Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Goober5000 on December 31, 2006, 11:06:33 pm
-
And now, the moment you've all been waiting for... over a year after the last semi-official release and six months after the code freeze began... it's the OFFICIAL fs2_open v3.6.9 release thread™! :D
If you are just getting started with the SCP, try this before exploring the rest of this thread:
http://www.hard-light.net/wiki/index.php/Installing_fs2_open
Without further ado, here are the links:
The über Windows pack, containing FS2, FRED, and the Launcher (http://fs2source.warpcore.org/exes/3.6.9.rar)
The Mac OS X universal binary (http://fs2source.warpcore.org/exes/osx/FS2_Open-3.6.9.dmg)
Linux installer for x86/x86_64 builds (http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.run)
OpenAL (http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=oalinst.exe) is required, if you don't have it installed already.
EDIT: These links are all dead. :( A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_6_9.zip
Turey's Installer (http://www.hard-light.net/forums/index.php/topic,42854.0.html) has also been updated. If you want a quick, easy, and trouble-free method of installing mods, upgrades, and enhancements to FS2, it's worth checking out.
Also, here are the FS2 cutscenes, freshly recompressed in the newly-supported OGG Theora movie format:
Introduction (http://www.mydatabus.com/public/taylor/z/intro.ogg)
GTVA Colossus (http://www.mydatabus.com/public/taylor/z/colossus.ogg)
Bosch Monologue 1 (http://www.mydatabus.com/public/taylor/z/mono1.ogg)
Bosch Monologue 2 (http://www.mydatabus.com/public/taylor/z/mono2.ogg)
Bosch Monologue 3 (http://www.mydatabus.com/public/taylor/z/mono3.ogg)
Bosch Monologue 4 (http://www.mydatabus.com/public/taylor/z/mono4.ogg)
Bastion Dies (http://www.mydatabus.com/public/taylor/z/bastion.ogg)
End Game, part 1 (http://www.mydatabus.com/public/taylor/z/endpart1.ogg)
End Game, part 2A (player survives) (http://www.mydatabus.com/public/taylor/z/endprt2a.ogg)
End Game, part 2B (player dies) (http://www.mydatabus.com/public/taylor/z/endprt2b.ogg)
If you find a bug, please report it using Mantis (http://scp.indiegames.us/mantis). Please be sure to follow the bug reporting guidelines posted here (http://www.hard-light.net/forums/index.php/topic,34786.0.html).
Old 3.6.7 thread (http://www.hard-light.net/forums/index.php?topic=35266.0)
-
Installer has been updated to include 3.6.9 Final, as well as the .OGG movies.
oh, and stop reusing your posts Goob (http://www.hard-light.net/forums/index.php/topic,36296.0.html). :P ;)
-
Great news!!!.
Now for the questions. Does this release have the new pilot code and FS2NetD changes as well? How about the standalone fixes? I'd give them a try but it's 12:30am 2007 here and well believe it or not I've been drinking heavily.
Oh and can we get that 3.7 release date. (Ducks) J/K
-
yay! now we can get all that crazy graphics stuff into the code!
and we get to make normal maps for every single fs2 ship
*is somewhat less enthusiastic*...
-
Now for the questions. Does this release have the new pilot code and FS2NetD changes as well? How about the standalone fixes? I'd give them a try but it's 12:30am 2007 here and well believe it or not I've been drinking heavily.
The new pilot code won't be along till the next big release (3.7 most likely). Any standalone fixes that are needed will be along sooner.
And why is this thread not stickied? :)
-
The new pilot code won't be along till the next big release (3.7 most likely). Any standalone fixes that are needed will be along sooner.
Good to hear the standalone is being worked on. Put 2 servers up tonight but they still error everytime. If you want to crash a bit you are welcome to try them.
And why is this thread not stickied? :)
No one has spilled anything on it yet. :D
-
For anyone that has already downloaded, please download it again. There was a build mistake and all of the correct files/changes didn't get included in the original EXEs. ::)
-
Just 2 questions.
1) You need to have an extra codec to play the .ogg movies or is just like the MVE ?
2) The .ogg movies are much smaller than .mve ones?
-
1) You need to have an extra codec to play the .ogg movies or is just like the MVE ?
It's built into the game, like MVE support is, so you don't need anything extra. AVI and MPG support will be removed from all future builds too, 3.6.9 was the last to have it.
2) The .ogg movies are much smaller than .mve ones?
They should be comparable in size to the AVI movies. Some of them will be smaller than their AVI counterparts, others will be larger. For the FS1 and FS2 movies that I made though, even having quality over size as the primary goal, the overall size of the movies is less than the AVI versions.
-
Congrats for your release guys. Keep up your excellent work :yes: And thanks for the big support you give us hosted projects :)
-
They should be comparable in size to the AVI movies. Some of them will be smaller than their AVI counterparts, others will be larger. For the FS1 and FS2 movies that I made though, even having quality over size as the primary goal, the overall size of the movies is less than the AVI versions.
It seemed to me that the sound on the FS1 intro has less static with the ogg version than the mve version, so good work. Also, can you make oggs for the FS:ST movies?
rms
-
Thumbs up everyone. :yes:
*is now just waiting on ST:R* XD
-
For anyone that has already downloaded, please download it again. There was a build mistake and all of the correct files/changes didn't get included in the original EXEs. ::)
Installer fixed.
-
It seemed to me that the sound on the FS1 intro has less static with the ogg version than the mve version, so good work.
I mainly just enhanced the video a little bit (particularly on the FS2 movies). I had really wanted to switch the FS1 intro audio to the high quality version that Nix has posted. Unfortunately it's timing was a little different and I never could get the a/v sync correct, particularly in the first 10-15 seconds of the movie. Maybe someone good with audio stuff will volunteer to help me out there and I can redo the movie with truely good audio. :D
Also, can you make oggs for the FS:ST movies?
Sure. I guess that you are just talking about the extras on the ST disc, right? The AVI ones?
If it's something else then you'll need to get me a link or something.
-
we really oughtta re-render those movies. has this been discussed?
i have a feeling this community could make em so much cooler, especially with modern equipment and our superior models.
-
Is there a list of changes or a you should know list for this version? Things like does it work with older builds? Changes since last version. Etc.
-
Or do like Nix did and get the pre-render files for the movies and then render them with a higher quality render and a better compresion. That alone should get higher quality while keeping it "authentic."
Wonder if :v: has those project files still?
-
Or do like Nix did and get the pre-render files for the movies and then render them with a higher quality render and a better compresion. That alone should get higher quality while keeping it "authentic."
Wonder if :v: has those project files still?
Didn't :v: contract those out to a third party?
-
Hell, you know better than I. =)
It'd be a mighty shame. Wonder who the third party was?
-
Have the framerate-stuttering shockwaves been fixed?
-
Congratulations guys on a successful release! I can hardly believe how far we've come with this....well done!
-
This build is very nice in general, aside from that slight issue with the fades. This and RC8 seem to load quite a bit faster for me than the other RCs did. Great work. :yes:
Or do like Nix did and get the pre-render files for the movies and then render them with a higher quality render and a better compresion. That alone should get higher quality while keeping it "authentic."
Wonder if :v: has those project files still?
Didn't :v: contract those out to a third party?
Someone here a while ago found where one of the FS1 cutscene guys, Mike Comet, was now working. It might be worth trying to contact him. I think the FS2 cutscenes were outsourced though, as you said. Actually, given Nix's success in acquiring the music, I've had a mind to ask Volition about some of these things we're missing through their contact form, particularly the high resolution FS2 textures.
-
It's built into the game, like MVE support is, so you don't need anything extra. AVI and MPG support will be removed from all future builds too, 3.6.9 was the last to have it.
Is it just me, but considering that SCP is used as the basis of mod and campaighns, shouldn't it support many different video formats as possible to make it easier to get new video into the game? Is there a reason why they're being removed that I am simply unaware of?
-
It's built into the game, like MVE support is, so you don't need anything extra. AVI and MPG support will be removed from all future builds too, 3.6.9 was the last to have it.
Is it just me, but considering that SCP is used as the basis of mod and campaighns, shouldn't it support many different video formats as possible to make it easier to get new video into the game? Is there a reason why they're being removed that I am simply unaware of?
There were a lot of playback problems especially with the new divx codec installed.
Actually, while theora is not that widely known, it is one of the better MPEG-4 implementations out there.
The OGG/OGM container format also allows you to embed several audio tracks in the same file, allowing users to choose their prefered language, as well as subtitle tracks. (In essence it allows the same flexibility you've grown to love in DVDs).
The only more flexible container format that I know of is mkv, however the main reason why fansubbers prefer it is its more flexible subtitle support.
MPEG and avi are way outdated in this regard.
-
Congratulations, guys! Thank you for all the hard work you did to make this possible.
-
Thank you Goober5000!
I had a blast play FS2 Open today.
-
Looks good. Good job team.
Dumb question, but if i install this over my current version (One of the 3.6.9 beta releases i believe) will the missions i've made for the previous FSOpen version run okay, or will i need to remake them.
-
You (hopefully) won't have any problems. If you do they should (hopefully) be easy to fix.
Is it just me, but considering that SCP is used as the basis of mod and campaighns, shouldn't it support many different video formats as possible to make it easier to get new video into the game? Is there a reason why they're being removed that I am simply unaware of?
MVE and Theora support are built into the engine meaning that the game does all the work of decoding and displaying them both. With everything else FS2 hands over to DirectShow. Obviously this won't work on Linux and Mac. It doesn't work that well on Windows either because if you have some DirectShow filter, codec or application that interferes with that you don't see the movie/only hear sound/crash.
And then we get the blame.
For something that isn't actually the SCPs fault.
And we're sick of it.
Getting people away from avi and onto MVE/Theora is the best solution until someone comes up with a properly licensed avi decoder we can use. Taylor went through the open source ones and couldn't find one that fit the bill so we're going with Theora. From what I've seen of it, it's not a bad choice either.
-
The OGG/OGM container format ...
OGG and OGM are not the same thing. The game only supports true Theora movies, those using the OGG container. OGM is a completely different container format, more like AVI than OGG. OGM can contain Theora video, but MP3 audio ... or DivX video with Vorbis audio. An OGG will use Theora for video, and Vorbis for audio. That is all that we support.
Some people started changing the filenames of their OGG container Theora movies to OGM to tell them apart (for Windows mainly, which is file content brain-dead), but that is against spec and against the recommendations of Xiph.
-
From what I've seen of it, it's not a bad choice either. (http://From what I've seen of it, it's not a bad choice either.) I agree with karajorma, I thought the quality was outstanding.
-
Now that fs2_open 3.6.9 is released, will there also be 3.6.9 MediaVPs?
Oh and: Congratulations on a job well done :)
EDIT:
Wow... I just downloaded all the movies...
Well.. I have the german Version of FS2. It seems that Interplay/Volition/Whoever did a good job in translating the movies into german...
All movies are well translated EXCEPT of the bastion-movie... That movie didn't get translated at all...
In the german Version there's not a single line of spoken text in the Bastion-Movie. Only the Background-Music :(
Oh... I made an Mantis entry. The "background" behind the movies is flickering madly on my PC...
-
im glad u dont need divx anymore that waz annoying as hell. :mad:
-
Thanks guys! I'll download the new files when I get home from school today... yes much of America has schools that are open today...
-
i'm installing visual studio 2005 on my new 64-bit machine right now and i'll see about a 64-bit build... soon as i get CVS working :(
[edit]
nevermind, more portability warnings than can be counted
-
Which VPs should I use with this? I just reinstalled Freespace 2 after reformatting and reinstalling Windows, so it's on a clean install...
Also, where do I stick the cutscene files? Main dir?
P.S. Major thanks to the SCP team for this.
-
Happy New Year and congratulations on the new release!
I second Mr Maniac's question...would love to see some new media vps someday.
-
From my sig...
CUTSCENES (MOVIES)
Put the FS2 cutscenes in your "C:\Games\FreeSpace2\data\movies" folder.
Put the FS1 cutscenes in your "C:\Games\FreeSpace2\Fs1_port_3\data\movies" folder.
And this should answer your other question (I hate it when people list their files unsorted, with icon view, it makes my head spin, so here's the proper way to list it IMO. Although sorting by size can often be more helpful, alphabetically may be easier in this case.):
(http://xs411.xs.to/xs411/07012/fs2vps.jpg)
-
Impressive. A massive thumbs up from Sydney. ;)
-
Nice to hear that the FS2 movies have been converted to OGG format. Has the same been done to FS1 movies? I run the SCP with the FSPort mod and when I switch to this mod, the opening cutscene to FS1 plays. Ah..... the good ol days.....
-
launcher crashes w/ a stack overflow
-
I dont use all those names for my mods...
Open
Dere
Infr
ITHV
HoSi
I try to limit to 4-letter folders... I run adv-effects so far... on a GeForce FX5200.. 2ghz Celeron, 512mb DDR, 80gb hard drive... I somehow get 60fps when staring blank or going somewhere... when you add in 100+ ships I get 30fps.... when you add in three ships exploding, four bombs, and the AI for eleven wingmates, it gets to 10fps. Somehow it's faster then some 6800's...
-
launcher crashes w/ a stack overflow
Should be in Mantis already. I haven't found the problem yet, but it's probably something stupid. :sigh:
-
Nice to hear that the FS2 movies have been converted to OGG format. Has the same been done to FS1 movies?
Yes they have, get them from my sig.
-
So...Hunter...am I to put that VP in the main directory, its own folder, or the Mediavps folder? [/moddingnoob]
Aside from that minor question...
