FS2 campaigns yet, the Red Alert problems I posted came from FSPort (and occurs in every one of them). With each build I create a new pilot and start a new campaign to make sure that things are tested properly. I'm about done with FS1 missions (via the port) and I'll now be launching FS2 campaign to test those. The only reason I haven't already gotten to the FS2 campaigns are my work schedule and the quick releases of the RC's.
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Fraps informs me that I'm doing about 60 fps (it doens't go any higher using fraps) normally, and during battle about 25 fps. Me, I don't notice THAT much of a difference...maybe Fraps is referring to the video capture speed...
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CP5670 Actually, I see a pretty consistant 80-120fps. It only drops to 80 when there's seriously heavy cruiser action or ton's of explosions.
Have you tried the other build? I am getting the same thing on multiple computers; the redmenace builds often give close to double the framerates of this one, even with the resolution and graphical settings turned down to a minimum. This one seems to tank into the mid 30s whenever there is any fighting in view.
The redmenace builds also have significantly smaller file sizes. Maybe they are using different compiler options or something.
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Maybe they are using different compiler options or something.
Yeah, the compiler options changed since that was the problem with 'Y' targetting bug. I don't think that redmenace uses MSVC6, so his builds wouldn't be using the same options anyway (the problem option was depreciated in later MSVC versions). I'll get you a test build tomorrow, from MSVC6, with slightly different options, and we'll see if that makes a difference for you. If that works better, and you don't get the Y-bug again, then I can make that same setting change in CVS too.
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CP - I noticed a bit of a performance drop too, but I was coming in from one of Kara's builds.
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Tried what other build? I didn't start enabling FPS until the RC releases. I suppose I could launch one from pre-RC.
And I'm not using optimized (P4) builds, so I don't know if that makes a difference or not. I don't have the processor to run one of those and if I recall, the last time I tried to run a redmenace build there were ONLY p4 versions available.
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Yeah, the compiler options changed since that was the problem with 'Y' targetting bug. I don't think that redmenace uses MSVC6, so his builds wouldn't be using the same options anyway (the problem option was depreciated in later MSVC versions). I'll get you a test build tomorrow, from MSVC6, with slightly different options, and we'll see if that makes a difference for you. If that works better, and you don't get the Y-bug again, then I can make that same setting change in CVS too.
Thanks, I'll try that out. I actually have never run into that infamous debris crash though, as I tend not to use the reticle targeting function that often.
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Got this on loading SM3-05a.fs2 in FSPort. After exiting to desktop from crashing on transitioning, it then crashed in mission with this:
Warning: Couldn't fix up turret indices in spline path
Model: science01.pof
Path: $path04
Vertex: 0
Turret model id:16
This probably means that the turret was not specified in the ship table(s).
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\ship\Ship.cpp
Line: 8415
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_create_object_sub() parse_create_object() mission_did_ship_arrive() mission_maybe_make_ship_arrive() mission_eval_arrivals() mission_parse_eval_stuff() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816f97()
------------------------------------------------------------------
==========================================================================
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.
==========================================================================
Passed cmdline options:
-2d_poof
-alpha_env
-ambient_factor 0.85
-env
-jpgtga
-mipmap
-glow
-nomotiondebris
-spec
-cache_bitmaps
-no_vsync
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod fsport,mediavps
-disable_fbo
-fps
Building file index...
