Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Jadehawk on October 14, 2008, 12:08:12 am

Title: Game crashes when try to play mission
Post by: Jadehawk on October 14, 2008, 12:08:12 am
Hey All,
I found out why I could not see any normals, needed the correct trunk build that had that feature in the launcher. After I installed the first trunk build (nightly build for Oct. 13) I can now see the normals. The bad things is, I cant play any missions now. I can see the models in the F3 tech room just fine. But when I go to play a mission in the mission folder, it loads up fine. Click on Ship selection works fine. Select Weapons selection and/or select to start the mission and my game crashes.

I tried other trunk builds and does not matter what trunk build I use that has the normal switch feature, they all crash the same way. Yes I understand this is a Beta and will be buggy. I even went back to my video card setting panel and checked to make sure things were ok.

Anyone hazard a guess what maybe going on?

Thanks all. :)
Title: Re: Game crashes when try to play mission
Post by: FUBAR-BDHR on October 14, 2008, 12:17:22 am
Try creating  a new pilot file.  If that doesn't work run the debug build and attach the fs2_open.log from the data directory.  System specs would also help. 

Campaign and mission info would also be useful.
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 14, 2008, 01:20:40 am
It is a beta but don't think we don't appreciate hearing about new bugs.  We do want to get them all ironed out for the release.  Like Fubar said, all that info would be useful.  He may be right about it being a bug with the pilot file, especially if the pilot was from retail FS2.

But like I said, don't worry about someone chewing you out for reporting a bug, although we may end up asking you to Mantis it on occasion :)
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 14, 2008, 06:30:18 pm
Hey fellas,
I just updated the builds to the Oct 13th Windows 4880 versions. Here is what I got for the Debug when I try to launch it:

Warning: For 'Morningstar_Particle', 3 of 4 LODs are missing!
File: weapons.cpp
Line: 1267


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090ccc9()
    fs2_open_3_6_10d-20081013_r4880.exe 0090f22c()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: Bogus string in weapon flags: Big Damage

File: weapons.cpp
Line: 1659


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090c8fa()
    fs2_open_3_6_10d-20081013_r4880.exe 0090f22c()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: $Rearm Rate specified for non-ballistic primary massdriver

File: weapons.cpp
Line: 2588


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090f22c()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: Weapon explosion 'exp21' does not have an LOD0 anim!
File: weapons.cpp
Line: 1241


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090ccc9()
    fs2_open_3_6_10d-20081013_r4880.exe 0090f22c()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: Weapon explosion 'archerimpact' does not have an LOD0 anim!
File: weapons.cpp
Line: 1241


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090ccc9()
    fs2_open_3_6_10d-20081013_r4880.exe 0090f22c()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: +Intensity is deprecated
File: weapons.cpp
Line: 2775


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090f22c()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: Weapon explosion 'exp21' does not have an LOD0 anim!
File: weapons.cpp
Line: 1241


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090ccc9()
    fs2_open_3_6_10d-20081013_r4880.exe 0090f22c()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: Weapon explosion 'exp_neoflare' does not have an LOD0 anim!
File: weapons.cpp
Line: 1241


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090ccc9()
    fs2_open_3_6_10d-20081013_r4880.exe 0090f27a()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: Weapon explosion 'exp05a' does not have an LOD0 anim!
File: weapons.cpp
Line: 1241


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081013_r4880.exe 0090ccc9()
    fs2_open_3_6_10d-20081013_r4880.exe 0090f27a()
    fs2_open_3_6_10d-20081013_r4880.exe 00979a01()
    fs2_open_3_6_10d-20081013_r4880.exe 009116b5()
    fs2_open_3_6_10d-20081013_r4880.exe 0072a1ec()
    fs2_open_3_6_10d-20081013_r4880.exe 00736c09()
    fs2_open_3_6_10d-20081013_r4880.exe 00736f7e()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d8d6()
    fs2_open_3_6_10d-20081013_r4880.exe 00c7d75f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: Weapon explosion 'exp_flare' does not have an LOD0 anim!
File: weapons.cpp
Line: 1241

Sounds like my weapons table is porked? It's the same one for the retail version I think.

Opinions?