...you are now my hero. I wanted those FS1 cutscenes for so long. ;_;!
-
Hey, I posted them 8 hours ago, what am I, chopped liver?
and I have also compiled them into a VP,
Cool, I didn't know you could do that.
-
Personally i would recommend putting it in the main directory
-
You put the FS1 and FS2 cutscenes in the same VP? One or the other is not going to work that way. Both have to be called intro.ogg in order to work unless Taylor has added something in the Theora code to make another filename work.
-
launcher crashes w/ a stack overflow
Should be in Mantis already. I haven't found the problem yet, but it's probably something stupid. :sigh:
Is there a stack trace available to look at? If so I might be able to help. If not.. add some logging!
-
Is there a stack trace available to look at? If so I might be able to help. If not.. add some logging!
No stack trace, and it works fine for most people. It does have logging, but only in the debug version, which is something that doesn't get released. The code is in CVS though, so feel free to grab and checkout and run down the problem. :)
The main issue is that a new Launcher is being written from scratch, so any real time spent on the current one is basically wasted.
-
The main issue is that a new Launcher is being written from scratch, so any real time spent on the current one is basically wasted.
Has any work begun on that yet? Cause I have some ideas. :)
-
Hum where should we put the ogg cutscene ?
-
The main issue is that a new Launcher is being written from scratch, so any real time spent on the current one is basically wasted.
Has any work begun on that yet? Cause I have some ideas. :)
Most of the work has to be done on the backend first, the game itself. New modder stuff, better cross-platform support, switching Windows to ini files instead of the registry, new profile.ini support, etc. All of that is required before the new Launcher really gets off of the design board, and I put all of that on hold in order to work on 3.6.9. I'll get back to it soon enough though, after I get done with a few things for 3.6.10. ;)
Hum where should we put the ogg cutscene ?
If they are in a VP then the VP should go in the main game directory for FS2 movies and in the FSPort mod directory for FS1 movies. If not in a VP then they need to go under data/movies for each instead.
-
Thanx. :yes:
-
hello,
the link to mono2.ogg seems "empty" (instant download => 0 byte)
Taylor asked me to also mirror the OGG format movies, and I have also compiled them into a VP, you can download them either way, seporately or in the vp below.
Cutscene VP for FS 1&2
oggcutscenes.vp (http://fszmirror.com/files/oggcutscenes.vp)
Descent: FreeSpace Cutscenes
ancients1.ogg (http://fszmirror.com/files/ancients1.ogg)
ancients2.ogg (http://fszmirror.com/files/ancients2.ogg)
ancients3.ogg (http://fszmirror.com/files/ancients3.ogg)
ancients4.ogg (http://fszmirror.com/files/ancients4.ogg)
ancients5.ogg (http://fszmirror.com/files/ancients5.ogg)
commandbrief.ogg (http://fszmirror.com/files/commandbrief.ogg)
endgame.ogg (http://fszmirror.com/files/endgame.ogg)
fs1_intro.ogg (http://fszmirror.com/files/fs1_intro.ogg)
hallfight.ogg (http://fszmirror.com/files/hallfight.ogg)
lab.ogg (http://fszmirror.com/files/lab.ogg)
FreeSpace 2 Cutscenes
bastion.ogg (http://fszmirror.com/files/bastion.ogg)
colossus.ogg (http://fszmirror.com/files/colossus.ogg)
endpart1.ogg (http://fszmirror.com/files/endpart1.ogg)
endprt2a.ogg (http://fszmirror.com/files/endprt2a.ogg)
endprt2b.ogg (http://fszmirror.com/files/endprt2b.ogg)
intro.ogg (http://fszmirror.com/files/intro.ogg)
mono1.ogg (http://fszmirror.com/files/mono1.ogg)
mono2.ogg (http://fszmirror.com/files/mono2.ogg)
mono3.ogg (http://fszmirror.com/files/mono3.ogg)
mono4.ogg (http://fszmirror.com/files/mono4.ogg)
-
I'll echo Kajorama's issue with regards to the FS1 and FS2 cutscenes in the same VP. Previously, the way I had FS2 Open set up was to have the FS2 movies in the main FS2 folder, and the FS1 movies in the FS1 mod folder. That way, when I want to play the FS1 mod, the FS1 movies would start to play.
It should be two VPs, one in the main folder, and the other in the FS1 mod folder.
-
launcher crash occurs if OpenAL is not installed
-
All the cutscenes are in my sig...
-
launcher crash occurs if OpenAL is not installed
Hmm, it was actually just supposed to warn you if that was the case. Either I messed up on reporting of that condition, or I messed up with the LoadLibrary() stuff and that is what causes the crash.
-
i loaded it into the debugger post-crash (You know how that is on windows w/ msvc installed) and it said stack overflow
-
You put the FS1 and FS2 cutscenes in the same VP? One or the other is not going to work that way. Both have to be called intro.ogg in order to work unless Taylor has added something in the Theora code to make another filename work.
the descent freespace intro is labeled FS1_Intro.ogg, taylor named it that.
hello,
the link to mono2.ogg seems "empty" (instant download => 0 byte)
Oops, let me fix that.
EDIT : ok it's done uploading, you shouldn't have that problem anymore
I'll echo Kajorama's issue with regards to the FS1 and FS2 cutscenes in the same VP. Previously, the way I had FS2 Open set up was to have the FS2 movies in the main FS2 folder, and the FS1 movies in the FS1 mod folder. That way, when I want to play the FS1 mod, the FS1 movies would start to play.
It should be two VPs, one in the main folder, and the other in the FS1 mod folder.
If the VP is in the root directory it should play the FS1 cutscenes. I haven't had a problem with it. BUT, I will do as requested and split it up. Give me about 5 hours for the upload process and it should be done.
-
the descent freespace intro is labeled FS1_Intro.ogg, taylor named it that.
It's really named intro.ogg, but where it's hosted didn't allow for two public files of the same name, and it didn't allow folders or anything. I had no choice but to change the filename of one of them. Since the FS2 movies were going to be linked directly though, I kept it's intro the correct name and just changed the other one.
That's why I didn't want to host them directly from that site, since it would require each user to rename the FS1 intro movie. :)
-
From my sig...
CUTSCENES (MOVIES)
Put the FS2 cutscenes in your "C:\Games\FreeSpace2\data\movies" folder.
Put the FS1 cutscenes in your "C:\Games\FreeSpace2\Fs1_port_3\data\movies" folder.
And this should answer your other question (I hate it when people list their files unsorted, with icon view, it makes my head spin, so here's the proper way to list it IMO. Although sorting by size can often be more helpful, alphabetically may be easier in this case.):
(http://xs411.xs.to/xs411/07012/fs2vps.jpg)
What are the -710 files? I just beat the campaign again (missed the Order of Galatea medal, dammit)... =) Loads of fun.
-
MediaVP patches for 3.6.9 compatibility until the new set is done. You can find them in one of the release candidate threads in the recent builds forum, usually in the first post.
[Edit] Actually, it won't hurt to have them linked to in this thread either:
http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar
http://fs2source.warpcore.org/mediavp/mp-710_effects.rar
http://fs2source.warpcore.org/mediavp/mp-710_models.rar
-
Thanks! I should try that, I was having some effects problems with OpenGL and was using D3D8 instead... but D3D8 doesn't like the .ogg videos for some reason and won't display the cutscenes properly. I can hear sound and see a fuzzy screen, but that's about it.
[Edit] okay, still have effects problems with OGL, big black boxes around my subachs and other shooting effects, etc. Back to D3D it is for me.... after I try tossing in the adveffects to see if that helps.
-
i use to have the same problem, I'm not exactly sure what fixed it, but I'm sure someone here knows the solution to the black boxes on opengl
-
i use to have the same problem, I'm not exactly sure what fixed it, but I'm sure someone here knows the solution to the black boxes on opengl
Oh good, at least I know it's a known problem and it's fixable! =) If someone knows, that would make my life pretty fantasmic.
Had to remove adveffects... pretty, but fps dropped from 80 fps to 15 at times. Sad... cause it was really pretty. =)
-
Which mediaVP version are you using exactly? If it's 3.6.7, that's your problem, but also easily fixed by going Here (http://www.hard-light.net/forums/index.php/topic,39905.0.html) to get the 3.6.8 Zeta VPs.
-
Aha. Someone should update the Indiegames site then. I think that will fix it, I'll edit this post when I find out! =)
[edit] Everything works! W00t! Now in OpenGL... I started up the mission simulator just to fly around cap ships and admire the shinemaps, hehe.
-
[Edit] okay, still have effects problems with OGL, big black boxes around my subachs and other shooting effects, etc. Back to D3D it is for me.... after I try tossing in the adveffects to see if that helps.
Look directly above your post. :)
-
It actually says to look exactly where I just told you on the front page, in both the second and third news posts. Admittedly, the downloads section is not up to date, but then strictly speaking these are not official releases yet. Once the final 3.6.9 media VPs are done, I'm sure the downloads will reflect that too :)
-
actually... you only need to do a minor change in the cutscenes.tbl of FS1 to can use the .VP of all movies...
;;
;; INTRO
;;
$Filename: intro.mve
$Name: Introduction
$Description:
Deep in the Ross 128 system, the GTA Installation Riviera picks up a
distress call from a Terran pilot. A disbelieving communications
officer listens as the pilot frantically requests cover from
phantom attackers.
$end_multi_text
$cd: 1
to
;;
;; INTRO
;;
$Filename: FS1_intro.mve
$Name: Introduction
$Description:
Deep in the Ross 128 system, the GTA Installation Riviera picks up a
distress call from a Terran pilot. A disbelieving communications
officer listens as the pilot frantically requests cover from
phantom attackers.
$end_multi_text
$cd: 1
-
POLL:
Which do you prefer:
1. 2 folders of 10 oggs each (current setup)
2. 2 movie vp's
3. 1 combined movie vp
-
I honestly prefer the OGG files by themselves. Makes for easier downloads, IMO.
-
I'm getting a CTD while playing the Derelict mission "The Horror in the Deep".
During the briefing, go into Ship selection. Then go into Weapon selection, and select the Maxim, it is greyed out.
CTD after a long period of lag.
-
I honestly prefer the OGG files by themselves. Makes for easier downloads, IMO.
So, you wanna download 20 separate files, or two packages of 10?
-
@ [DW]-Hunter : thanks for the new upload
@ Huggybaby : i know you have the files too, but i had already dowloaded all the others vid, and i prefer not to dowload the whole pack again (as yours are in a zip). But thanks anyway
-
actually... you only need to do a minor change in the cutscenes.tbl of FS1 to can use the .VP of all movies...
That doesn't really fix anything though. The name "intro" is hard-coded in the game to play at startup. You change wouldn't fix that, only allow the correct intro to play through the techroom. Plus, it makes a lot more sense to just rename the file than to edit the tbl. :)
-
20 files.
To be honest, I love the idea of VP files... I really do. But they scare me half to death on some issues. Especially with a community project like this. I know there is lots of content floating around that might be cool that is NOT in the mediavps... well... how do I get that content except to look for it. But as a newbie I don't even know where to begin looking. It's things like this... how to say... I never know exactly WHAT is in a VP... or what is not. I can open a VP file and look at its structure and content, but sometimes that is not so informative, as I don't always know what it is I'm looking at.
Speaking of additional content... I saw somewhere screenies of weapon trail particle effects. Are those implemented in the 3.6.8 ZETA/-710 mediavps in FS2? I didn't see them in the FSPort.... If not... where do I get them? XD They look spiffy.
-
actually... you only need to do a minor change in the cutscenes.tbl of FS1 to can use the .VP of all movies...
That doesn't really fix anything though. The name "intro" is hard-coded in the game to play at startup. You change wouldn't fix that, only allow the correct intro to play through the techroom. Plus, it makes a lot more sense to just rename the file than to edit the tbl. :)
But cant have 2 files which the same name in a single .vp and even if posible, how can be sure that the game will play the correct file? hahah -.-
-
That's why you make two VPs, stick one in your FSPort directory, and throw the other with the MediaVPs. Problem solved. :)
-
That's why you make two VPs, stick one in your FSPort directory, and throw the other with the MediaVPs. Problem solved. :)
Exactly. :)
They are two separate sets of movies. They aren't meant to be in the same VP, or even in the same directory for that matter. One goes in the main game directory, for the FS2 movies, and the other is for the FSPort movies and goes in that mod directory.
-
Ehh...I just found a show stopping bug. I posted it in Mantis a couple of days ago. One question though, do you need any of the RC builds to successfully run the 3.6.9 final?
-
No, 3.6.9 final replaces the RC builds.
-
I'm getting this in both the stable and unstable CVS branches... any chance of getting a Linux version that opens the Theora movies?
In file included from cutscene/movie.cpp:116:
./cutscene/oggplayer.h:23:27: error: theora/theora.h: No such file or directory
./cutscene/oggplayer.h:41: error: ‘theora_info’ does not name a type
./cutscene/oggplayer.h:42: error: ‘theora_comment’ does not name a type
./cutscene/oggplayer.h:43: error: ‘theora_state’ does not name a type
make[1]: *** [movie.o] Error 1
make[1]: Leaving directory `/home/jsampson/fs2_open/code'
make: *** [all-recursive] Error 1
-
Keep your eyes on this thread: http://www.hard-light.net/forums/index.php/topic,44374.0.html. Taylor will post it there once it is ready.
-
Oh...
-
Taylor asked me to also mirror the OGG format movies, and I have also compiled them into a VP, you can download them either way, seporately or in the vp below. The FS1cutscenepack.vp goes in your FSPort directory and the FS2cutscenepack.vp goes in the root FS2 folder.