Searching root 'C:\games\freespace2\fsport\'
Searching root pack 'C:\games\freespace2\fsport\fsport-glow.vp'
Searching root pack 'C:\games\freespace2\fsport\fsport-hi-res.vp'
Searching root pack 'C:\games\freespace2\fsport\fsport-shine.vp'
Searching root pack 'C:\games\freespace2\fsport\fsport3_0_3.vp'
Searching root pack 'C:\games\freespace2\fsport\fsport_fs1_training.vp'
Searching root pack 'C:\games\freespace2\fsport\fsport_missions.vp'
Searching root pack 'C:\games\freespace2\fsport\sparky_hi_fs1.vp'
Searching root pack 'C:\games\freespace2\fsport\stu_fs1.vp'
Searching root pack 'C:\games\freespace2\fsport\tango_fs1.vp'
Searching root pack 'C:\games\freespace2\fsport\warble_fs1.vp'
Searching root 'C:\games\freespace2\mediavps\'
Searching root pack 'C:\games\freespace2\mediavps\ls_neb.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_core.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_effects.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_models.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_music.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_textures.vp'
Searching root 'C:\games\freespace2\'
Searching root pack 'C:\games\freespace2\root_fs2.vp'
Searching root pack 'C:\games\freespace2\smarty_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp'
Searching root pack 'C:\games\freespace2\stu_fs2.vp'
Searching root pack 'C:\games\freespace2\tango1_fs2.vp'
Searching root pack 'C:\games\freespace2\tango2_fs2.vp'
Searching root pack 'C:\games\freespace2\tango3_fs2.vp'
Searching root pack 'C:\games\freespace2\warble_fs2.vp'
Found 29 roots and 12691 files.
Setting language to English
Initializing OpenAL...
Using 'SB Audigy 2 Audio [B000]' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : SB Audigy 2 Audio [B000]
OpenAL Version : OpenAL version 1.0
... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : RADEON 9600 XT x86/MMX/3DNow!/SSE
OpenGL Version : 1.5.4776 WinXP Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Unable to find extension "GL_NV_fog_distance".
Using extension "GL_EXT_secondary_color".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_ARB_transpose_matrix".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Unable to find extension "GL_ARB_pixel_buffer_object".
Unable to find extension "GL_APPLE_client_storage".
Using extension "GL_SGIS_generate_mipmap".
Unable to find extension "GL_EXT_framebuffer_object".
Using extension "GL_EXT_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8
Max elements vertices: 2147483647
Max elements indices: 65535
Max texture size: 2048x2048
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
Unable to parse scripting.tbl! Code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
Unable to parse interface.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-sdf.tbm"
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
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"
TBM => Starting parse of 'mv_music-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"
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
pcx: Couldn't open 'beam-orange3.pcx'
pcx: Couldn't open 'beam-orange3.pcx'
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
couldn't find pcx for Shivan Light Laser
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
found ani Alouqua_AniBitmap for Shivan Light Laser, with 6 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
couldn't find particle pcx for Hornet
found ani hornet_trail for Hornet, with 14 frames and 30 fps
TBM => Starting parse of 'mv_flak-wep.tbm' ...
TBM => Starting parse of 'mv_shockwave-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
cf_get_file_list_preallocated looking for type=7, filter="*-aip.tbm"
TBM => Starting parse of 'fs1-aip.tbm' ...
cf_get_file_list_preallocated looking for type=7, filter="*-obt.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_shockwave-shp.tbm' ...
TBM => Starting parse of 'mv_turretangle-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_textures-shp.tbm' ...
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-str.tbm"
TBM => Starting parse of 'mv_nebula-str.tbm' ...
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 121
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (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)
Frame 0 too long!!: frametime = 0.287 (0.287)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_main2-m1.ani with size 192x192 (25.0% wasted)
ANI 2_main2-m2.ani with size 184x184 (28.1% wasted)
ANI 2_main2-m3.ani with size 141x141 (44.9% wasted)
ANI 2_main2-d1.ani with size 98x98 (23.4% wasted)
ANI 2_main2-d6.ani with size 99x99 (22.7% wasted)
ANI 2_main2-d3.ani with size 330x330 (35.5% wasted)
ANI 2_main2-d4.ani with size 101x101 (21.1% wasted)
ANI 2_main2-d5.ani with size 115x115 (10.2% wasted)
ANI 2_main2-d2.ani with size 195x195 (23.8% wasted)
Frame 0 too long!!: frametime = 0.293 (0.293)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% 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 61 frames at 24 fps.
cf_get_file_list_preallocated looking for type=7, filter="*-fbl.tbm"
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 25 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 25 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"
128
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"
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'sm3-05a.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 1772075595, IBX checksum: 74947746 -- "subspacenode.pof"
Starting mission message count : 163
Ending mission message count : 179
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 4177197403, IBX checksum: 1308042533 -- "cruiser03.pof"
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 3815331129, IBX checksum: 1870731749 -- "fighter01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 1238331005, IBX checksum: 720572014 -- "fighter06.pof"
Loading model 'bomber04hp.pof'
IBX: Found a good IBX to read for 'bomber04hp.pof'.