Edit: I just looked at the list and it says: file: weapons.ccp Where is the weapons.ccp file located?
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 14, 2008, 08:36:26 pm
That's part of the source code, it's there for programmers to know where to look for the problem.  But what do you mean you think it's the same as retail?  Either you're using retail data, or you're not.  If not I would suggest trying to just use retail data.  It shouldn't have any problems.  If you're using the mediavps, either 3.6.8 or 3.6.10 are going to throw a few errors with the debug builds.  You should be able to ok through all of those errors though I thought.  Did the game actually completely crash on you?
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 14, 2008, 09:07:42 pm
I should have said I had the 3.6.10 mediavps And yes when I ok'ed them all it still crashed.

I went back to the 3.6.10 version that did not have the -normals feature in the launcher and for some reason, everything works OK. Played a mission I created and worked just fine.

My goal was to be able to use the -normals feature and all the nightly and beta builds that do have this just does not work for missions on my setup. My card supports 3d Shader model 3.0 (ATI Radeon X1800XL 256mb Crossfire PCI express) and I do see the normals in the F3 tech room just fine. Just cant play a mission.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 15, 2008, 06:01:39 pm
That's part of the source code, it's there for programmers to know where to look for the problem.  But what do you mean you think it's the same as retail?  Either you're using retail data, or you're not.  If not I would suggest trying to just use retail data.  It shouldn't have any problems.  If you're using the mediavps, either 3.6.8 or 3.6.10 are going to throw a few errors with the debug builds.  You should be able to ok through all of those errors though I thought.  Did the game actually completely crash on you?

I should have said it's updated over the retail version.
Anyhow, I just downloaded the latest nightly update and installed them (fs2_open_3_6_10r-20081015_r4889.exe) . Same thing happens, the game will freeze up when I try to view the Weapons screen in the mission briefing room or when I try to start the mission. I have to hit Ctrl+Alt+Del to shut down the program every time.

I then started the game with the fs2_open_3_6_10d-20081015_r4889.exe to debug it and when the first error that comes up (see above tabulation in previous message) and try to select YES to break into the debugger it, I get a MS error panel saying FreeSpace has encountered a problem and needs to close. So I never get a chance to get into the debugger at all.  I then went into the Launcher and turned off the -normals. Game still crashes as explained above.

I hope this helps more?

Edit: Here is the errorlog for the above.





fs2_open_3_6_10d-20081015_r4889 caused a Breakpoint in module fs2_open_3_6_10d-20081015_r4889.exe at 001b:0098635d.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 10/15/2008 16:36:12.
F:\FreeSpace2\fs2_open_3_6_10d-20081015_r4889.exe, run by Brandon Sutherland.
2 processor(s), type 586.
2048 MBytes physical memory.
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 15, 2008, 08:28:21 pm
I still think it's a file problem.  You mean you patched the files to 1.2?  That shouldn't hurt anything, in fact you're supposed to be using the patched files as several mission bugs were fixed.  Take a look at Kara's FAQ (http://www.freespacefaq.com/hotu.html) for the files you need in the root fs2 folder.  If you have any extra stuff floating around in there you might want to get rid of it.
Title: Re: Game crashes when try to play mission
Post by: FUBAR-BDHR on October 15, 2008, 08:54:58 pm
We need the fs2_open.log from the data directory. 
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 15, 2008, 08:57:48 pm
I was just coming back here to say that Fubar...dangit.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 15, 2008, 11:11:30 pm
Thanks for the response fellas. Here is the fs2_open log:

==========================================================================
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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -orbradar
  -targetinfo
  -3dwarp
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'F:\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'F:\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'F:\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'F:\freespace2\mediavps\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'F:\freespace2\mediavps\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'F:\freespace2\mediavps\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'F:\freespace2\mediavps\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'F:\freespace2\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'F:\freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'F:\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'F:\freespace2\mediavps\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'F:\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\freespace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'F:\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\freespace2\mediavps\' ... 223 files
Searching root pack 'F:\freespace2\mediavps\mp-710_adveffects.vp' ... 2063 files
Searching root pack 'F:\freespace2\mediavps\mp-710_effects.vp' ... 91 files
Searching root pack 'F:\freespace2\mediavps\mp-710_models.vp' ... 31 files
Searching root pack 'F:\freespace2\mediavps\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'F:\freespace2\mediavps\MV_Assets.vp' ... 1768 files
Searching root pack 'F:\freespace2\mediavps\MV_Core.vp' ... 92 files
Searching root pack 'F:\freespace2\mediavps\MV_Effects.vp' ... 1108 files
Searching root pack 'F:\freespace2\mediavps\mv_models.vp' ... 399 files
Searching root pack 'F:\freespace2\mediavps\mv_music.vp' ... 32 files
Searching root pack 'F:\freespace2\mediavps\mv_textures.vp' ... 1526 files
Searching root pack 'F:\freespace2\mediavps\sdr1119.vp' ... 69 files
Searching root 'F:\freespace2\' ... 985 files
Searching root pack 'F:\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'F:\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\freespace2\warble_fs2.vp' ... 52 files
Found 25 roots and 18220 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  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".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
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 'Fighter-wep.tbm' ...
WARNING: "For 'Morningstar_Particle', 3 of 4 LODs are missing!" at weapons.cpp:1267
Int3(): From f:\storage\fso\fs2_open\code\globalincs\windebug.cpp at line 1319
Title: Re: Game crashes when try to play mission
Post by: phreak on October 15, 2008, 11:13:57 pm
Try running with a non-debug build first, the debug builds are supposed to be a bit more picky about inconsistancies.