Cutscene VP for FS 1&2
FS1cutscenepack.vp (http://fszmirror.com/files/FS1cutscenepack.vp)
FS2cutscenepack.vp (http://fszmirror.com/files/FS2cutscenepack.vp)
Descent: FreeSpace Cutscenes
ancients1.ogg (http://fszmirror.com/files/ancients1.ogg)
ancients2.ogg (http://fszmirror.com/files/ancients2.ogg)
ancients3.ogg (http://fszmirror.com/files/ancients3.ogg)
ancients4.ogg (http://fszmirror.com/files/ancients4.ogg)
ancients5.ogg (http://fszmirror.com/files/ancients5.ogg)
commandbrief.ogg (http://fszmirror.com/files/commandbrief.ogg)
endgame.ogg (http://fszmirror.com/files/endgame.ogg)
fs1_intro.ogg (http://fszmirror.com/files/fs1_intro.ogg)
hallfight.ogg (http://fszmirror.com/files/hallfight.ogg)
lab.ogg (http://fszmirror.com/files/lab.ogg)
FreeSpace 2 Cutscenes
bastion.ogg (http://fszmirror.com/files/bastion.ogg)
colossus.ogg (http://fszmirror.com/files/colossus.ogg)
endpart1.ogg (http://fszmirror.com/files/endpart1.ogg)
endprt2a.ogg (http://fszmirror.com/files/endprt2a.ogg)
endprt2b.ogg (http://fszmirror.com/files/endprt2b.ogg)
intro.ogg (http://fszmirror.com/files/intro.ogg)
mono1.ogg (http://fszmirror.com/files/mono1.ogg)
mono2.ogg (http://fszmirror.com/files/mono2.ogg)
mono3.ogg (http://fszmirror.com/files/mono3.ogg)
mono4.ogg (http://fszmirror.com/files/mono4.ogg)
Ok the fs1 and fs2 cutscenes are split.
-
I get this error message when using OpenGL:
"Unable to get proper pixel format for OpenGL W32!"
The game wouldn't even start, and I have to resort to using D3D w/o the nice eyecandy. :doubt:
I'm using Windows Vista x64, which is the culprit for most of my other software problems. But other than that, my hardware specs are:
2x Opteron 265 dual core
Radeon X1600
4GB of RAM
Any help would be much appreciated!
- Rampage
-
"Unable to get proper pixel format for OpenGL W32!"
That means that it couldn't get a hardware accelerated visual. It will try at the color depth you specify in the Launcher, and if it fails it will drop down to 16-bit color (regardless of whether you selected that in the Launcher) and try again. If it still can't get a hardware accelerated visual then it will give you that error and fail to load the game.
So, it's either that you don't have proper video card drivers installed, you have the drivers installed but they suck ass, or you need to lower the resolution specified in the Launcher to see if it will work better with a lower setting.
-
Taylor asked me to also mirror the OGG format movies, and I have also compiled them into a VP, you can download them either way, seporately or in the vp below. The FS1cutscenepack.vp goes in your FSPort directory and the FS2cutscenepack.vp goes in the root FS2 folder.
Cutscene VP for FS 1&2
FS1cutscenepack.vp (http://fszmirror.com/files/FS1cutscenepack.vp)
FS2cutscenepack.vp (http://fszmirror.com/files/FS2cutscenepack.vp)
Descent: FreeSpace Cutscenes
ancients1.ogg (http://fszmirror.com/files/ancients1.ogg)
ancients2.ogg (http://fszmirror.com/files/ancients2.ogg)
ancients3.ogg (http://fszmirror.com/files/ancients3.ogg)
ancients4.ogg (http://fszmirror.com/files/ancients4.ogg)
ancients5.ogg (http://fszmirror.com/files/ancients5.ogg)
commandbrief.ogg (http://fszmirror.com/files/commandbrief.ogg)
endgame.ogg (http://fszmirror.com/files/endgame.ogg)
fs1_intro.ogg (http://fszmirror.com/files/fs1_intro.ogg)
hallfight.ogg (http://fszmirror.com/files/hallfight.ogg)
lab.ogg (http://fszmirror.com/files/lab.ogg)
FreeSpace 2 Cutscenes
bastion.ogg (http://fszmirror.com/files/bastion.ogg)
colossus.ogg (http://fszmirror.com/files/colossus.ogg)
endpart1.ogg (http://fszmirror.com/files/endpart1.ogg)
endprt2a.ogg (http://fszmirror.com/files/endprt2a.ogg)
endprt2b.ogg (http://fszmirror.com/files/endprt2b.ogg)
intro.ogg (http://fszmirror.com/files/intro.ogg)
mono1.ogg (http://fszmirror.com/files/mono1.ogg)
mono2.ogg (http://fszmirror.com/files/mono2.ogg)
mono3.ogg (http://fszmirror.com/files/mono3.ogg)
mono4.ogg (http://fszmirror.com/files/mono4.ogg)
Ok the fs1 and fs2 cutscenes are split.
Thanks alot DW-Hunter, this is great.
-
:) No problem
-
Happy New Year People! Okay ,I need some help,It may be dumb but here it is.I have the FreeSpace2 Sim of the year version which is 1.2. I've used the retail mods fine some bugginess but otherwise fine.Now my problem my comp is older about 5 years [my new one was stolen]but it meets the requirments so.
I used the online updater for FSO back in Nov when it came out.Now the newer updater came out I reverted to retail and tried the JAVA one to no avail, I'm a basic user so the all in one is great. Now I've read most of the forum posts and have downloaded 3.6.9 and all the goodies thanks to Huggy,Hunter and others.Putting it together modularly and it works..Kind of. It first starts to shudder, freeze, gets going again and finally blinks to desktop goes back and flashes a runtime error message about Run32 C++ .I'm confused, the first all in one was great why change it,Yes improvement of the code But it worked fine and now i'm about ready to dump my pint in my computer.I have all the mods,Fred2,Launcher5.5 the guts on diskes and have a clean install. So how do I fix this,cause I got a bunch of Freded missions I want to play.
-
First, thanks for the mention. :)
Second, somebody else will have to speak to that error.
My guide has some modular install aspects, but it's not tested or designed that way. You have to use Shivan's install to make sure everything is right I think.
If you want to update a retail install, use Turey's installer/updater.
One bit of weirdness to watch out for though, is that every time you run FS with a new exe (3.6.9 in this case) you have to open your firewall. I use Windows firewall and always get a message, you may use something else so be aware. You can also run FS in a window to see if anything like that pops up. It's in the Launcher/Features/Dev Tool section. I should add that to my guide.
-
Happy New Year People! Okay ,I need some help,It may be dumb but here it is.I have the FreeSpace2 Sim of the year version which is 1.2. I've used the retail mods fine some bugginess but otherwise fine.Now my problem my comp is older about 5 years [my new one was stolen]but it meets the requirments so.
I used the online updater for FSO back in Nov when it came out.Now the newer updater came out I reverted to retail and tried the JAVA one to no avail, I'm a basic user so the all in one is great. Now I've read most of the forum posts and have downloaded 3.6.9 and all the goodies thanks to Huggy,Hunter and others.Putting it together modularly and it works..Kind of. It first starts to shudder, freeze, gets going again and finally blinks to desktop goes back and flashes a runtime error message about Run32 C++ .I'm confused, the first all in one was great why change it,Yes improvement of the code But it worked fine and now i'm about ready to dump my pint in my computer.I have all the mods,Fred2,Launcher5.5 the guts on diskes and have a clean install. So how do I fix this,cause I got a bunch of Freded missions I want to play.
f you're on Windows, you might want to try the .exe Installer, as it is easier to get started than the .jar Installer. Link is here (http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip).
-
Here's one thing I don't understand:
Why does the Installer both .ogg *and* MVE files on my Movie folder? i thougt it only needed .ogg...
Also: I'm having problems when viewing things on the Tech Room, as well as exiting the screen. There are some real bad display errors lingering around.
-
Also... any estimations when the Linux build will be available?
-
Here's one thing I don't understand:
Why does the Installer both .ogg *and* MVE files on my Movie folder? i thougt it only needed .ogg...
It give you a choice. You don't have to install both.
Also: I'm having problems when viewing things on the Tech Room, as well as exiting the screen. There are some real bad display errors lingering around.
You probably should be using OpenGL for graphics if you aren't already doing so.
Also... any estimations when the Linux build will be available?
/me also wants to know the answer to this question.
-
turey, you should use my OGG-VP files for your installer. It will help keep things look less cluttered in the root dir.
-
I already am running it on OpenGL, and there's still a display glitch. It happens especially when it tried to load a whole list.
Might I also be specific that the glitch also happens when trying to load a lists of files (like missions, etc.) and when you try to exit in a normal fasion after playing a mission.
Edit: Can I also delete the folders named "temp" and "Install"? Untill a (real) Windows installer/updater comes up, it seems virtually usless to me. (I also didn't particulalry like the installer, prompting me every time even when I didn't particularly need the add-on)
-
"Unable to get proper pixel format for OpenGL W32!"
So, it's either that you don't have proper video card drivers installed, you have the drivers installed but they suck ass, or you need to lower the resolution specified in the Launcher to see if it will work better with a lower setting.
I tried all your suggested combinations. Still doesn't work on OpenGL. I checked ATI's website, and the 64bit Catalyst driver for Vista is only BETA. Moreover, I also read that OpenGL is weird on Windows Vista. If anyone else got SCP 3.6.9 working on Vista 64bit w/ OpenGL, please let me know!
- Rampage
-
turey, you should use my OGG-VP files for your installer. It will help keep things look less cluttered in the root dir.
Open Installer doesn't put them in the root dir anyways. But we'll see, when I have the time. finals are almost here.
Can I also delete the folders named "temp" and "Install"?
Temp, yes, install, only if you don't want the updater to work.
Untill a (real) Windows installer/updater comes up
What's that supposed to mean?
(I also didn't particulalry like the installer, prompting me every time even when I didn't particularly need the add-on)
Which add-ons?
-
Can I also delete the folders named "temp" and "Install"?
Temp, yes, install, only if you don't want the updater to work.
Untill a (real) Windows installer/updater comes up
What's that supposed to mean?
(I also didn't particulalry like the installer, prompting me every time even when I didn't particularly need the add-on)
Which add-ons?
Add-ons like Direlect and other things which I particularly didn't care about/don't have. At least it gave me the benefit of playing the FS2 demo missions, but aside from that...
-
I've found a solution to FSOpen not running properly under OpenGL in Vista w/ ATI Catalyst drivers:
First of all, Vista doesn't support OpenGL versions higher than 1.1, and the newest Vista BETA version for ATI Catalyst doesn't include OpenGL. So you'll need to install the appropriate XP Catalyst driver (32 or 64bit). Now Vista doesn't let you do this and will give you crap about not being an administrator, etc. Ignore that.
Then, delete all ATI Catalyst drivers under Add/Remove Drivers, restart, and manually install the XP Catalyst drivers under Device Manager. Then everything should be fine after that.
-
Just one n00b pregunta. Are MVE movies still supported or is it strictly OGG now?
Edit: Oh, and I also forgot to ask, does it still have the hi-res shockwave? I no longer have a problem with it now because I reinstalled to my main hard drive, so I would like to have the high quality version still.
-
Yes, mve's still work. ;)
-
I don't want to seem rude... but are there any estimates as to when the Linux 3.6.9 will be available?
-
are there any estimates as to when the Linux 3.6.9 will be available?
Yes, but I've missed them all. ;)
Sar far I have no big emergencies to deal with this weekend though, so hopefully that will give me enough time to get the 32-bit builds finizalized and tested. Then I'll finally be able to upload everything (both the 3.6.9 Linux versions, 32 & 64-bit, and also the WCS Prologue Linux installer).
-
Add-ons like Direlect and other things which I particularly didn't care about/don't have. At least it gave me the benefit of playing the FS2 demo missions, but aside from that...
The whole point of asking you is to let you decide if you care about it/want it. It wouldn't make much sense to ask you if you already have it would it? And it won't, if you install with his installer and then use his updater, unless there's an update. Just give it time eh? This is probably about as real as you're going to get for a while. Either way, I wouldn't just go around saying you don't like it, because something you don't like could very easily change within the day, even the hour sometimes. It's not like it's a static project.
-
Edit: Oh, and I also forgot to ask, does it still have the hi-res shockwave?
The shockwaves are a media VP issue not a code one. If you use 3.6.8 VPs then yes it has them. If you use 3.6.9 Official VPs (When they are released cause they aren't out yet) it won't.
-
Vista doesn't support OpenGL versions higher than 1.1
Is there a reference or something for that? WTF is M$ smoking? Do you mean with the native Vista ATI drivers, or just simply not at all, and it's impossible to support anything higher?
Also, the OpenAL linked in the first post is 1.9.3, and there's a 1.9.9 on the OpenAL website. Any reason we're linking an old version?
-
Is there a reference or something for that? WTF is M$ smoking?
Money. By forcing older versions of OpenGL they think they can force developers into using DX10 or whatever they call it. i wouldn't worry too much, someone will break their **** pretty shortly after Vista comes out and get rid of all the stupid **** they have put in it.
-
I too had heard this, but a quick google found out that OpenGL will be alive and well.
More interesting to me, (in light of taylor's upcoming optimizations) was this video discussing the coding of effects for mobile phones. http://www.youtube.com/watch?v=5I5An-4sz1s
These effects look pretty good given the constraints of a phone and it bodes well for the future on regular machines.