IBX-DEBUG => POF checksum: 3573595562, IBX checksum: 3837868894 -- "bomber04hp.pof"
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 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 131622925, IBX checksum: 658943272 -- "starfield.pof"
Loading model 'bomber01.pof'
IBX: Found a good IBX to read for 'bomber01.pof'.
IBX-DEBUG => POF checksum: 2211679891, IBX checksum: 2452565911 -- "bomber01.pof"
=================== STARTING LEVEL DATA LOAD ==================
SOUND: C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\sound\audiostr-openal.cpp:1137 - OpenAL error = 'Inva
lid operation attempted.'
About to page in ships!
ANI shield-f01 with size 93x93 (27.3% wasted)
ANI shield-f06 with size 93x93 (27.3% wasted)
ANI shield-b01 with size 93x93 (27.3% wasted)
ANI shield-b04 with size 93x93 (27.3% wasted)
Loading model 'support01.pof'
IBX: Found a good IBX to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 756744142, IBX checksum: 1586839114 -- "support01.pof"
Loading model 'transport01.pof'
IBX: Found a good IBX to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 392743724, IBX checksum: 127716376 -- "transport01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 3662392276, IBX checksum: 132121399 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'support02.pof'
IBX: Found a good IBX to read for 'support02.pof'.
IBX-DEBUG => POF checksum: 998444659, IBX checksum: 196988299 -- "support02.pof"
ANI shield-f10 with size 93x93 (27.3% wasted)
Loading model 'fighter10.pof'
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 440883452, IBX checksum: 1535327754 -- "fighter10.pof"
ANI shield-f12 with size 93x93 (27.3% wasted)
Loading model 'fighter12.pof'
IBX: Found a good IBX to read for 'fighter12.pof'.
IBX-DEBUG => POF checksum: 2831766213, IBX checksum: 491137859 -- "fighter12.pof"
ANI shield-b03 with size 93x93 (27.3% wasted)
Loading model 'bomber03.pof'
IBX: Found a good IBX to read for 'bomber03.pof'.
IBX-DEBUG => POF checksum: 887026394, IBX checksum: 3306743245 -- "bomber03.pof"
ANI shield-capital02 with size 93x93 (27.3% wasted)
Loading model 'capital02.pof'
IBX: Found a good IBX to read for 'capital02.pof'.
IBX-DEBUG => POF checksum: 2758820462, IBX checksum: 1130155003 -- "capital02.pof"
Warning: Ignoring unrecognized subsystem reactor 4, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem reactor 5, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem reactor 3, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem reactor 2, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem reactor 1, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem fighterbay 1, believed to be in ship capital02.pof
Warning: Ignoring unrecognized subsystem fighterbay 2, believed to be in ship capital02.pof
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
This mission requires 209 Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 2163019510, IBX checksum: 261977273 -- "MX-50.pof"
Loading model 'Fury.pof'
IBX: Found a good IBX to read for 'Fury.pof'.
IBX-DEBUG => POF checksum: 1032850657, IBX checksum: 2118954593 -- "Fury.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 908169754, IBX checksum: 559317902 -- "Interceptor.pof"
Loading model 'Hornet.pof'
IBX: Found a good IBX to read for 'Hornet.pof'.
IBX-DEBUG => POF checksum: 3879058811, IBX checksum: 3774141961 -- "Hornet.pof"
Loading model 'Phoenix.pof'
IBX: Found a good IBX to read for 'Phoenix.pof'.
IBX-DEBUG => POF checksum: 876855361, IBX checksum: 3422417389 -- "Phoenix.pof"
Loading model 'Disruptor.pof'
IBX: Found a good IBX to read for 'Disruptor.pof'.