edit: Hit "NO" when you get a warning popup, otherwise it will crash the game if you don't have a debugger attached.
Title: Re: Game crashes when try to play mission
Post by: FUBAR-BDHR on October 15, 2008, 11:31:34 pm
What version of the MediaVPs are you running? 

Anyone know whats mv_strings-lcl.tbm is?
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 15, 2008, 11:41:47 pm
mvideavps are the new 3.6.10 OK will do for the non bug build. stay tuned. :)
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 15, 2008, 11:43:18 pm
God every time I want to post, you beat me to the punch Fubar.  It looks like he's running the 3.6.8s based on the files it loaded.  Try not running any mediavps first jade, just select No Mod in the launcher Mod tab.  Or get the 3.6.10 betas, but a more stable 3.6.10 set should be available very soon.  Either way, you need to eliminate some variables first, so disable the mediavps and see what happens.

Edit:  Arg now Jade's already replied.

Jade, the files it's loading are not the 3.6.10 vps, they're the 3.6.8s.  The files with 710 in the name, from your log, those are only in the older mediavp sets.  I don't think a non-debug build is going to help, but either way you need to make sure you have the newer betas.  They may be in a different mediavp mod folder if you used the installer, or you can get them from here (http://www.hard-light.net/forums/index.php/topic,51229.0.html).
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 15, 2008, 11:44:53 pm
ok I'll do that. and thanks again :)
Title: Re: Game crashes when try to play mission
Post by: Jeff Vader on October 16, 2008, 12:07:31 am
Code: [Select]
Found root pack 'F:\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'F:\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'F:\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'F:\freespace2\mediavps\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'F:\freespace2\mediavps\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'F:\freespace2\mediavps\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'F:\freespace2\mediavps\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'F:\freespace2\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'F:\freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'F:\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e

This is a heavy mixture of MediaVPs. Files beginning with MV_ are 3.6.10's. Files beginning with either mv_ or mp-710_ are 3.6.8's. Please choose one set and use it.

And for future reference, if you have to post huge piles of text (like logs), use the "code tags".

Code: [Select]
Like this.
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 16, 2008, 09:41:56 am
Good eye Lobo.  Yeah Jade, apparently you have both sets in one folder, you need to split up what belongs with each set into different folders, they can't be combined.  If you take out what belongs with 3.6.10 as offered in the link I posted, you should be left with the old 3.6.8 files in the current folder.  Then you should be able to switch between both reliably.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 19, 2008, 09:42:18 am
Thanks fellas, :) I really appreciate your help!
I re-downloaded everything and still have issues with the late builds of the 3.6.10.exe files, NOT the stable 3.6.10.exe which works fine. I'll post new info and the new log soon.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 19, 2008, 10:16:53 am
ok installed the latest builds (fs2_open_3_6_10r-20081018_r4894.exe) and get this error long.

Code: [Select]
code:
==========================================================================
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:
  -mod MediaVP
Building file index...
Found root pack 'F:\games\freespace2\MediaVP\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'F:\games\freespace2\MediaVP\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'F:\games\freespace2\MediaVP\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'F:\games\freespace2\MediaVP\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'F:\games\freespace2\MediaVP\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'F:\games\freespace2\MediaVP\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'F:\games\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\games\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\games\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\games\freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\games\freespace2\MediaVP\' ... 13 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Assets.vp' ... 1768 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Core.vp' ... 92 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Effects.vp' ... 1108 files
Searching root pack 'F:\games\freespace2\MediaVP\mv_music.vp' ... 32 files
Searching root pack 'F:\games\freespace2\MediaVP\sdr1119.vp' ... 69 files
Searching root 'F:\games\freespace2\' ... 102 files
Searching root pack 'F:\games\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\games\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\games\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\games\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'F:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\games\freespace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 3 files
Searching root pack 'e:\tango1_fs2.vp' ... 32 files
Searching root pack 'e:\tangoA_fs2.vp' ... 0 files
Searching root pack 'e:\warble_fs2.vp' ... 52 files
Found 24 roots and 13104 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  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".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
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.
WARNING: "For 'GSbspcRiftExp', 3 of 4 LODs are missing!" at weapons.cpp:1267
Freeing all existing models...