-
Vista supports a minimum of OpenGL 1.4. If it reports a version lower than that this it's a problem with your graphics card drivers, not with Vista. Older versions of Windows did have OpenGL 1.1 only, but that was always supplanted by the ICDs that video card makers created and included with their drivers. This 1.1 version of OpenGL was software accelerated only, but in Vista the default OpenGL version is actually a wrapper around DX10. It's not as full featured as OpenGL itself, but it should work a lot better for people that don't have a good video card, and it's even hardware accelerated through DX10.
Most people will just be using an ICD though, a full version of OpenGL provided by their video cards. Newer stuff from Intel, AMD/ATI cards, and obviously NVIDIA cards, will be providing an ICD in their drivers so that you can have proper, full OpenGL support.
It's not a great situation overall, but it's considerably better than things used to be. Microsoft may have actually managed to do something a little strange and uncharacteristic here, "a good thing". :)
-
Indeed, the OpenGL desktop may be faster than the DX version?
http://www.neowin.net/index.php?act=view&id=34586
-
Hello,
I am in the process of installing all of this. But when I was done and was trying to find a place to put the movie files, I didn't find a data/movies folder. Do I just make one and put them there?
Thanks
-
I've been flamed for saying so, but they work there for me. You can create the folder and put them there, or just put them in the root (C:\Games\FreeSpace2).
-
Indeed, the OpenGL desktop may be faster than the DX version?
http://www.neowin.net/index.php?act=view&id=34586
There is no opengl aeroglass vista desktop, that's misleading from neowin, and it's really old, back in august. aeroglass uses and requires Direct X only.
-
They're saying what taylor said, that they'll be using a standard Windows installable client driver (ICD).
Not that OpenGl will be used instead of DirectX.
-
So, are the OpenGL fixes going to be on the next release? (i.e. 3.7.0) Or might it come sooner than that?
-
So, are the OpenGL fixes going to be on the next release? (i.e. 3.7.0) Or might it come sooner than that?
Some will begin showing up in test builds starting next month. Those will all most likely end up in 3.6.10. Those changes will be fixes for compatibility issues, a few new features (such as normal mapping), better texture handling, some minor texture quality and performance improvements, and reduced memory footprint.
Everything else, the much larger changes, will get held over for 3.7.
-
Vista supports a minimum of OpenGL 1.4. If it reports a version lower than that this it's a problem with your graphics card drivers, not with Vista. Older versions of Windows did have OpenGL 1.1 only, but that was always supplanted by the ICDs that video card makers created and included with their drivers. This 1.1 version of OpenGL was software accelerated only, but in Vista the default OpenGL version is actually a wrapper around DX10. It's not as full featured as OpenGL itself, but it should work a lot better for people that don't have a good video card, and it's even hardware accelerated through DX10.
Most people will just be using an ICD though, a full version of OpenGL provided by their video cards. Newer stuff from Intel, AMD/ATI cards, and obviously NVIDIA cards, will be providing an ICD in their drivers so that you can have proper, full OpenGL support.
It's not a great situation overall, but it's considerably better than things used to be. Microsoft may have actually managed to do something a little strange and uncharacteristic here, "a good thing". :)
That was what I had guessed caused the interpretation above. So there's really nothing new from the current standard, except that the included OpenGL will actually be better than the one included with XP. That's actually a plus people. Nothing stops you from just installing your graphics drivers to get your OpenGL 2.0 support, like you've always done.
-
Okay, I have a very bizarre FRED problem.
The cursor does not show up, at all, within the FRED program itself. Not just the window, but the program. You have to click on some other object like the taskbar before getting a cursor. (Fortunately my taskbar is relatively full most of the time so I can notice the highlighting and figure out it's down there.)
However, this is the kicker: it appears to be related to a particular set of tables I am using. I cannot for the life of me understand how this is happening, but since these are the tables for a campaign I'm working on, it's a rather serious problem.
-
thanks to all SCP team for hard work
-
"Unable to get proper pixel format for OpenGL W32!"
So, it's either that you don't have proper video card drivers installed, you have the drivers installed but they suck ass, or you need to lower the resolution specified in the Launcher to see if it will work better with a lower setting.
I tried all your suggested combinations. Still doesn't work on OpenGL. I checked ATI's website, and the 64bit Catalyst driver for Vista is only BETA. Moreover, I also read that OpenGL is weird on Windows Vista. If anyone else got SCP 3.6.9 working on Vista 64bit w/ OpenGL, please let me know!
- Rampage
Beta isnt always bad dude. Try it out and see how it is. :)
-
I've been a Windows user since ... well, DOS, and finally made the switch to a Linux desktop over the holidays (I use my desktop for play and work, so it was a long-term shift for me). Unfortunately, it seems my craving for a round of good gaming was ill-timed, as I've been looking for something to fit the bill for days; Seems like the only games I own and would enjoy playing again aren't even remotely supported by Cedega, so that was a wash. I've always been a fan of space sim/shooters since Wing Commander, though, and FreeSpace 2 was definitely the pinnacle of the genre for me.
I tried playing Vendetta Online for the first time today, but with my limited time (having a baby does horrible things to what used to be your hobby time, I've discovered) I don't think a membership would be a good investment as I'd probably get to play for 30 minutes twice a month or something. So far today the longest stretch I've had (mostly) uninterrupted was for about 40 minutes, and my joystick hand was in agony after working the hat continuously for a few tiring minutes of strafing during combat training.
I miss good old FreeSpace 2; besides, I've never been much for online gaming except the occasional co-op play; sell me a plethora of solo campaigns and I'm a happy camper. Give me an old game made new again -- for free -- by the hard work of its fans, and I'm happier still.
Thanks go out to all the developers, designers, et al. that worked on this and previous FreeSpace Open releases. I eagerly await the impending release of the promised Linux amd64 version.
-
Well, the OpenAL download server seems to be down. What a surprise, whenever I want to play FreeSpace, it'll always be at least a week-long fight to death with all kinds of technical problems, bugs, crashes, mysterious failures etc. Does anyone know an alternative location where I can download OpenAL?
-
Yep. ;)
http://www.hard-light.net/forums/index.php/topic,44866.msg915471.html#msg915471
-
You're not the only one who ran into this problem. Fortunately, I have a download for you. Unfortunately, it's not from what I would describe as a "trusted source" -- You're downloading and installing this at your own risk, don't blame me if it's a virus/trojan.
http://www.filemirrors.com/search.src?type=begins&file=oalinst.rar&action=Find
That being said, I have scanned it myself and installed it, and it has worked fine for me -- I played the game for a couple hours yesterday evening (on Windows, obviously) and had a blast.
-
So is 3.6.9 the most stable version of the SCP? At this point I just intend to play the original FP2 campaign again, as it has been a long time. I have other games to play if there are still a lot of bugs, though.
-
3.6.9 works great!
-
So is 3.6.9 the most stable version of the SCP? At this point I just intend to play the original FP2 campaign again, as it has been a long time. I have other games to play if there are still a lot of bugs, though.
Once you get it installed properly you shouldn't run into any major bugs with the main campaign (hopefully). We spent nearly a year bug fixing before this release.
-
I don't know if this is the correct place for this, but I used the installer to get all the recent files, and I can't get it to work. It crashes after the SCP screen.
Error: TurretAngleFix-shp.tbm(line 6:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Any ideas what I can do to fix this?
-
I don't know if this is the correct place for this, but I used the installer to get all the recent files, and I can't get it to work. It crashes after the SCP screen.
Error: TurretAngleFix-shp.tbm(line 6:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Any ideas what I can do to fix this?
can you post a picture of your freespace2\mediavps folder, so that I can see the names and sizes of the files in it?
-
Sure.
(http://img187.imageshack.us/img187/2592/mvfolder9fw.th.jpg) (http://img187.imageshack.us/my.php?image=mvfolder9fw.jpg)
http://img187.imageshack.us/img187/2592/mvfolder9fw.jpg
-
Two things to try:
1. Re-download mv_core.vp.
2. run a debug build and post the contents of fs.log.
-
1. Done still has the same problems.
2. Done. Here is what popped up.
Error: TurretAngleFix-shp.tbm(line 6:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
required_string_3() parse_ship() parse_shiptbl() parse_modular_table() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
-
Sorry for the double post, but it wouldn't let me break into the debugger, kept giving me a MS error.
-
2. Done.
No, you're not.
2. run a debug build and post the contents of fs.log.
-
Sorry forgot to post the log, was the last thing I was doing before going to bed.
fs2_open_3_6_9_debug caused a Breakpoint in module fs2_open_3_6_9_debug.exe at 001b:00589c07.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 1/24/2007 23:12:02.
C:\Games\FreeSpace2\fs2_open_3_6_9_debug.exe, run by Brian Dale.
2 processor(s), type 586.
2047 MBytes physical memory.
-
Hmmm... Read this (http://www.hard-light.net/wiki/index.php/Bug_Reporting#Error_logs) and this time post the last lines the other log (fs2_open.log) file.
-
Sorry forgot to post the log, was the last thing I was doing before going to bed.
Wrong log.
-
Starting parse of 'TurretAngleFix-shp.tbm' ...
TurretAngleFix-shp.tbm(line 6:Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].
Int3(): From j:\src\cvs\fs2_open_3_6_9.final\code\globalincs\windebug.cpp at line 1176
-
Starting parse of 'TurretAngleFix-shp.tbm' ...
TurretAngleFix-shp.tbm(line 6:Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].
Int3(): From j:\src\cvs\fs2_open_3_6_9.final\code\globalincs\windebug.cpp at line 1176
What file is this from?
-
That is turretanglefix from the old mediavp files so either he has complete 367 mediavps or then some of the earlier patches are still in use with the new 369 mediavps.
-
I guess I should delete everything and reinstall (fs2) and then run Tureys uninstaller?
-
I guess I should delete everything and reinstall (fs2) and then run Tureys uninstaller?
No. And I don't have an uninstaller.
Simply delete everything in the freespace2\mediavps\, then run the Installer, making sure to select (at least) the mediavps.
-
Soooo....where do you actually download the full SCP? All I see are small installer files and cut scenes. I'm a little (lot) confused. Is there just one link/download with everything in it somewhere?
-
The installer will do it all for you. It will look online and drag the latest files down to your computer for you.
The other links are basically for people who already know what they are doing :)
-
Cool. That's clever. :)
So I just install the game, upgrade to the latest official version, and run the installer?
-
Yep. That's it :) If you don't have the game already we even have another installer to take care of that too :) But installing it from CD will save you a hell of a long wait. Especially if you copy the mve cutscenes (Check CD 2 and 3) into your Freespace2 folder once you've finished installing the game.
-
Yep. That's it :) If you don't have the game already we even have another installer to take care of that too :) But installing it from CD will save you a hell of a long wait. Especially if you copy the mve cutscenes (Check CD 2 and 3) into your Freespace2 folder once you've finished installing the game.
ummmm.... :nervous:
I'll fix that.
The Open Installer actually will download retail as well (in order to check it against your pre-existing files - that's what the "getting next entry" message is), unless you follow these instructions. These instructions will save you a lot of bandwidth:
1. Install FreeSpace 2 from your disks, if you haven't already. Install it to C:\Games\FreeSpace2.
2. Now, put disk 2 of FreeSpace 2 back into your CD drive.
3. Copy all the files with the extension of ".MVE" from the disk to the folder C:\Games\FreeSpace2\data\movies\ (create this folder if it doesn't exist)
4. Do the same thing for disk 3.
5. Use this patch (http://www.pxo.net/files/fs21x-12.exe) to patch your game to 1.2.
6. Put this file (http://www.fsoinstaller.com/files/installer/installedversions.txt) in C:\Games\FreeSpace2\Installer\ (create this folder if it doesn't exist)
7. Download this file (http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip), and unzip the contents to C:\Games\FreeSpace2\
8. Run FreeSpaceOpenInstaller.exe. Give it C:\Games\FreeSpace2, then select "All Features" and "Let me choose."
This is really just a temporary fix until I can get the files hosted unzipped. (Once || If) that happens, the pre-installed files check will be much faster.
EDIT: Speed of the Installer will also increase upon introduction of compressed vps (not as much to download).
-
Excellent! Thank you for the instructions. I will try it out today.
BTW, does any of this have to do with the Freespace upgrade project?
-
Excellent! Thank you for the instructions. I will try it out today.
BTW, does any of this have to do with the Freespace upgrade project?
The Upgrade Project produces the MediaVPs, which are included in the Installer.
-
I feel to say that I am more of a "do it myself" kind of person when it has come to the SCP to get things just right as I like them.
Turey, your installer (even for me) worked very beautifully in doing exactly what it was advertised as doing, which to be honest I was not expecting it to do so.
I still fiddle about with the files (of course) once I get them, but your installer makes it easier to make sure of what I do or do not have (as I have been downloading various files since 3.6.7 was first released) so I know what else I need to fiddle with. :)
Though, I could ask that the .js version provide some sort of information/progress window as to what it's doing instead of just disappearing off the screen.....the DOS window on the non-java version also leaves a lot to desire as it never overwrites for the item it's downloading but constantly scroll's additional lines. It atleast provides a messure of tracking progress though.
If you are already working on doing something like this, then disregard. I am merely posting a feature request for this in the event that it's only being considered but not yet worked on.
-
Turey, your installer (even for me) worked very beautifully in doing exactly what it was advertised as doing, which to be honest I was not expecting it to do so.