IBX-DEBUG => POF checksum: 2050571986, IBX checksum: 3042251560 -- "Disruptor.pof"
Loading model 'Synaptic.pof'
IBX: Found a good IBX to read for 'Synaptic.pof'.
IBX-DEBUG => POF checksum: 2284473230, IBX checksum: 846229812 -- "Synaptic.pof"
Loading model 'Stiletto.pof'
IBX: Found a good IBX to read for 'Stiletto.pof'.
IBX-DEBUG => POF checksum: 549862358, IBX checksum: 2361631772 -- "Stiletto.pof"
Loading model 'Tsunami.pof'
IBX: Found a good IBX to read for 'Tsunami.pof'.
IBX-DEBUG => POF checksum: 1524385838, IBX checksum: 653734780 -- "Tsunami.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 3857917235, IBX checksum: 1369793329 -- "cmeasure01.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 2538545483, IBX checksum: 3906274773 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 2383342928, IBX checksum: 3124603306 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
ANI 2_lock1.ani with size 53x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
ANI toggle1.ani with size 20x20 (37.5% wasted)
ANI weapons1.ani with size 20x20 (37.5% wasted)
ANI 2_toparc1.ani with size 60x60 (6.3% wasted)
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
ANI targhit1.ani with size 21x21 (34.4% wasted)
ANI energy1.ani with size 41x41 (35.9% wasted)
ANI targetview1.ani with size 156x156 (39.1% wasted)
ANI targetview2.ani with size 96x96 (25.0% wasted)
ANI targetview3.ani with size 20x20 (37.5% wasted)
ANI damage1.ani with size 25x25 (21.9% wasted)
ANI support1.ani with size 24x24 (25.0% wasted)
ANI objective1.ani with size 21x21 (34.4% wasted)
ANI wingman1.ani with size 53x53 (17.2% wasted)
ANI wingman2.ani with size 53x53 (17.2% wasted)
ANI wingman3.ani with size 53x53 (17.2% wasted)
ANI netlag1.ani with size 30x30 (6.3% wasted)
ANI head1.ani with size 132x132 (48.4% wasted)
ANI time1.ani with size 23x23 (28.1% wasted)
ANI shield-f01.ani with size 93x93 (27.3% wasted)
ANI shield-f06.ani with size 93x93 (27.3% wasted)
ANI shield-b01.ani with size 93x93 (27.3% wasted)
ANI shield-b04.ani with size 93x93 (27.3% wasted)
ANI shield-f10.ani with size 93x93 (27.3% wasted)
ANI shield-f12.ani with size 93x93 (27.3% wasted)
ANI shield-b03.ani with size 93x93 (27.3% wasted)
ANI shield-capital02.ani with size 93x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1677/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 4963, Estimated count = 2311
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Frame 0 too long!!: frametime = 26.105 (26.105)
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_CMD_BRIEF (43)
Throwing out event 15 because of state set from 43 to 44
ANI icon_ml16 with size 24x24 (25.0% wasted)
ANI icon_disruptor with size 24x24 (25.0% wasted)
ANI icon_avenger with size 24x24 (25.0% wasted)
ANI icon_flail with size 24x24 (25.0% wasted)
ANI iconproms with size 24x24 (25.0% wasted)
ANI icon_banshee with size 24x24 (25.0% wasted)
ANI 2_ml16.ani with size 304x304 (40.6% wasted)
ANI 2_disruptor.ani with size 304x304 (40.6% wasted)
ANI 2_avenger.ani with size 304x304 (40.6% wasted)
ANI 2_flail.ani with size 304x304 (40.6% wasted)
ANI 2_proms.ani with size 304x304 (40.6% wasted)
ANI 2_banshee.ani with size 304x304 (40.6% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.312 (0.312)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time = 64.470
Frame 1 too long!!: frametime = 0.884 (0.884)
3227 frames executed in 30.005 seconds, 107.549 frames per second.
Hope it's useful.
Also, what's with the XX% wasted on the ANI's?
Other key things I noticed and will highlight here for some feedback (if possible):
Unable to find extension "GL_NV_fog_distance". <- Should be obvious since my card is ATI, yes?