After reading this even though some of it don't make sense to me, I get the feeling there seems to be about 4 different problems here?

Anyway, your opinions on what's going on? Should I try 16bit instead of 32bit?

Thanks again all :)


Title: Re: Game crashes when try to play mission
Post by: Jeff Vader on October 19, 2008, 10:20:40 am
Should I try 16bit instead of 32bit?
No.

Code: [Select]
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
Do you by chance have an FS2 disc in your DVD/CD drive? There's no need for it.
Title: Re: Game crashes when try to play mission
Post by: Wanderer on October 19, 2008, 10:43:32 am
You seem to have other than retail/mediavp files somewhere in your setup.

GSbspcRiftExp sounds like something from inferno
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 19, 2008, 11:00:06 am
Should I try 16bit instead of 32bit?
No.

Code: [Select]
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
Do you by chance have an FS2 disc in your DVD/CD drive? There's no need for it.

Hahahaha! Thanks for reminding me I left it in there.  :D

Quote:
You seem to have other than retail/mediavp files somewhere in your setup.

GSbspcRiftExp sounds like something from inferno

Yes I do have inferno. When I downloaded the new setup, I selected everything and it downloaded the 16 campaigns and inferno was included with that.
Title: Re: Game crashes when try to play mission
Post by: Herra Tohtori on October 19, 2008, 11:03:55 am
Check what you have in ..\FreeSpace2\data\ and subdirectories. The mediaVP's and retail VP's seem to have same checksums as my 3.6.10 betas so that shouldn't be a problem, but like Wanderer said, you probably have some rogue files in the main data files overriding things in a way not desireable.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 19, 2008, 01:47:39 pm
I found the GSbspcRiftExp.ani in my effects folder and it's part of the TotT campaign that's being developed.  Having taken that out, it's not the problem as it still crashes.
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 20, 2008, 01:35:19 am
If you fixed the reason it was crashing, we're going to need a new fs2_open.log.  I would suggest moving all the folders within \Freespace2\data\ to another location, as there shouldn't be any need for any files in there just to get the game running.  If you had an effects folder for instance in the data folder, just get rid of it for now.  Anything in that folder could possibly be causing a problem.  Then post us a new log if it's still having problems.
Title: Re: Game crashes when try to play mission
Post by: Jeff Vader on October 20, 2008, 02:49:15 am
I would suggest moving all the folders within \Freespace2\data\ to another location, as there shouldn't be any need for any files in there just to get the game running.
No, but one should avoid deleting the \data\ folder and its contents, as the pilot files are stored there. Moving ir renaming the damn thing is always a good option.

Anything in that folder could possibly be causing a problem.
That, or perhaps \MediaVP\data\ ?
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 20, 2008, 10:38:12 am
That too, although I meant to suggest just running with no mod as well.  And that's why I didn't say to delete the data folder.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 20, 2008, 01:47:38 pm
OK fellas, When I get home, I'll give this a try. Currently there are no files in the mediaVP\data folder.

Will report back after I get home..

Again thanks fellas for your help :)
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 20, 2008, 09:21:58 pm
It's me again :)

I now have this fs2 open log I just generated plus the debug log too. I do hope this helps?

Note, used the latest nightly build.