I'm not sure whether to take this as a compliment or a slight, but I'll assume it was meant as a compliment. :)
Though, I could ask that the .js version provide some sort of information/progress window as to what it's doing instead of just disappearing off the screen
First of all, if by .js you mean Javascript, I'll have you know that you're wrong. This is Java, and the only associations are .java, .class, and .jar.
Second of all, both the versions should do the exact same thing. If there's a difference, there's a problem.
.....the DOS window on the non-java version also leaves a lot to desire as it never overwrites for the item it's downloading but constantly scroll's additional lines. It atleast provides a messure of tracking progress though.
This is such an easy fix, I'll put it in tonight. It's just that I never got around to it, as it'll be changed once the final GUI is put in.
Keep an eye on the Installer thread, as I'll post once I put it in.
-
It was indeed a compliment as you assume. :)
I ment the .jar file (sorry, I was not at home at the time.)
I did not have any sort of progress tracking window once it finished asking me what all I wanted and began downloading.
JRE_1.5.0.10 is what I am running, I had to have a monitor window open from Kerio and FileMon to show me d/l progress.
I did not previously have any Freespace anything installed.
Could possibly the installation path be an issue? I pointed it to H:\Freespace, vs. the typical standard of C:\Games\Freespace that original FS2 Install defaults to. (Once OS is properly configured and writen to CD, ATAPI IDE drives will be removed and SATA drives G and H will become C and D, at which point I will probably re-install.)
-
Thanks to the SCP team :) .
3.6.9 so far works quite well for me :cool: .
-
I ment the .jar file (sorry, I was not at home at the time.)
I did not have any sort of progress tracking window once it finished asking me what all I wanted and began downloading.
JRE_1.5.0.10 is what I am running, I had to have a monitor window open from Kerio and FileMon to show me d/l progress.
The .jar version should have the same DOS window that the non-java version has.
-
I ment the .jar file (sorry, I was not at home at the time.)
I did not have any sort of progress tracking window once it finished asking me what all I wanted and began downloading.
JRE_1.5.0.10 is what I am running, I had to have a monitor window open from Kerio and FileMon to show me d/l progress.
The .jar version should have the same DOS window that the non-java version has.
Turey, you're fired. :ick:
-
Turey, you're fired. :ick:
Yes sir, taking down Installer now...
EDIT: Done.
-
Heh. Sadly, I did not get any windows on the screen after selecting through all of the options, DOS or otherwise.
Might I recommend though a non-dos window for the Jar-Installer? I realize for cross-code compatability for the two types of installer means that only coding one output render window would be easier, but it's not quite a polished as a java render window, which would be potentially more cross platform friendly.
-
Heh. Sadly, I did not get any windows on the screen after selecting through all of the options, DOS or otherwise.
Might I recommend though a non-dos window for the Jar-Installer? I realize for cross-code compatability for the two types of installer means that only coding one output render window would be easier, but it's not quite a polished as a java render window, which would be potentially more cross platform friendly.
I have plans for a better GUI, but RL keeps creeping in...
EDIT: I've got it all laid out on paper, I just need to find the time to code it.
-
Heh. I know how that goes. I'm in the middle of coding 3 seperate things myself.
Looking forward to the enhancements, let me know if you want an alpha/beta tester before release, more than happy to oblige.
(I've got several computers here that all need testing in one way or another.)
-
Turey, you're fired. :ick:
Yes sir, taking down Installer now...
EDIT: Done.
NeoTerran doesn't have the authority to fire you. Get back to work :p
-
Downloading those OGG movies made for the first successful viewing of FS2 cutscenes I've had with FS_Open. I can always hear them but not see them, and this has been a long running problem for me. So I wonder, now that I know how to fix it, is there anywhere I can download FS1 movies in that same OGG format?
-
Downloading those OGG movies made for the first successful viewing of FS2 cutscenes I've had with FS_Open. I can always hear them but not see them, and this has been a long running problem for me. So I wonder, now that I know how to fix it, is there anywhere I can download FS1 movies in that same OGG format?
www.fsoinstaller.com
-
Downloading those OGG movies made for the first successful viewing of FS2 cutscenes I've had with FS_Open. I can always hear them but not see them, and this has been a long running problem for me. So I wonder, now that I know how to fix it, is there anywhere I can download FS1 movies in that same OGG format?
I hate to say it but I'll bet that the problem you were experiencing was due to divx toolbar and could have been fixed pretty easily. :D
Oh well you have a better fix now so never mind :)
-
Nice job things seem to run together a lot smoother now but I have one question that might have an obvious answer, I hope. Right when I'm about to start a mission the game pauses itself and won't let me unpause it. I got rid of all the new options I added like missile glow and stuff like that in the features menu but it still happend. Am I forgeting something?
-
It's possible your firewall wants freespace added to the exceptions. You can run FS in a window to see if you're getting a firewall error.
-
nope. The second I enter a mission it pauses and if I try to unpause it the pasue comes back in in a matter of a second
-
i can't download the OpenAL from the website can someone send it to me?
-
Don't know if this is the latest one but it's the one I am using. http://fubar4.fubar.org/fs2netd/OpenALwEAX.exe
-
Taylor asked me to also mirror the OGG format movies, and I have also compiled them into a VP, you can download them either way, seporately or in the vp below. The FS1cutscenepack.vp goes in your FSPort directory and the FS2cutscenepack.vp goes in the root FS2 folder.
Cutscene VP for FS 1&2
FS1cutscenepack.vp (http://fszmirror.com/files/FS1cutscenepack.vp)
FS2cutscenepack.vp (http://fszmirror.com/files/FS2cutscenepack.vp)
You may need to edit two of the file names in this post to..
FS1OGGcutscenepack.vp
FS2OGGcutscenepack.vp
-
Could you please point me to where I can get latest media VP's?
-
http://www.hard-light.net/forums/index.php/topic,39905.0.html
-
i have a fairly recent computer , and all i can run is debug. the launcher crashes the moment i click on it, and debug refuses to run in hi-res (i have sparky_hi_fs2.vp), and openAL EAX. i deleted the two openALfiles like instructed...and all i can run...is still...retail and debug. any idea of whats going on? all the fixes ive got only worked for debug.
GFX card: radeon 7500
sound: on board. (no sound card)
OS: windows XP
openGL drivers: present
fs2 directory: D:\GAMES\freespace2\
-
Run the debug build and post the first 30 and last 10 lines of the FS2_Open.log file you'll find in Freespace2\Data.
-
uh oh....i have no FS2_Open.log file in data. just players, freddocs, missions, and cache. even worse...the main interface is gone. just inveisible buttons and blackness. gameplay works fine exept media vp's are having no effect on the models, and nebula bitmaps in the backround are blurry and 8-bit.
-
Then to be honest I have no idea what you've done wrong. Delete the whole thing and start again is my advice.
-
it works!
-
Goobers first post says "Linux builds uploaded shortly"
Where are they?
-
As well as that, it would be nice to have the source zip or tarball used to build 3.6.9, for those of us who want to build from source but not use the CVS version.
-
As well as that, it would be nice to have the source zip or tarball used to build 3.6.9, for those of us who want to build from source but not use the CVS version.
The source tarball is here: http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.tar.bz2
I had redone the Linux builds earlier this week, when I was helping out with the BtRL installers, so I'll get the Linux installer posted at some point this weekend.
-
Sweet!
-
Without further ado, here are the links:
The über Windows pack, containing FS2, FRED, and the Launcher (http://fs2source.warpcore.org/exes/3.6.9.rar)
The Mac OS X universal binary (http://fs2source.warpcore.org/exes/osx/FS2_Open-3.6.9.dmg)
Linux installer for x86/x86_64 builds (http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.run)
OpenAL (http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=OpenALwEAX.exe) is required, if you don't have it installed already.
The OpenAL version from the 1st post of this thread :
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=OpenALwEAX.exe
will produce errors on Window 9x/ME and on some instances of Freespace 2, i suggest this 1st post to be edited to point users to the version 1.1 of OpenAL instead of the old buggy one,
The correct OpenAL 1.1 can be found here :
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46
or the direct download link
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=oalinst.exe
-
Ooh! A newbie troubleshooting with his first post! :cool: Cool!
:welcome:
- Enjoy your stay!
Err, hmm.... do you want The Welcome SpeechTM? Or have you seen it already?
EDIT: @karajorma: Could this be the cause of some of the errors with FS Illegal operations problems lately?
-
Don't ask me.
-
But your a coder. Y'know, border-line :v: god?
-
I avoid both the sound and graphics code whenever I can. Along with all the rest of the code for that matter. :p
-
Oh dear... well, is that because you prefer to FRED? Or are you busy alot? (Horror!)
-
Oh dear... well, is that because you prefer to FRED? Or are you busy alot? (Horror!)
Nah, he's just not a very good C++ coder. :P
I'd hate to have a Java coding contest with him though. (I'd lose, badly :nod:.)
-
Nah, he's just not a very good C++ coder. :P
Basically, yes. I haven't done much work with C apart from the FS2 engine.
-
I'd hate to have a Java coding contest with him though. (I'd lose, badly :nod:.)
... did he help out with the Installer?
-
I'd hate to have a Java coding contest with him though. (I'd lose, badly :nod:.)
... did he help out with the Installer?
No, but he gets paid to do Java coding, and I don't.
-
Ah.. cool. So, @kara: is there a way to get that Windows Installer down under 20 MB? The Java version is 20 KB, I think the size difference is ridiculous. @Turey: Not to be offensive or anything... just wondering if kara had any ideas.
-
I'm not touching the installer. I think Turey's done a great job with it and all but I just don't have the time.
-
So...have there been any fixes to the OpenGL interface bugs? Exiting the game has been pretty tiring for me...Plus I can't load any missions on the Mission Simulator cause I'm just second guessing everything. (I'm assuming I have to wait another year before VP 3.7.0 gets released)
And I think alot of the missile launching from Nephelim causes the slowdown.
-
ogg cutscenes (http://www.nukelol.com/downloads/freespacefiles/cutscenes/fs2_ogg/)
There, because mdb maxes out sometimes.
-
Are there any known issues with AMD Athlon X2 processors (namely a 4400) or ATI Hardware (namely an ATI 1900XTX)? I have been trying to install 3.6.9 on a friend's computer but it hangs when you run the program. No log files whatsoever.
Otherwise, the only thing I can think of is whether or not 3.6.9 still maintains MVE support. When I gave him a DVD containing all the FS2_open upgrades and related campaigns and stuff like that, it contained the MVE files and not the newer OGG cutscenes (I burned the DVD about 6 months ago, it had 3.6.9 RC9, I copied the entire DVD to his FS2 folder then downloaded 3.6.9).
-
Well, SCP supports .MVE files still... I still tell ppl to copy them off of the retail discs if they are available, it saves bandwidth.
-
I just got had my friend remove all MVE files, it seems to be working now.
-
The online installer is very very slow right now for me.. is that normal? So problems with the isp?
-
The online installer is very very slow right now for me.. is that normal? So problems with the isp?
Could be your ISP, could be the server. Retail should be downloading pretty fast, but some of the other servers (notably the FSPort server) are pretty slow.
-
Well I finished, the core files were the slow ones, and nope, it wasn't my isp.. just wondering
-
I'm having trouble finding that link to the updater. Edit: Silly me, it's now been called the "FSO Installer". Nice thing that you can choose to only update what you have.
Edit 2: It's still a bummber that the flickering menu problem still hasn't been solved.
-
Got a question. Due to time constraints, I had to abort the installer while it was downloading the OGG'd movie files. Did it miss any important files? And if so, what did it miss?
-
If you run the installer again it will download them.
What you missed are the cutscenes. They do add a lot to the game so get them. Unless you have the CDs. In which case they're already on CD2 and 3 and have names that end in .mve
-
I've got FS2 retail, so yes, I have the .mve cutscenes. My question was whether or not I missed anything critical to the install; I can't get online with my computer very often.
-
Is it just me, or does the latest update now fix the OpenGL popup menu glitch?
-
Hello,
is there a update for Windows Vista64?
Because in Vista it lookes like this:
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2open_369_vista64.jpg
- With D3D and OpenGL ...
-
First guess: outdated GPU (video card) driver. Or a fried GPU. That looks like artifacts (symptoms caused by an overheated GPU) to me.
-
Hello,
is there a update for Windows Vista64?
Because in Vista it lookes like this:
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2open_369_vista64.jpg
- With D3D and OpenGL ...
In the launcher untick Features->Dev Tools->-Timerbar
And be careful what else you turn on in the future. :p
-
Hey thx, that helped! :-))
But, sadly i have an other problem with Freespace and Vista64.
And - i have the same Problem with Homeworld2 and Vista64.
With every mouseclick the screen "blink" - for every click it turns black :wtf:
It's interesting that Homeworld2 and Freespace2 act the same way under Vista64 - with XP x86 everything worked fine.
Is it a known problem and is there a fix for it?
Hello,
is there a update for Windows Vista64?
Because in Vista it lookes like this:
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2open_369_vista64.jpg
- With D3D and OpenGL ...
In the launcher untick Features->Dev Tools->-Timerbar
And be careful what else you turn on in the future. :p
-
Hey thx, that helped! :-))
But, sadly i have an other problem with Freespace and Vista64.
And - i have the same Problem with Homeworld2 and Vista64.
With every mouseclick the screen "blink" - for every click it turns black :wtf:
It's interesting that Homeworld2 and Freespace2 act the same way under Vista64 - with XP x86 everything worked fine.
Is it a known problem and is there a fix for it?
Hello,
is there a update for Windows Vista64?
Because in Vista it lookes like this:
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2open_369_vista64.jpg
- With D3D and OpenGL ...