Unable to find extension "GL_ARB_texture_non_power_of_two".
Unable to find extension "GL_ARB_pixel_buffer_object".
Unable to find extension "GL_APPLE_client_storage".
Unable to find extension "GL_EXT_framebuffer_object".
----
Windoze reported 16 joysticks, we found 1 <- Is it getting that from what default drivers are present?
----
Wokka! Error opening file (scripting.tbl)!
Unable to parse scripting.tbl! Code = 5.
Wokka! Error opening file (interface.tbl)!
Unable to parse interface.tbl!
Wokka! Error opening file (armor.tbl)!
Unable to parse armor.tbl!
----
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
(I'm assuming these two are here to retain FSPorts compatability with retail)
----
SOUND: C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\sound\audiostr-openal.cpp:1137 - OpenAL error = 'Inva
lid operation attempted.'
Again, hope this helps.
**Edit: Said crash does not occur with _r only _d and it happens as soon as the science vessel is about to warp in. However, in both, the Cain (or is it Lilith) class cruiser you're supposed to destroy in the section before this is sitting at the jumpnode at 0% and immediatly vanishes as soon as the science vessel shows up.
-
It's not a crash; it's a warning. Click "no" and it'll continue.
-
Well I think this is the silliest bug I've ever found (and I think it that can be a Windows one) :lol::
Windows goes to a blank screen while playing after the specified time for turning off monitor is reached from the last key pressing, (I suppose from last mouse movement too ...), [Display Properties > Screensaver Tab > Energy button]
(I've said blank screen rather than turn off the monitor because in my system Windows just does that, my monitor keeps on).
So Windows doesn't detect you are playing and using a joystick. If you don't press any keyboard key, it thinks your system is idle.
Of course, FS2 keeps running fine and if you press any key you get your screen back.
It happens when Turn off monitor time is reached, not with Screensaver time.
I've got WXP SP2 with a nVidia AGP 7800GS (ForceWare 91.31). If you want to test it, drop the timer to one minute and wait in any mission.
Do I mantis it?
-
No, cause that is not a Freespace problem, that's a windows problem.
-
Mantis everything. If it's not a SCP bug, we'll close it. However, if you don't Mantis it, and it is a SCP bug, we won't know to fix it.
-
Those patches make 3.6.8 mediavps compatible with FS2?
I'm in trouble,I've downloaded the 3.6.8 and put them replacing the 3.6.7 into the mediavps folder,but the game crashes when the Freespace 2 SCP image appears. I've already asked karajorma for this,but I can't find a solution!
-
It sounds like you're flailing around, demanding help but not willing to put in the time required to actually figure out what the problem is.
Stop flailing, stop ending every other sentence with an exclamation point, calm down, and think. Don't post anything for a couple of days. Read and study karajorma's FAQ; read and study the Wiki. Use Google, and use the forum search. Try to work through the problem step by step, calmly and patiently.
If you study your mod setup carefully, keeping in mind everything you know about installing FS mods, you'll have no trouble figuring out the problem. This isn't rocket science; all it requires is a little thought.
That's how we all became experts on Freespace: we taught ourselves. If you don't do your own research, you'll never learn anything; and you'll be flailing around all over again the next time you need help. :)
-
Download the patches mentioned in the original post.
-
I like this RC. The bug that crashed my game in RC3 (see thread) is no more :)
-
Ehm... no Linux tarball for this RC?
Crap, I was kinda hoping for one since RC3 worked like a charm for me on Ubuntu. Even faster than WindowsXP
-
Ehm... no Linux tarball for this RC?
There has been some issues with the code (changes made right after this RC4 came out), I've been out of town, and OS X builds are currently broken. So, I've been a bit busy this week. :)
Everything will get updated this weekend though.
-
I realized that I forgot to install one of the patches. I downloaded but forgot to install. It is perfect now. Unfortunately no voice synthesis.
Voice synthesis has been left back in RC3
-
Voice synth appears or not depending on who makes the build. Sometimes the coder remembers to put it in and sometimes they forget.
3.6.9 Official will have voice synth in. Till then it pretty much depends on who builds it.