Code: [Select]
==========================================================================
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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -snd_preload
  -mod MediaVP
Building file index...
Found root pack 'F:\games\freespace2\MediaVP\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'F:\games\freespace2\MediaVP\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'F:\games\freespace2\MediaVP\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'F:\games\freespace2\MediaVP\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'F:\games\freespace2\MediaVP\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'F:\games\freespace2\MediaVP\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'F:\games\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\games\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\games\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\games\freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\games\freespace2\MediaVP\' ... 17 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Assets.vp' ... 1768 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Core.vp' ... 92 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Effects.vp' ... 1108 files
Searching root pack 'F:\games\freespace2\MediaVP\mv_music.vp' ... 32 files
Searching root pack 'F:\games\freespace2\MediaVP\sdr1119.vp' ... 69 files
Searching root 'F:\games\freespace2\' ... 102 files
Searching root pack 'F:\games\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\games\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\games\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\games\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'F:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\games\freespace2\warble_fs2.vp' ... 52 files
Found 20 roots and 13021 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  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".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
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:3020
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 : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 408
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 = 0.292 (0.292)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.304 (0.304)
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 = 0.920 (0.920)
Frame  0 too long!!: frametime = 0.466 (0.466)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 1.999 (1.999)
Frame  0 too long!!: frametime = 0.319 (0.319)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (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 model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x101d7c20, IBX checksum: 0x871a1954 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 256
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.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Rebirth1'
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"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'ezechiel.pof'
IBX: Found a good IBX/TSB to read for 'ezechiel.pof'.
IBX-DEBUG => POF checksum: 0x84ab1bc6, IBX checksum: 0x38cb81ce -- "ezechiel.pof"
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0xfd635d4f, IBX checksum: 0x927aefc4 -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
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
Allocating space for at least 20 new ship subsystems ...  a total of 200 is now available (20 in-use).
Loading model 'transport03.pof'
IBX: Found a good IBX/TSB to read for 'transport03.pof'.
IBX-DEBUG => POF checksum: 0xefff5acf, IBX checksum: 0xa3bb7fe2 -- "transport03.pof"
BMPMAN: Found EFF (transport03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'Bonus2t-01.pof'
IBX: Found a good IBX/TSB to read for 'Bonus2t-01.pof'.
IBX-DEBUG => POF checksum: 0x674cf65b, IBX checksum: 0x7c8c5535 -- "Bonus2t-01.pof"
Loading model 'fighter11.pof'
IBX: Found a good IBX/TSB to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0xa4712a65, IBX checksum: 0x44a9e92c -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
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"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (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 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldINFFighter02 with size 112x93 (27.3% wasted)
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shieldbt-03 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xb56e54cf, IBX checksum: 0x2700b612 -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xba4021d7, IBX checksum: 0x709dea9d -- "support2v-01.pof"
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
DDS ERROR: Couldn't open 'SbeamAglow_0000' -- File not found
WARNING: "EFF: No frame images were found.  EFF, SbeamAglow.eff, is invalid." at bmpman.cpp:1810
Could not find a usable muzzle glow bitmap for 'SRed'!
WARNING: "Could not find a usable muzzle glow bitmap (SbeamAglow) for weapon 'SRed'!" at weapons.cpp:3785
Could not find a usable beam section (0) bitmap for 'SRed'!
WARNING: "Could not find a usable beam section (0) bitmap (SbeamAA) for weapon 'SRed'!" at weapons.cpp:3804
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0xe7aee004 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xe145c0ed, IBX checksum: 0x1138b3ab -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x9361eea7, IBX checksum: 0xfa7f15ef -- "NewHornet.pof"
Model NewHornet.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0xb8b20649, IBX checksum: 0x7c216484 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xbee0e563 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0x3e6d8018 -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX/TSB to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x45b2275e, IBX checksum: 0x6dc1f87b -- "taga.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x584f7015 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0xd1309e4a, IBX checksum: 0x8ef3ede8 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0x2dcdb550 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xe2c3795f, IBX checksum: 0x91d86da9 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0xd9af8cc3 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xfd9a4057, IBX checksum: 0x509ecfa3 -- "helios.pof"
Model helios.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x8da828c3, IBX checksum: 0x9c882dac -- "EMPulse2.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x1114a192 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0xcd9ff374, IBX checksum: 0xf1dc8a08 -- "hornet.pof"
Model hornet.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shieldINFFighter02.ani with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shieldbt-03.ani with size 112x93 (27.3% wasted)
ANI shield-f11.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1717/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 484,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-02 with size 32x28 (12.5% wasted)
ANI iconfighter2t-04 with size 32x28 (12.5% wasted)
Int3(): From f:\storage\fso\fs2_open\code\missionui\missionshipchoice.cpp at line 3501

Code: [Select]
Warning: Too many beam sections for weapon BFRed - max is 5
File: weapons.cpp
Line: 3020


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081020_r4895.exe 0090f38c()
    fs2_open_3_6_10d-20081020_r4895.exe 00979be1()
    fs2_open_3_6_10d-20081020_r4895.exe 00911815()
    fs2_open_3_6_10d-20081020_r4895.exe 0072a1ec()
    fs2_open_3_6_10d-20081020_r4895.exe 00736c09()
    fs2_open_3_6_10d-20081020_r4895.exe 00736f7e()
    fs2_open_3_6_10d-20081020_r4895.exe 00c7db06()
    fs2_open_3_6_10d-20081020_r4895.exe 00c7d98f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: EFF: No frame images were found.  EFF, SbeamAglow.eff, is invalid.