In the launcher untick Features->Dev Tools->-Timerbar
And be careful what else you turn on in the future. :p
Are you running them in Windows XP SP2 compatibility mode?
-
i tried both and sadly it makes no difference :(
-
Have you tried running in a window? Use the Dev Tools->Run in a window option. It's not exactly a fix but it should at least allow you to play while you try to figure one out.
-
Run a debug build (it has a "d" at the end of the file name, select it with the launcher) and post the produced log file. (what is the name of the file, BTW?)
And it is better if you use a 3.6.10 debug build, as that tells us more.
-
Have you tried running in a window? Use the Dev Tools->Run in a window option. It's not exactly a fix but it should at least allow you to play while you try to figure one out.
Hey thx - Windows Mode does work :D
However Freespace look strange with a Window around it, but it is playable ^^
Run a debug build (it has a "d" at the end of the file name, select it with the launcher) and post the produced log file. (what is the name of the file, BTW?)
And it is better if you use a 3.6.10 debug build, as that tells us more.
Hi,
I'm looking for 3.6.10 right now, so long the debug for the 3.6.9 release:
==========================================================================
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
-env
-jpgtga
-mipmap
-missile_lighting
-glow
-spec
-cache_bitmaps
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod mediavps
-ingame_join
-fps
-show_mem_usage
-stats
Building file index...
Searching root 'G:\freespace2\mediavps\'
Searching root pack 'G:\freespace2\mediavps\mp-710_adveffects.vp'
Searching root pack 'G:\freespace2\mediavps\mp-710_effects.vp'
Searching root pack 'G:\freespace2\mediavps\mp-710_models.vp'
Searching root pack 'G:\freespace2\mediavps\mv_adveffects.vp'
Searching root pack 'G:\freespace2\mediavps\mv_cell.vp'
Searching root pack 'G:\freespace2\mediavps\mv_core.vp'
Searching root pack 'G:\freespace2\mediavps\mv_effects.vp'
Searching root pack 'G:\freespace2\mediavps\mv_models.vp'
Searching root pack 'G:\freespace2\mediavps\mv_music.vp'
Searching root pack 'G:\freespace2\mediavps\mv_textures.vp'
Searching root 'G:\freespace2\'
Searching root pack 'G:\freespace2\root_fs2.vp'
Searching root pack 'G:\freespace2\smarty_fs2.vp'
Searching root pack 'G:\freespace2\sparky_fs2.vp'
Searching root pack 'G:\freespace2\sparky_hi_fs2.vp'
Searching root pack 'G:\freespace2\stu_fs2.vp'
Searching root pack 'G:\freespace2\tango1_fs2.vp'
Searching root pack 'G:\freespace2\tango2_fs2.vp'
Searching root pack 'G:\freespace2\tango3_fs2.vp'
Searching root pack 'G:\freespace2\warble_fs2.vp'
Found 21 roots and 11622 files.
Setting language to German
Initializing OpenAL...
Using 'SB X-Fi Audio [EC00]' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : SB X-Fi Audio [EC00]
OpenAL Version : OpenAL version 1.1
... OpenAL successfully initialized!
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1680x1050 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 : NVIDIA Corporation
OpenGL Renderer : GeForce 9600 GT/PCI/SSE2
OpenGL Version : 2.1.2
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Unable to find extension "GL_APPLE_client_storage".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 4
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 8192x8192
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...
OpenGL: Created 512x512 FBO!
OpenGL: Reusing 512x512 FBO!
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 0
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' ...
cf_get_file_list_preallocated looking for type=7, filter="*-mfl.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)
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
TBM => Starting parse of 'mv_missiles-wep.tbm' ...
TBM => Starting parse of 'mv_flak-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
couldn't find pcx for Subach HL-7
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
found ani Subach_AniBitmap for Subach HL-7, with 6 frames and 5 fps
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 pcx for Prometheus R
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
found ani PrometheusR_AniBitmap for Prometheus R, with 12 frames and 5 fps
couldn't find pcx for Prometheus S
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
found ani Prometheus_AniBitmap for Prometheus S, with 12 frames and 5 fps
couldn't find pcx for Prometheus D
found ani Prometheus_AniBitmap for Prometheus D, with 12 frames and 5 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 pcx for UD-8 Kayser
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
found ani Kayser_AniBitmap for UD-8 Kayser, with 4 frames and 5 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 pcx for UD-D Kayser
found ani Kayser_AniBitmap for UD-D Kayser, with 4 frames and 5 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 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_tech-wep.tbm' ...
TBM => Starting parse of 'mv_shockwave-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
cf_get_file_list_preallocated looking for type=7, filter="*-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_shockwave-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_turretangle-shp.tbm' ...
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01a', for ship 'GTB Medusa', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌb05-turreta', for ship 'GTB Ursa', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01', for ship 'GTFR Triton', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret02', for ship 'GTFR Triton', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret09a-01-main', for ship 'GTC Fenris', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01', for ship 'GTM Hippocrates', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret02', for ship 'GTM Hippocrates', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret03', for ship 'GTM Hippocrates', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret09a-01-main', for ship 'GTC Leviathan', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret01a', for ship 'GTD Orion', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret02a', for ship 'GTD Orion', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret03a', for ship 'GTD Orion', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret04a', for ship 'GTD Orion', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret05a', for ship 'GTD Orion', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret01', for ship 'GTD Hecate', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret02', for ship 'GTD Hecate', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret03', for ship 'GTD Hecate', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret04', for ship 'GTD Hecate', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret05', for ship 'GTD Hecate', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret06', for ship 'GTD Hecate', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret07', for ship 'GTD Hecate', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret08', for ship 'GTD Hecate', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret01a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret02a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret03a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret04a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret05a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret01a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret02a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret03a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret04a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret05a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret06a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret07a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret08a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret09a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret10a', for ship 'GTVA Colossus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01', for ship 'GTCv Deimos', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret02', for ship 'GTCv Deimos', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret03', for ship 'GTCv Deimos', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret04', for ship 'GTCv Deimos', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01', for ship 'GTC Aeolus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret02', for ship 'GTC Aeolus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret03', for ship 'GTC Aeolus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret04', for ship 'GTC Aeolus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret05', for ship 'GTC Aeolus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret06', for ship 'GTC Aeolus', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01a', for ship 'NTF Iceni', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret11a', for ship 'NTF Iceni', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret19', for ship 'NTF Iceni', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret21a', for ship 'NTF Iceni', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret22a', for ship 'NTF Iceni', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret23a', for ship 'NTF Iceni', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret24a', for ship 'NTF Iceni', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret25a', for ship 'NTF Iceni', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01', for ship 'GTT Argo', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret02', for ship 'GTT Argo', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌTurret01-main', for ship 'GVFr Satis', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01a', for ship 'GVC Aten', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret02a', for ship 'GVC Aten', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01', for ship 'GVC Mentu', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret02', for ship 'GVC Mentu', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret15', for ship 'GVC Mentu', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret16', for ship 'GVC Mentu', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01', for ship 'GVCv Sobek', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret02', for ship 'GVCv Sobek', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret03', for ship 'GVCv Sobek', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret05', for ship 'GVCv Sobek', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret07', for ship 'SC Cain', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret07', for ship 'SC Lilith', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret01', for ship 'SFr Mephisto', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret03', for ship 'SFr Mephisto', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret03a-base', for ship 'SD Demon', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret06a-base', for ship 'SD Demon', has a negative reverse_start value! Capping it at 0!
WARNING: Animation trigger #0 on subsystem 'ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌturret07a-base', for ship 'SD Demon', has a negative reverse_start value! Capping it at 0!
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"
cf_get_file_list_preallocated looking for type=25, filter="*.pcx"
cf_get_file_list_preallocated looking for type=32, filter="*.pcx"
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 31
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)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.263 (0.263)
Frame 0 too long!!: frametime = 0.380 (0.380)
Frame 0 too long!!: frametime = 0.288 (0.288)
Frame 0 too long!!: frametime = 0.736 (0.736)
Frame 0 too long!!: frametime = 0.379 (0.379)
Frame 0 too long!!: frametime = 0.316 (0.316)
Frame 0 too long!!: frametime = 0.290 (0.290)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
OpenGL: Keeping 512x512 render target with ref_count of 1.
OpenGL: Killing off unused 512x512 render target...
edit: 3.6.10 (sadly same problem)
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
-spec_exp 11
-ogl_spec 80
-spec_static .8
-spec_point .6
-spec_tube .4
-alpha_env
-ambient_factor 0
-env
-mipmap
-missile_lighting
-glow
-spec
-no_emissive_light
-normal
-cache_bitmaps
-ballistic_gauge
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod MediaVP
-ingame_join
-fps
-show_mem_usage
-stats
Building file index...
Found root pack 'G:\freespace2\MediaVP\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'G:\freespace2\MediaVP\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'G:\freespace2\MediaVP\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'G:\freespace2\MediaVP\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'G:\freespace2\MediaVP\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'G:\freespace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'G:\freespace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'G:\freespace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'G:\freespace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'G:\freespace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'G:\freespace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'G:\freespace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'G:\freespace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'G:\freespace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'G:\freespace2\MediaVP\' ... 4 files
Searching root pack 'G:\freespace2\MediaVP\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'G:\freespace2\MediaVP\MV_Assets.vp' ... 1768 files
Searching root pack 'G:\freespace2\MediaVP\MV_Core.vp' ... 92 files
Searching root pack 'G:\freespace2\MediaVP\MV_Effects.vp' ... 1108 files
Searching root pack 'G:\freespace2\MediaVP\mv_music.vp' ... 32 files
Searching root 'G:\freespace2\' ... 37 files
Searching root pack 'G:\freespace2\root_fs2.vp' ... 157 files
Searching root pack 'G:\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'G:\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'G:\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'G:\freespace2\stu_fs2.vp' ... 1777 files
Searching root pack 'G:\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'G:\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'G:\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'G:\freespace2\warble_fs2.vp' ... 52 files
Found 16 roots and 11869 files.
Setting language to German
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'SB X-Fi Audio [EC00]' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : SB X-Fi Audio [EC00]
OpenAL Version : OpenAL version 1.1
... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 9600 GT/PCI/SSE2
OpenGL Version : 2.1.2
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> b-vert.sdr / b-frag.sdr ...
Compiling shader -> b-vert.sdr / bg-frag.sdr ...
Compiling shader -> b-vert.sdr / bs-frag.sdr ...
Compiling shader -> b-vert.sdr / bgs-frag.sdr ...
Compiling shader -> bn-vert.sdr / bn-frag.sdr ...
Compiling shader -> bn-vert.sdr / bgn-frag.sdr ...
Compiling shader -> bn-vert.sdr / bsn-frag.sdr ...
Compiling shader -> bn-vert.sdr / bgsn-frag.sdr ...
Compiling shader -> be-vert.sdr / bse-frag.sdr ...
Compiling shader -> be-vert.sdr / bgse-frag.sdr ...
Compiling shader -> bne-vert.sdr / bsne-frag.sdr ...
Compiling shader -> bne-vert.sdr / bgsne-frag.sdr ...
Max texture units: 4 (32)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
... 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)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_flak-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_missiles-wep.tbm' ...
TBM => Starting parse of 'mv_shockwave-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at Weapons.cpp:2979
TBM => Starting parse of 'beams1-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_turretangle-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_shockwave-shp.tbm' ...
TBM => Starting parse of 'mv_hg-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 197
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.289 (0.289)
Frame 0 too long!!: frametime = 0.273 (0.273)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
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/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x421298b7, IBX checksum: 0x91a9bb00 -- "fighter01.pof"
Frame 0 too long!!: frametime = 0.254 (0.254)
Frame 0 too long!!: frametime = 0.276 (0.276)
TECH ROOM: Dumping excess ships...
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
Frame 0 too long!!: frametime = 0.615 (0.615)
Frame 0 too long!!: frametime = 0.297 (0.297)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
No music file exists to play music at the main menu!
Frame 0 too long!!: frametime = 0.274 (0.274)
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 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x101d7c20, IBX checksum: 0x871a1954 -- "warp.pof"
384
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 50 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xe3e74b11, IBX checksum: 0xf1063fba -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'sm3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0x1436463a -- "subspacenode.pof"
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xce4ab449, IBX checksum: 0x16b26fef -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ... a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0x7babf80f -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 65 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 50 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 130 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x43db47b2, IBX checksum: 0x33f19054 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3055948b, IBX checksum: 0x87c1d3a0 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x5d7625c8 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0xb9cd83d4 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d4e3618, IBX checksum: 0x2e27575f -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0x2de09a25 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0x7b0072bd -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x3b2ee097, IBX checksum: 0xba1859d3 -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0xb7a9b710 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0x23d2b509, IBX checksum: 0x2764c05a -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0xaaaa7642, IBX checksum: 0xfe32aa76 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf73c7d8f, IBX checksum: 0x18240185 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x10f97d3d, IBX checksum: 0x055d00f8 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0xc30aea7b, IBX checksum: 0x17b6fa0d -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x960efb98 -- "cargo04.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x96ea7eea -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x43ecd59e, IBX checksum: 0x7a219792 -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x38e64bae -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 0x284ccdd4, IBX checksum: 0x0c6cb409 -- "cruiser03x.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03x-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0xa6908d76, IBX checksum: 0x434f8894 -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0x07262866, IBX checksum: 0xd9853362 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0xa45118d1, IBX checksum: 0xe081ef00 -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0xd9fc6ae3, IBX checksum: 0x3180d2cb -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0xb789982a, IBX checksum: 0x80454767 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x421298b7, IBX checksum: 0x91a9bb00 -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ... a total of 400 is now available (203 in-use).
OpenGL: Created 512x512 FBO!
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/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x2746ad28 -- "starfield.pof"
ANI debris01 with size 38x38 (40.6% wasted)
ANI debris02 with size 19x19 (40.6% wasted)
ANI debris04 with size 27x27 (15.6% wasted)
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0x88e0408a, IBX checksum: 0x3797f3c2 -- "fighter2t-04.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xa017ea13, IBX checksum: 0x984ec78d -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Int3(): From J:\src\cvs\fs2_open_3_6_9.pre\code\ship\Ship.cpp at line 8848
-
As an interesting side note, I'd recommend using a 4:3 resolution instead of 1680x1050, since
a widescreen resolution + 3.6.9 = graphical oddities.
But it's up to you. If you can live with the wandering suns and such, be my guest.
-
Try switching to generic software for your audio (audio tab of the launcher).
-
He looks to be using the 3.6.7 MVPs. (mv_cell, mv_textures) or a combination of both. mFuSE, delete the files in the mediavps folder, and download the new 3.6.10b MediaVPs.
-
Right, he's having problems, so tell him to get known broken beta files. I would suggest getting the 3.6.8zeta VPs myself. Unless people ask for normal maps and general prettiness. Plus this _is_ the 3.6.9 release thread.
-
There isn't anything wrong with the betas, what are you referring to?
-
He looks to be using the 3.6.7 MVPs. (mv_cell, mv_textures) or a combination of both. mFuSE, delete the files in the mediavps folder, and download the new 3.6.10b MediaVPs.
nearly correctly, i still have the original Freespace2 .vp files
i know in every readme is recommended to remove them - but in windows xp everything worked perfectly with it.
which should i remove? if i remove all vp Freespace won't start anymore...
12.11.1999 10:41 6.406.235 root_fs2.vp
18.10.1999 13:31 123.125.814 smarty_fs2.vp
28.10.1999 01:39 260.562.763 sparky_fs2.vp
28.10.1999 01:45 265.242.014 sparky_hi_fs2.vp
02.11.1999 19:29 153.911.164 stu_fs2.vp
18.10.1999 13:50 195.887.233 tango1_fs2.vp
18.10.1999 13:51 72.778.161 tango2_fs2.vp
18.10.1999 13:51 50.497.261 tango3_fs2.vp
18.10.1999 13:52 118.858.128 warble_fs2.vp
Try switching to generic software for your audio (audio tab of the launcher).
sadly didn't help :(
But i tried to close the logitech software - and it makes a difference:
Now the screen turns 3 times black with one mouseclick ;7
so maybe it also a problem with the mouse input device?
As an interesting side note, I'd recommend using a 4:3 resolution instead of 1680x1050, since
a widescreen resolution + 3.6.9 = graphical oddities.
But it's up to you. If you can live with the wandering suns and such, be my guest.
yes, this is a problem :(
But - running Freespace SCP only @ 1280*1024 is much worse :P
-
There isn't anything wrong with the betas
:wtf:
-
nearly correctly, i still have the original Freespace2 .vp files
i know in every readme is recommended to remove them - but in windows xp everything worked perfectly with it.
Only total conversions like Wing Commander Saga and The Babylon Project can run without them. I very much doubt you'll find readmes telling you to remove them.
-
which should i remove? if i remove all vp Freespace won't start anymore...
cole meant the ones that have either mv or mp at the beginning of the file name. The MediaVPs. You might have an odd set of them so removing them might help. After that I would recommend getting the 3.6.8 Zeta MediaVPs (not to be confused with the 3.6.9 build). The release thread is stickied on the FreeSpace Upgrade Project board.
yes, this is a problem :(
But - running Freespace SCP only @ 1280*1024 is much worse :P
As I said, 4:3. 1680x1050 is 16:10 and 1280x1024 is 5:4. Any resolution with an aspect ratio of 4:3 works flawlessly (like 1024x768). You could also get one of the experimental 3.6.10 builds that support widescreen resolutions but that might also be a hassle.
-
cole meant the ones that have either mv or mp at the beginning of the file name. The MediaVPs. You might have an odd set of them so removing them might help. After that I would recommend getting the 3.6.8 Zeta MediaVPs (not to be confused with the 3.6.9 build). The release thread is stickied on the FreeSpace Upgrade Project board.
a ok.
That can be, i always "upgraded" my freespace by installing the new stuff on the old one :nervous:
But it worked perfectly since the 3.6.9 came out (running under WindowsXP) :/
The 3.6.10 stuff was installed in a new subdir, so it shouldn't be a problem with this.
As I said, 4:3. 1680x1050 is 16:10 and 1280x1024 is 5:4. Any resolution with an aspect ratio of 4:3 works flawlessly (like 1024x768). You could also get one of the experimental 3.6.10 builds that support widescreen resolutions but that might also be a hassle.
ehm yes :nod:
The "problem" is, a small 4:3 resolution on a widescreen monitor doesn't look fine. The black bars left/right aren't very comely either is it a stretched screen.
-
Delete all the files in the mediavps folder.
By This:
The 3.6.10 stuff was installed in a new subdir, so it shouldn't be a problem with this.
What do you mean? Did you put the MediaVPs in the new dir? The .EXEs?
-
What do you mean? Did you put the MediaVPs in the new dir? The .EXEs?
No, the exe are still in the root freespace2 folder, the 3.6.10 MediaVPs are separated in an own subfolder:
G:\FreeSpace2>dir MediaVP
Datenträger in Laufwerk G: ist games
Volumeseriennummer: 5458-8383
Verzeichnis von G:\FreeSpace2\MediaVP
13.05.2008 13:56 <DIR> .
13.05.2008 13:56 <DIR> ..
13.05.2008 14:02 <DIR> data
30.12.2007 02:20 418.578.498 MV_AdvancedEffects.vp
30.12.2007 02:18 625.393.405 MV_Assets.vp
30.12.2007 02:15 13.120.027 MV_Core.vp
30.12.2007 02:23 124.952.716 MV_Effects.vp
19.07.2007 02:58 79.769.297 mv_music.vp
5 Datei(en), 1.261.813.943 Bytes
The Freespace2 root Folder is a little bit crowded ;)
G:\FreeSpace2>dir
Datenträger in Laufwerk G: ist games
Volumeseriennummer: 5458-8383
Verzeichnis von G:\FreeSpace2
14.05.2008 19:52 <DIR> .
14.05.2008 19:52 <DIR> ..
14.05.2008 19:52 <DIR> .manifest
24.03.2007 01:08 9.400.028 ancients1.ogg
24.03.2007 01:08 11.902.795 ancients2.ogg
24.03.2007 01:08 2.227.555 ancients3.ogg
24.03.2007 01:09 9.248.684 ancients4.ogg
24.03.2007 01:09 6.048.853 ancients5.ogg
26.10.1999 23:07 35.637.782 BASTION.MVE
24.03.2007 01:12 17.688.477 bastion.ogg
07.05.2008 02:47 <DIR> BtRL
26.10.1999 15:41 83.388.218 COLOSSUS.MVE
24.03.2007 01:14 42.419.559 colossus.ogg
24.03.2007 01:09 12.732.567 commandbrief.ogg
13.05.2008 13:20 <DIR> data
24.03.2007 01:10 34.231.418 endgame.ogg
13.09.1999 23:25 83.254.536 ENDPART1.MVE
24.03.2007 01:14 38.604.423 endpart1.ogg
26.10.1999 23:06 43.984.802 ENDPRT2A.MVE
24.03.2007 01:14 10.558.108 endprt2a.ogg
26.10.1999 23:05 43.963.654 ENDPRT2B.MVE
24.03.2007 01:15 8.375.052 endprt2b.ogg
13.05.2008 14:18 17.276 errorlog.txt
05.11.1999 10:47 2.981.888 FRED2.exe
28.10.2007 00:15 3.190.784 fred2_open_3_6_10-20071028T.exe
28.10.2007 00:14 10.494.048 fred2_open_3_6_10_debug-20071028T.exe
12.01.2007 00:12 3.330.048 fred2_open_3_6_9.exe
12.01.2007 00:13 11.210.849 fred2_open_3_6_9_debug.exe
03.11.1999 11:09 1.146.880 FreeSpace2.exe
24.03.2007 01:11 37.441.956 fs1_intro.ogg
03.11.1999 11:01 2.318.336 FS2.exe
15.09.1999 13:53 208.955 fs2uninst.dll
14.05.2008 19:52 1.787 fs2_open
14.05.2008 19:52 1.802 fs2_open-debug
14.05.2008 19:52 20.672.968 fs2_open-debug.bin
14.05.2008 19:52 4.114.256 fs2_open.bin
14.05.2008 19:52 4.407 fs2_open.png
28.10.2007 00:14 3.301.376 fs2_open_3_6_10-20071028T.exe
28.10.2007 00:14 7.587.098 fs2_open_3_6_10_debug-20071028T.exe
12.01.2007 00:11 3.534.848 fs2_open_3_6_9.exe
12.01.2007 00:11 8.611.799 fs2_open_3_6_9_debug.exe
14.05.2008 19:20 21.215.896 fs2_open_d-20071028
14.05.2008 19:20 3.842.728 fs2_open_r-20071028
24.03.2007 01:12 29.048.705 hallfight.ogg
07.05.2008 02:31 <DIR> Installer
26.10.1999 15:45 205.252.206 INTRO.MVE
24.03.2007 01:24 73.672.930 intro.ogg
24.03.2007 01:12 8.607.183 lab.ogg
13.03.2008 19:14 266.240 Launcher.exe
14.05.2008 04:26 472 launcher6.ini
14.05.2008 19:52 <DIR> lib
13.05.2008 13:56 <DIR> MediaVP
06.04.2008 21:51 <DIR> mediavps3.6.9
26.10.1999 15:47 61.605.812 MONO1.MVE
24.03.2007 01:18 21.421.535 mono1.ogg
26.10.1999 15:49 55.612.204 MONO2.MVE
24.03.2007 01:20 12.121.759 mono2.ogg
26.10.1999 15:51 53.939.080 MONO3.MVE
24.03.2007 01:22 15.653.411 mono3.ogg
26.10.1999 15:52 59.796.474 MONO4.MVE
24.03.2007 01:25 23.125.109 mono4.ogg
25.03.2007 15:21 95 motd.txt
14.05.2008 04:26 <DIR> OLD
30.07.1999 08:52 171.520 patchw32.dll
31.08.1999 01:08 94 pxo.url
22.10.1999 03:48 24.385 readme.txt
12.11.1999 10:41 6.406.235 root_fs2.vp
18.10.1999 13:31 123.125.814 smarty_fs2.vp
28.10.1999 01:39 260.562.763 sparky_fs2.vp
28.10.1999 01:45 265.242.014 sparky_hi_fs2.vp
31.08.1999 01:08 79 squadwar.url
02.11.1999 19:29 153.911.164 stu_fs2.vp
18.10.1999 13:50 195.887.233 tango1_fs2.vp
18.10.1999 13:51 72.778.161 tango2_fs2.vp
18.10.1999 13:51 50.497.261 tango3_fs2.vp
07.05.2008 02:31 <DIR> temp
25.03.2007 15:21 100.258 Uninst.isu
14.05.2008 19:52 1.700 uninstall
05.11.1999 10:49 278.528 UpdateLauncher.exe
18.10.1999 13:52 118.858.128 warble_fs2.vp
69 Datei(en), 2.506.865.048 Bytes
i wanted to try the linux version ... but i didn't got very far :/ :(
So i installed the current ubuntu and downloaded the java autoinstaller .... after choosing the installation dir it says it is outdated and need to update, if i say yes it opens the website "null.com" .... which looks obviously wrong ...
So i tried the normal installer which worked perfectly - but .. i can't start the game .... it says "unkown command "-normal"" :drevil:
-
Oh dear...
07.05.2008 02:47 <DIR> BtRL
You should not mix FSO and BtRL with each other, since doing it results in pain and misery.
24.03.2007 01:08 9.400.028 ancients1.ogg
That and the rest of the FS1 cutscenes should be somewhere else. If you're planning on playing FSPort, then in \freespace\fsport\data\movies.
So i tried the normal installer which worked perfectly - but .. i can't start the game .... it says "unkown command "-normal"" :drevil:
Sounds like you have -normal asa command line option. Which is good, as long as you've selected a build that supports the parameter. So, what build are you trying to use? 3.6.9? -normal only works on some 3.6.10 builds.
-
First of all, rename the MediaVP folder to "mediavps".
Put all of the .OGG files in fsport\data\movies
Put all of the .MVE files in FreeSpace2\data\movies
Delete the following files:
- fs2uninst.dll
- fs2_open.png
- lib <directory>
- motd.txt
- pxo.url
- squadwar.url
- temp <directory>
- uninst.isu
- uninstall
Also, there are no 3.6.9 MediaVPs, I assume you mean the 3.6.8z ones.
Move the BtRL directory to somewhere else.
What's in the "OLD" and ".manifest" directories?
-
Put all of the .OGG files in fsport\data\movies
No. Note that there are also files such as bastion.ogg and colossus.ogg there.
See the Wiki on what cutscene is from what game and act accordingly.
-
Didn't see those. Could you post a screenshot of your FS2 folder? It's easier to see stuff that way.
-
Oh dear...
You should not mix FSO and BtRL with each other, since doing it results in pain and misery.
:p ;)
okee ... it doesn't run anyway - same problem as freespace2 with the screenblinking ...
That and the rest of the FS1 cutscenes should be somewhere else. If you're planning on playing FSPort, then in \freespace\fsport\data\movies.
No. Note that there are also files such as bastion.ogg and colossus.ogg there.
See the Wiki on what cutscene is from what game and act accordingly.
i think this one are for fs 1:
ancients1.ogg
ancients2.ogg
ancients3.ogg
ancients4.ogg
ancients5.ogg
commandbrief.ogg
fs1_intro.ogg
hallfight.ogg
lab.ogg
the rest so fs2..
First of all, rename the MediaVP folder to "mediavps".
Put all of the .OGG files in fsport\data\movies
Put all of the .MVE files in FreeSpace2\data\movies
done ^^
Also, there are no 3.6.9 MediaVPs, I assume you mean the 3.6.8z ones.
i can't remeber, it is quite a while since i installed it :/
Move the BtRL directory to somewhere else.
What's in the "OLD" and ".manifest" directories?
...
Delete the following files:
- fs2uninst.dll
- fs2_open.png
- lib <directory>
- motd.txt
- pxo.url
- squadwar.url
- temp <directory>
- uninst.isu
- uninstall
ehm, that are the files for the linux version of freespace2 - yes i installed it today into my existing freespace folder :nervous:
old is gone, in .mediavps is the xml file for the linux version.
Didn't see those. Could you post a screenshot of your FS2 folder? It's easier to see stuff that way.
bevor the cleanup:
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2_folder_old.png
current:
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2_folder_current.png
Sounds like you have -normal asa command line option. Which is good, as long as you've selected a build that supports the parameter. So, what build are you trying to use? 3.6.9? -normal only works on some 3.6.10 builds.
I'll have to look under linux how i start it. (but that by tomorrow ;))
Thx for your patience and help ^^
-
First of all, disregard what I said about the .OGG and .MVE files. Delete them all, and then download the FS2OGGCutscenePack from the installer.
Second of all, delete every file with a red dot. If it has a green dot, it means that you should delete it if it isn't Linux stuff.
[attachment deleted by admin]
-
First of all, disregard what I said about the .OGG and .MVE files. Delete them all, and then download the FS2OGGCutscenePack from the installer.
Second of all, delete every file with a red dot. If it has a green dot, it means that you should delete it if it isn't Linux stuff.
ok ^^
But the quality of the ogg is quite amazing - so i keep them until i see the "new ones" from the pack, just to to play safe ;)
ok, pxo and squadwar doesn't exist anymore, so i really can delete it :(
The green files/folders are the linux files, they shouldn't affect the windows version.
There are still some old files from the orginal freespace2 installation, they shouldn't affect the scp version, do they?
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2_folder_current_withlinu.png
-
But the quality of the ogg is quite amazing - so i keep them until i see the "new ones" from the pack, just to to play safe ;)
Actually, they're the same files. You just have them separately, whereas the pack has them in a .vp file -> easier to use. But you might as well keep those and save some bandwidth by not downloading the pack. Actually, you could move them to \freespace2\data\movies.
There are still some old files from the orginal freespace2 installation, they shouldn't affect the scp version, do they?
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2_folder_current_withlinu.png
If you mean the ones that have been circled, the fs2_open builds won't do anything unless you specifically use them. So they won't cause problems. Not sure about the .bins and the two folders but I guess they're harmless as well. But if you want to be safe, just move them away from the Freespace 2 folder.
If you mean the vp files at the bottom of the screen, you'll definitely need them. So don't do anything evil to them.
-
But the quality of the ogg is quite amazing - so i keep them until i see the "new ones" from the pack, just to to play safe ;)
Actually, they're the same files. You just have them separately, whereas the pack has them in a .vp file -> easier to use. But you might as well keep those and save some bandwidth by not downloading the pack. Actually, you could move them to \freespace2\data\movies.
mm yes, but so i can watch them directly under windows too :D
I put the "old" mve files under "\FreeSpace2\data\movies", the new ogg in "\FreeSpace2\mediavps\data\movies"
There are still some old files from the orginal freespace2 installation, they shouldn't affect the scp version, do they?
http://mfuse.ads-gilde.net/bilderarchiv/upload/fs2_folder_current_withlinu.png
If you mean the ones that have been circled, the fs2_open builds won't do anything unless you specifically use them. So they won't cause problems. Not sure about the .bins and the two folders but I guess they're harmless as well. But if you want to be safe, just move them away from the Freespace 2 folder.
If you mean the vp files at the bottom of the screen, you'll definitely need them. So don't do anything evil to them.
I just tried both variations ^^
moved them and started debug-version ... and keep them and started again ... the result looks pretty the same :/
I think scp is doing quite well, it must be a major problem with the 3d stuff itself - because the retail version from Homeworld 2 shows exactly the same behavior like freespace2 scp. That can't be a hap?
Starting the Retail Freespace 2 under Vista64 doesn't work btw:
http://mfuse.ads-gilde.net/bilderarchiv/upload/freespace2_retail.png
I have to enable the compatibility option "run as windows XP SP2"
But then work Freespace2 Retail perfectly - and it doesn't have the "blink" disturbance as Freespace2 scp have :(
-
I put the "old" mve files under "\FreeSpace2\data\movies", the new ogg in "\FreeSpace2\mediavps\data\movies"
It would suffice to just have the oggs in \freespace2\data\movies, since there is no noticeable difference between the mves and the oggs, but the mves take this much more disk space *stretches hands really far apart*.
moved them and started debug-version ... and keep them and started again ... the result looks pretty the same :/
Umm, have you tried a non-debug build? Debug builds are sure to give errors, since that's what they're used for: searching and pinpointing errors that occur. They'll even show error reports of incidents that do not actually affect gameplay and are not shown by normal builds.
I think scp is doing quite well, it must be a major problem with the 3d stuff itself - because the retail version from Homeworld 2 shows exactly the same behavior like freespace2 scp. That can't be a hap?
Vista, and especially a 64bit Vista, can easily have issues with running games. I have no other suggestions than to make sure that your drivers are up-to-date. Or maybe try compatibility modes for the builds and the Launcher.
-
Actually, the .OGG files are not all FS2 cutscenes. Some are for FSPort, consult these lists to figure out where they all go.
http://www.hard-light.net/wiki/index.php/Cutscenes(FS1)
http://www.hard-light.net/wiki/index.php/Cutscenes_(FS2)
-
I put the "old" mve files under "\FreeSpace2\data\movies", the new ogg in "\FreeSpace2\mediavps\data\movies"
It would suffice to just have the oggs in \freespace2\data\movies, since there is no noticeable difference between the mves and the oggs, but the mves take this much more disk space *stretches hands really far apart*.
Actually, the .OGG files are not all FS2 cutscenes. Some are for FSPort, consult these lists to figure out where they all go.
http://www.hard-light.net/wiki/index.php/Cutscenes(FS1)
http://www.hard-light.net/wiki/index.php/Cutscenes_(FS2)
oh, diskspace is not a problem ^^
deleting the old files would be a problem for the retail freespace 2 :D
moved them and started debug-version ... and keep them and started again ... the result looks pretty the same :/
Umm, have you tried a non-debug build? Debug builds are sure to give errors, since that's what they're used for: searching and pinpointing errors that occur. They'll even show error reports of incidents that do not actually affect gameplay and are not shown by normal builds.
... Vista, and especially a 64bit Vista, can easily have issues with running games. I have no other suggestions than to make sure that your drivers are up-to-date. Or maybe try compatibility modes for the builds and the Launcher.
yes, i tried all version i can get - they show all the same behavior :(
-
oh, diskspace is not a problem ^^
deleting the old files would be a problem for the retail freespace 2 :D
Then delete the .oggs. You only need one or the other. You really don't need both.
-
oh, diskspace is not a problem ^^
deleting the old files would be a problem for the retail freespace 2 :D
Then delete the .oggs. You only need one or the other. You really don't need both.
why, is there a problem? oO
Retail Freespace2 uses the MVR files, SCP can both - but playes the ogg which look much better :-)
-
See I'm confused, because I thought the oggs were made directly from the mves, which would mean that they're the same quality or less. Unless there's some sort of software post-processing going on in the engine, which I doubt.
-
See I'm confused, because I thought the oggs were made directly from the mves, which would mean that they're the same quality or less.
Yah, that's how I've understood it too. The oggs should have a tad bit lower quality but you really need to eat, drink and breathe hi-fi to be able to notice a difference.
-
Right, I'm saying there's either no noticeable difference or they're worse, meaning that the mves should be good enough if you happen to already have those laying around. We like to discourage downloading of the oggs in the first place if that's the case, since it's just wasting hosting bandwidth.
-
He prolly doesn't know how to get .mves to play in Windows directly. Doesn't VLC Media Player play them? Or no? Mine plays audio, but no video, but I'm not sure it's the latest version. I seem to remember it working correctly in the past.
-
He prolly doesn't know how to get .mves to play in Windows directly. Doesn't VLC Media Player play them? Or no? Mine plays audio, but no video, but I'm not sure it's the latest version. I seem to remember it working correctly in the past.
no, you need the mve player for that.
or you can convert the mve to exe which can be played solo ....
But - i think the mve are smoothed and doesn't look so roughly rasterized.
... but i think i also never compared them directly ... maybe it's tricking my because i saw the mve in fullscreen resolution and the ogg directly under windows :doubt:
-
Mmm, in the ogg, just make your player go full screen, that should be good. Ofc, that depends on your player capabilities. Try VLC Media Player or the KMPlayer; they're nice. Then there's Winamp, but it's gotten a bit bloated lately. KMPlayer takes Winamp plugins, and is pretty good. I like it. VLC Media Player is pretty light weight and opens fast.
-
...But - i think the mve are smoothed and doesn't look so roughly rasterized.
omf ... of course it should be "the ogg are smoothed and " ... :ick:
sadly my winamp can't play mve's, but with the ogg it work just fine, so does windows media player btw ;)
-
VLC plays .MVEs IIRC.
-
I don't see it in the supported list on their website. I wouldn't think it could, since it's such a proprietary format. However, if you put a codec on your computer so that other apps can play them, it might able to utilize that through DirectShow, but only on Windows. Not sure if it can do that though.
-
Hey dont know if anyone noticed or not, but the movie file dl's are broken. Site says they have been removed for some reason. Might want to look into fixing that.
-
It probably has gone a bit unnoticed since Turey's Installer can download them. Oh well, there's always FreeSpaceMods for those who want to download them manually.
-
We are up to 3.6.10 now, right? This needs to be changed. :p
-
We are up to 3.6.10 now, right? This needs to be changed. :p
No 3.6.9 is still the latest official release. 3.6.10 builds are not final yet.
-
Soon though!
-
Ok, am I still sleeping or he said "soon"? O.O
I've been waiting for this bulids for two long years XD
-
And coincidentally, that's about the number of really serious bugs we need to get fixed I think.
-
Hi there, well I played the game through this evening, well but there was no ending movies, in the last mission the supernova was about to arrive my location, so I flew to the Vega-Jump-Area and jumped out of the system. I expected an ending movie but suddenly I was in the main menu and there I had to do the last mission again. So I am not able to see the real ending of this story without watching some youtube videos xD. How can I fix this bug?
EDIT: I didn't see how the bastion died either :D
-
Have you seen the other cutscenes in-game? If yes, you are missing the last cutscenes somehow or they are corrupt, in which case a manual download from FreeSpaceMods.net should fix it.
If not, you are doing something wrong. Make sure that
- you have the cutscenes either separately in \freespace2\data\movies or as a pack (FS2OggCutscenePack.vp or something like that) in \freespace2\
- if you have them separately, they are either in .ogg or .mve format
- you have OpenGL selected under the Video tab in the Launcher.
-
Well the last cutscene I can remember was when Bosch asked many Questions in his office in the NTF Iceni, questions about the universe and the shivans,
-
By the way, what's the different between the exe fs2_open_3_6_10d-20081210_r4989 and fs2_open_3_6_10r-20081210_r4989, both of them work.
EDIT: I don't have any cutscene data in the freespace folder and I am sure the other cutscenes were played from disk 2, I tried the endmission with disk 3 but this idea didn't work in practise, thank you for your help, I will download the cutscenes, where shall I put them? Do I have to create a "Movies" folder or shall I put the ogg movies simply in the Freespace folder?
-
The ones starting with fs2_open_3_6_10d are debug builds. They are meant for hunting down bugs and other errors. They should crash noticeably more often than regular builds and therefore they are not suitable or meant for casual playing.
Edit: Almost missed your follow-up question. If someone manages to post a reply before you come up with a new question, could you just simply post another reply? Otherwise the discussion might get a little hard to follow.
I will download the cutscenes, where shall I put them? Do I have to create a "Movies" folder or shall I put the ogg movies simply in the Freespace folder?
I'm remembering that FreeSpaceMods doesn't have that handy .vp version. Just place them to \freespace2\data\movies\ . The directory should be there, but if it isn't, just create it.
-
Okay thank you, I will try it again now, I am very proud beating the second hardest difficulty ^^. I played the campaign on the hardest difficulty once, but you must admit, this is impossible (!) in hard missions ;).
-
Thank you, it works, but the FreeSpace 2 campaign isn't completed somehow, I still can do the last mission again, there should be a text like "This Campaign is completed, do you want to start a new one?"
-
Well, with the cutscenes (and especially if the shockwave gets you), it should be pretty obvious.