File: bmpman.cpp
Line: 1810


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081020_r4895.exe 00b7ebf5()
    fs2_open_3_6_10d-20081020_r4895.exe 00910dfd()
    fs2_open_3_6_10d-20081020_r4895.exe 0091906c()
    fs2_open_3_6_10d-20081020_r4895.exe 0073b7e2()
    fs2_open_3_6_10d-20081020_r4895.exe 0072789f()
    fs2_open_3_6_10d-20081020_r4895.exe 007279d6()
    fs2_open_3_6_10d-20081020_r4895.exe 00727ba6()
    fs2_open_3_6_10d-20081020_r4895.exe 00734a83()
    fs2_open_3_6_10d-20081020_r4895.exe 00941ba6()
    fs2_open_3_6_10d-20081020_r4895.exe 00733602()
    fs2_open_3_6_10d-20081020_r4895.exe 00942178()
    fs2_open_3_6_10d-20081020_r4895.exe 00736ce8()
    fs2_open_3_6_10d-20081020_r4895.exe 00736f7e()
    fs2_open_3_6_10d-20081020_r4895.exe 00c7db06()
    fs2_open_3_6_10d-20081020_r4895.exe 00c7d98f()
------------------------------------------------------------------
Warning: Could not find a usable muzzle glow bitmap (SbeamAglow) for weapon 'SRed'!

File: weapons.cpp
Line: 3785


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081020_r4895.exe 0091906c()
    fs2_open_3_6_10d-20081020_r4895.exe 0073b7e2()
    fs2_open_3_6_10d-20081020_r4895.exe 0072789f()
    fs2_open_3_6_10d-20081020_r4895.exe 007279d6()
    fs2_open_3_6_10d-20081020_r4895.exe 00727ba6()
    fs2_open_3_6_10d-20081020_r4895.exe 00734a83()
    fs2_open_3_6_10d-20081020_r4895.exe 00941ba6()
    fs2_open_3_6_10d-20081020_r4895.exe 00733602()
    fs2_open_3_6_10d-20081020_r4895.exe 00942178()
    fs2_open_3_6_10d-20081020_r4895.exe 00736ce8()
    fs2_open_3_6_10d-20081020_r4895.exe 00736f7e()
    fs2_open_3_6_10d-20081020_r4895.exe 00c7db06()
    fs2_open_3_6_10d-20081020_r4895.exe 00c7d98f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Warning: Could not find a usable beam section (0) bitmap (SbeamAA) for weapon 'SRed'!

File: weapons.cpp
Line: 3804


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081020_r4895.exe 0091906c()
    fs2_open_3_6_10d-20081020_r4895.exe 0073b7e2()
    fs2_open_3_6_10d-20081020_r4895.exe 0072789f()
    fs2_open_3_6_10d-20081020_r4895.exe 007279d6()
    fs2_open_3_6_10d-20081020_r4895.exe 00727ba6()
    fs2_open_3_6_10d-20081020_r4895.exe 00734a83()
    fs2_open_3_6_10d-20081020_r4895.exe 00941ba6()
    fs2_open_3_6_10d-20081020_r4895.exe 00733602()
    fs2_open_3_6_10d-20081020_r4895.exe 00942178()
    fs2_open_3_6_10d-20081020_r4895.exe 00736ce8()
    fs2_open_3_6_10d-20081020_r4895.exe 00736f7e()
    fs2_open_3_6_10d-20081020_r4895.exe 00c7db06()
    fs2_open_3_6_10d-20081020_r4895.exe 00c7d98f()
    kernel32.dll 7c817067()
------------------------------------------------------------------


I should note here that I can play this same mission in the stable 3.6.10.exe build

hope this makes sense to ya fellas because it don't to me!  ;)

Thanks again!  :yes:
Title: Re: Game crashes when try to play mission
Post by: Wanderer on October 20, 2008, 10:47:06 pm
You dont need to worry about the too many beam sections, mission eff frames, missing beam section bitmaps and missing glow bitmaps, assuming you are not modding yourself that is. Those are bugs related to the beta state 3.6.10 mediavp set. However you still seem to have non retail material in use.. For example there is a reference to ezechiel.pof also the error you got seem to indicate that you are missing an briefing ani of one of the ships. You can however bypass this need by selecting 'use models for ship selection' from the launcher.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 20, 2008, 11:58:31 pm
You dont need to worry about the too many beam sections, mission eff frames, missing beam section bitmaps and missing glow bitmaps, assuming you are not modding yourself that is. Those are bugs related to the beta state 3.6.10 mediavp set.

OK good, glad to know it's not me! Yay for once! :P

However you still seem to have non retail material in use.. For example there is a reference to ezechiel.pof also the error you got seem to indicate that you are missing an briefing ani of one of the ships. You can however bypass this need by selecting 'use models for ship selection' from the launcher.

Humm, I was hoping to use the Ezechiel as the mission I used here was in that as the user ship. I'll make that selection in the launcher for "Use Models" and see how it goes. If no-go, I'll change it to the Pegasus and see how that goes. As for the briefing ani, I'll check that out too.

Thanks for the help!  :yes:

Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 21, 2008, 12:56:32 am
If you undefine the briefing ani it will default to it automatically, you can just comment out the line for it in that ship's tbm or whatever you're using.  But until you get the game running you really do need to get rid of this extra data we keep asking you to, and _then_ start adding stuff back in.  It sounds like you're still leaving in stuff that's causing problems.
Title: Re: Game crashes when try to play mission
Post by: karajorma on October 21, 2008, 05:01:16 am
What the hell is GSbspcRiftExp?

From the looks of it you have mods other than the standard media VPs installed.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 21, 2008, 06:56:11 pm
The file GSbspcRiftExp was associated with the Ezechiel and was deleted.

Anyway, I went and cleaned out everything accept the Pilot in the players folder and cleaned out the unneeded files in the table folder that should not be in there. I also took out any references in the ships and weapons tables that pertain to anything other than the stock game. I was able to play my created mission with no problems using the latest trunk build (fs2_open_3_6_10r-20081021_r4899.exe) and then I deleted my created mission and played the FreeSpace2 campaign starting with the first two training missions that went fine. On the third training mission with the Hercules  Mk. II as the instructor, the game froze right after two armed drones warped in.
Here is the fs2 open log:

Code: [Select]
==========================================================================
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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -snd_preload
  -mod MediaVP
Building file index...
Found root pack 'F:\games\freespace2\MediaVP\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'F:\games\freespace2\MediaVP\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'F:\games\freespace2\MediaVP\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'F:\games\freespace2\MediaVP\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'F:\games\freespace2\MediaVP\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'F:\games\freespace2\MediaVP\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'F:\games\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\games\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\games\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\games\freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\games\freespace2\MediaVP\' ... 17 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Assets.vp' ... 1768 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Core.vp' ... 92 files
Searching root pack 'F:\games\freespace2\MediaVP\MV_Effects.vp' ... 1108 files
Searching root pack 'F:\games\freespace2\MediaVP\mv_music.vp' ... 32 files
Searching root pack 'F:\games\freespace2\MediaVP\sdr1119.vp' ... 69 files
Searching root 'F:\games\freespace2\' ... 102 files
Searching root pack 'F:\games\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\games\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\games\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\games\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'F:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\games\freespace2\warble_fs2.vp' ... 52 files
Found 20 roots and 13021 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  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".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
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:3020
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 : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 408
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 = 0.292 (0.292)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.304 (0.304)
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 = 0.920 (0.920)
Frame  0 too long!!: frametime = 0.466 (0.466)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 1.999 (1.999)
Frame  0 too long!!: frametime = 0.319 (0.319)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (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 model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x101d7c20, IBX checksum: 0x871a1954 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 256
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.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Rebirth1'
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"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'ezechiel.pof'
IBX: Found a good IBX/TSB to read for 'ezechiel.pof'.
IBX-DEBUG => POF checksum: 0x84ab1bc6, IBX checksum: 0x38cb81ce -- "ezechiel.pof"
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0xfd635d4f, IBX checksum: 0x927aefc4 -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
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
Allocating space for at least 20 new ship subsystems ...  a total of 200 is now available (20 in-use).
Loading model 'transport03.pof'
IBX: Found a good IBX/TSB to read for 'transport03.pof'.
IBX-DEBUG => POF checksum: 0xefff5acf, IBX checksum: 0xa3bb7fe2 -- "transport03.pof"
BMPMAN: Found EFF (transport03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'Bonus2t-01.pof'
IBX: Found a good IBX/TSB to read for 'Bonus2t-01.pof'.
IBX-DEBUG => POF checksum: 0x674cf65b, IBX checksum: 0x7c8c5535 -- "Bonus2t-01.pof"
Loading model 'fighter11.pof'
IBX: Found a good IBX/TSB to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0xa4712a65, IBX checksum: 0x44a9e92c -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
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"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (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 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldINFFighter02 with size 112x93 (27.3% wasted)
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shieldbt-03 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xb56e54cf, IBX checksum: 0x2700b612 -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xba4021d7, IBX checksum: 0x709dea9d -- "support2v-01.pof"
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
DDS ERROR: Couldn't open 'SbeamAglow_0000' -- File not found
WARNING: "EFF: No frame images were found.  EFF, SbeamAglow.eff, is invalid." at bmpman.cpp:1810
Could not find a usable muzzle glow bitmap for 'SRed'!
WARNING: "Could not find a usable muzzle glow bitmap (SbeamAglow) for weapon 'SRed'!" at weapons.cpp:3785
Could not find a usable beam section (0) bitmap for 'SRed'!
WARNING: "Could not find a usable beam section (0) bitmap (SbeamAA) for weapon 'SRed'!" at weapons.cpp:3804
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0xe7aee004 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xe145c0ed, IBX checksum: 0x1138b3ab -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x9361eea7, IBX checksum: 0xfa7f15ef -- "NewHornet.pof"
Model NewHornet.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0xb8b20649, IBX checksum: 0x7c216484 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xbee0e563 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0x3e6d8018 -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX/TSB to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x45b2275e, IBX checksum: 0x6dc1f87b -- "taga.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x584f7015 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0xd1309e4a, IBX checksum: 0x8ef3ede8 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0x2dcdb550 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xe2c3795f, IBX checksum: 0x91d86da9 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0xd9af8cc3 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xfd9a4057, IBX checksum: 0x509ecfa3 -- "helios.pof"
Model helios.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x8da828c3, IBX checksum: 0x9c882dac -- "EMPulse2.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x1114a192 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0xcd9ff374, IBX checksum: 0xf1dc8a08 -- "hornet.pof"
Model hornet.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shieldINFFighter02.ani with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shieldbt-03.ani with size 112x93 (27.3% wasted)
ANI shield-f11.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1717/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 484,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-02 with size 32x28 (12.5% wasted)
ANI iconfighter2t-04 with size 32x28 (12.5% wasted)
Int3(): From f:\storage\fso\fs2_open\code\missionui\missionshipchoice.cpp at line 3501

I do hope I eliminated all references to anything that should not be there. Also, in the Launcher 5.5d settings, I had to turn off the "Use models for ship selection" and "Use models for weapon selection" for the list type: Gameplay in the Features selection as it made the game freeze.

Thanks again guys, I'm learning a thing or two in this process. :)

Question, should I delete all the added campagines and just leave the FreeSpace2 stuff there even though these campagines came with the download?
Title: Re: Game crashes when try to play mission
Post by: chief1983 on October 21, 2008, 09:26:53 pm
You're still saying that you removed everything but your pilot, and yet you have some custom table.  If you want to disable custom tables just change their extension to .bak or something.  Then it will use the ones in the VP file.  Also, I still suggest disable the mediavps and see if it still crashes for you.  They are buggy, and it's hard to say what the problem is for certain when they're in use sometimes.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 21, 2008, 09:44:29 pm
ok thanks for that. Gonna do that pronto.
Title: Re: Game crashes when try to play mission
Post by: FUBAR-BDHR on October 22, 2008, 02:16:44 am
If that doesn't work I recommend renaming your whole fs2 folder to a .sav, reinstall retail from the CDs or wherever you got it from and just download the launcher and latest 3.6.10 exes.  Run that and see if it works.  Then you can start copying stuff back over from the .sav directory and testing as you go.
Title: Re: Game crashes when try to play mission
Post by: Jadehawk on October 23, 2008, 09:33:33 pm
I just may do that this weekend when I got the time as nothing seems to work at the moment. Thanks for the suggestion!  :yes: