Hard Light Productions Forums

General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: Enioch on December 13, 2008, 12:31:16 pm

Title: 3_6_10 freezing
Post by: Enioch on December 13, 2008, 12:31:16 pm
Hey,

I've been looking around and cannot find a solution to this, so here goes nothing.

Bear with me, please:

I've been playing fr2Open for a year or so now, with a 3-6-9 build and pre 3-6-10 mvps. I like it. A lot. So when the new shinies came out, I downloaded and checked out the techroom.

I flipped through a few ships (Ulysses, Medusa, etc) but when I tried to view the Hatshepsut, the game froze, though the music kept on playing. I tried again. This time it froze while I had the Fenris on-screen.

I fooled around with the launcher after that, and found out that it 'worked' with the -no_glsl flag -but tha tmeans I lose the normal maps... :doubt:

Now, I know that my GPU (X1950 pro) fully supports SM3.0, and OGL2.0. I should be able to enjoy the new shinies! And I have downloaded the latest Catalyst 8.12 drivers, so this ain't my problem either...

Other specs: 2.5Ghz Dual Core, 2Gb RAM and running Vista HP.

This is my open.log from when the Fenris froze on me:

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
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
  -window
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace2\mediavps\' ... 5 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace2\' ... 58 files
Searching root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'C:\Program Files\Freespace2\MV_Core.vp' ... 92 files
Searching root pack 'C:\Program Files\Freespace2\MV_Effects.vp' ... 1108 files
Searching root pack 'C:\Program Files\Freespace2\mv_music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace2\sdr1119.vp' ... 69 files
Searching root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\warble_fs2.vp' ... 52 files
Found 24 roots and 16877 files.
AutoLang: Language auto-detection successful...
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 1280x768 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 X1950 Pro
  OpenGL Version    : 2.1.8304 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_ARB_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 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-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.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 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_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
TBM  =>  Starting parse of 'beams1-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon TerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LTerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRBGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon Green Beam - max is 5" at weapons.cpp:3027
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-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_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 517
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 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)
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: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.790 (0.790)
Frame  0 too long!!: frametime = 0.436 (0.436)
TECH ROOM: Dumping excess ship textures...
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
Frame  0 too long!!: frametime = 1.302 (1.302)

I also tried to ignore the techroom and go straight to the missions. Well...


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
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -orbradar
  -rearm_timer
  -3dwarp
  -warp_flash
  -snd_preload
  -mod mediavps
  -window
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace2\mediavps\' ... 5 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace2\' ... 58 files
Searching root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'C:\Program Files\Freespace2\MV_Core.vp' ... 92 files
Searching root pack 'C:\Program Files\Freespace2\MV_Effects.vp' ... 1108 files
Searching root pack 'C:\Program Files\Freespace2\mv_music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace2\sdr1119.vp' ... 69 files
Searching root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\warble_fs2.vp' ... 52 files
Found 24 roots and 16877 files.
AutoLang: Language auto-detection successful...
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 1280x768 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 X1950 Pro
  OpenGL Version    : 2.1.8304 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_ARB_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 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-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.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 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_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
TBM  =>  Starting parse of 'beams1-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon TerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LTerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRBGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon Green Beam - max is 5" at weapons.cpp:3027
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-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_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 507
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
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)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
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 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xa45d8bac -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 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: 0xd8be5fd9, IBX checksum: 0x5560c5b0 -- "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: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xec2fadc6, IBX checksum: 0x52f78add -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
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)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 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: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
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 (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
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 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 shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1496/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 466,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 23.715 (23.715)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.606 (0.606)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Frame  0 too long!!: frametime = 0.355 (0.355)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI iconfighter2t-05.ani with size 32x28 (12.5% wasted)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_SHIP_SELECT (11)
Entering game at time =  42.333


Crash on mission start (I tried it with 3d ship & weap selection off -otherwise it freezes just like in the techroom)

The guys from the release thread, (Wanderer namely) were kind enough to point out a small flaw: It seems I still had a sdr1119.vp as well as a 'Core', 'Effects' and 'Advanced Effects' vp around in my main freespace folder -but I think that's the retail vps? anyway...

I moved them into a mod folder so they wouldn't interfere and fired up. No luck. It froze the minute I entered the techroom. So I brought the vps back.

Here are the last 20 or so lines of a debug filter from a Fenris freeze. The cruiser rotated for a second or so -then the game froze and I had to Ctrl-Alt-Del my way back to my desktop.
Code: [Select]
Tried to unload red_glow_small.dds that has a load count of 2.. not unloading
Unloading red_glow_small.dds.  128x128x24
Unloading cyan_glow_small.dds.  128x128x24
Unloading cyan_glow_small.dds.  128x128x0
Unloading yellow_glow_small.dds.  128x128x24
Unloading yellow_glow_small.dds.  128x128x0
Unloading green_glow2_small.dds.  128x128x24
Unloading green_glow2_small.dds.  128x128x0
Unloading red_glow_small.dds.  128x128x0
Unloading red_glow_small.dds.  128x128x0
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
For "cruiser01.pof" I couldn't find nameplate-glow.ani
For "cruiser01.pof" I couldn't find nameplate-shine.ani
For "cruiser01.pof" I couldn't find nameplate-normal.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-glow.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-shine.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-normal.ani
For "cruiser01.pof" I couldn't find doctile6a-normal.ani
Model cruiser01.pof: Rotating Submodel without subsystem: radar01b-dish
Model cruiser01.pof: Rotating Submodel without subsystem: radar01c-dish
Model cruiser01.pof: Rotating Submodel without subsystem: radar01d-dish
Ship cruiser01.pof with engine wash associated with subsys engine
Found bitmap thrusterglow01.dds -- number 522
Found bitmap thrusterglow01a.dds -- number 523
Found bitmap thruster02-01a.dds -- number 525
Found bitmap thruster03-01.dds -- number 526
Found bitmap thruster03-01a.dds -- number 527
Loading fenris-htl.dds for the first time.
Loading fenris-htl.dds (2048x1024x24)
Fast-unloading fenris-htl.dds.  2048x1024x24
Loading fenris-htl-glow.dds for the first time.
Loading fenris-htl-glow.dds (2048x1024x24)
Fast-unloading fenris-htl-glow.dds.  2048x1024x24
Loading fenris-htl-shine.dds for the first time.
Loading fenris-htl-shine.dds (2048x1024x32)
Fast-unloading fenris-htl-shine.dds.  2048x1024x32
Loading fenris-htl-normal.dds for the first time.
Loading fenris-htl-normal.dds (2048x1024x32)
Fast-unloading fenris-htl-normal.dds.  2048x1024x32
Loading nameplate.dds for the first time.
Loading nameplate.dds (512x64x32)
Fast-unloading nameplate.dds.  512x64x32
Frame  0 too long!!: frametime = 1.242 (1.242)

Though I use the Fenris as an example, the freezing is by no means limited to that model. I get it with the Hatsepsut, the Sobek, most Terran capitals, the Colossus (oh, God, the Colossus! :shaking:) etc.

I'm at my wits' end. Help me Obi Wan, you're my only hope... :(
Title: Re: 3_6_10 freezing
Post by: Jeff Vader on December 13, 2008, 12:35:21 pm
Damnation. This seems to occur with more than a few people. But, I managed to spot a wrong in that log:

Code: [Select]
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
.
.
.
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
.
.
.
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
You have two sets of MediaVPs, presumably both the final 3.6.10's and the 3.6.10 Betas. Remove the Betas. Also, shaders are included with the final 3.6.10 MediaVPs so you do not need sdr1119 anymore.
Title: Re: 3_6_10 freezing
Post by: Enioch on December 13, 2008, 12:42:40 pm
Like I said:

Quote
The guys from the release thread, (Wanderer namely) were kind enough to point out a small flaw: It seems I still had a sdr1119.vp as well as a 'Core', 'Effects' and 'Advanced Effects' vp around in my main freespace folder -but I think that's the retail vps? anyway...

I moved them into a mod folder so they wouldn't interfere and fired up. No luck. It froze the minute I entered the techroom. So I brought the vps back.

I think those are the retail vps. The 'base' vps. The 'classic' vps :D. Should I really lose them? If I do, nothing works.

And I have the betas as well, safely foldered (I know that word does not exist) in a 'betamediavps' mod folder. I DO NOT use any other mods apart from the final 3_6_10 mvps

Any other ideas?
Title: Re: 3_6_10 freezing
Post by: Jeff Vader on December 13, 2008, 12:47:59 pm
MediaVP file names start with "MV" (or "mv" with the 3.6.8's). The following files are either retail files or files otherwise accepted to be placed in \freespace2\:
Code: [Select]
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Title: Re: 3_6_10 freezing
Post by: Enioch on December 13, 2008, 12:55:28 pm
*sigh* OK, OK. I'm getting rid of them. Wanna see what happens?

This: :hopping:
Code: [Select]
For "fighter2t-04.pof" I couldn't find goldglass-glow.ani
For "fighter2t-04.pof" I couldn't find goldglass-normal.ani
For "fighter2t-04.pof" I couldn't find tercoc01-normal.ani
Found bitmap redo.dds -- number 528
Found bitmap redo-glow.dds -- number 529
Found bitmap redo-shine.dds -- number 530
Found bitmap redo-normal.dds -- number 531
For "fighter2t-04.pof" I couldn't find damage-glow.ani
For "fighter2t-04.pof" I couldn't find damage-normal.ani
Found bitmap green_glow2_small.dds -- number 520
Glow point bank 0 texture num is 599020 for 'fighter2t-04.pof'
Glow point bank texture not found for 'fighter2t-04.pof', setting as the normal one num
Found bitmap red_glow_small.dds -- number 517
Glow point bank 1 texture num is 584767 for 'fighter2t-04.pof'
Glow point bank texture not found for 'fighter2t-04.pof', setting as the normal one num
Found bitmap cyan_glow_small.dds -- number 518
Glow point bank 2 texture num is 589518 for 'fighter2t-04.pof'
Glow point bank texture not found for 'fighter2t-04.pof', setting as the normal one num
Found bitmap ABTrail.dds -- number 521
Found bitmap thrusterglow01.dds -- number 522
Found bitmap thrusterglow01a.dds -- number 523
Found bitmap thruster02-01.dds -- number 524
Found bitmap thruster02-01a.dds -- number 525
Found bitmap thruster03-01.dds -- number 526
Found bitmap thruster03-01a.dds -- number 527
Loading tercoc01.dds for the first time.
Loading tercoc01.dds (1024x1024x32)
Fast-unloading tercoc01.dds.  1024x1024x32
Loading tercoc01-glow.dds for the first time.
Loading tercoc01-glow.dds (1024x1024x24)
Fast-unloading tercoc01-glow.dds.  1024x1024x24
Loading tercoc01-shine.dds for the first time.
Loading tercoc01-shine.dds (1024x1024x32)
Fast-unloading tercoc01-shine.dds.  1024x1024x32
Loading redo.dds for the first time.
Loading redo.dds (1024x1024x24)
Fast-unloading redo.dds.  1024x1024x24
Loading redo-glow.dds for the first time.
Loading redo-glow.dds (1024x1024x24)
Fast-unloading redo-glow.dds.  1024x1024x24
Loading redo-shine.dds for the first time.
Loading redo-shine.dds (1024x1024x32)
Fast-unloading redo-shine.dds.  1024x1024x32
Loading redo-normal.dds for the first time.
Loading redo-normal.dds (2048x2048x32)
Fast-unloading redo-normal.dds.  2048x2048x32
Loading goldglass.dds for the first time.
Loading goldglass.dds (16x16x32)
Fast-unloading goldglass.dds.  16x16x32
Loading goldglass-shine.dds for the first time.
Loading goldglass-shine.dds (16x16x32)
Fast-unloading goldglass-shine.dds.  16x16x32
Frame  0 too long!!: frametime = 0.976 (0.976)
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0xd89ee32d, IBX checksum: 0x7aee2523 -- "fighter13.pof"
Found bitmap tercoc01.dds -- number 534
Found bitmap tercoc01-glow.dds -- number 535
Found bitmap tercoc01-shine.dds -- number 536
For "fighter13.pof" I couldn't find tercoc01-normal.ani
Found bitmap glass.dds -- number 514
For "fighter13.pof" I couldn't find glass-glow.ani
Found bitmap glass-shine.dds -- number 515
For "fighter13.pof" I couldn't find glass-normal.ani
For "fighter13.pof" I couldn't find lokidebris-glow.ani
For "fighter13.pof" I couldn't find lokidebris-shine.ani
For "fighter13.pof" I couldn't find lokidebris-normal.ani
Found bitmap green_glow2_small.dds -- number 520
Glow point bank 0 texture num is 599020 for 'fighter13.pof'
Glow point bank texture not found for 'fighter13.pof', setting as the normal one num
Found bitmap red_glow_small.dds -- number 517
Glow point bank 1 texture num is 584767 for 'fighter13.pof'
Glow point bank texture not found for 'fighter13.pof', setting as the normal one num
Glow point bank 2 texture num is 713044 for 'fighter13.pof'
Glow point bank texture not found for 'fighter13.pof', setting as the normal one num
Found bitmap red_glow_small.dds -- number 517
Glow point bank 3 texture num is 584767 for 'fighter13.pof'
Glow point bank texture not found for 'fighter13.pof', setting as the normal one num
Found bitmap ABTrail.dds -- number 521
Found bitmap thrusterglow01.dds -- number 522
Found bitmap thrusterglow01a.dds -- number 523
Found bitmap thruster02-01.dds -- number 524
Found bitmap thruster02-01a.dds -- number 525
Found bitmap thruster03-01.dds -- number 526
Found bitmap thruster03-01a.dds -- number 527
Loading lokihtl.dds for the first time.
Loading lokihtl.dds (1024x1024x24)
Fast-unloading lokihtl.dds.  1024x1024x24
Loading lokihtl-glow.dds for the first time.
Loading lokihtl-glow.dds (1024x1024x24)
Fast-unloading lokihtl-glow.dds.  1024x1024x24
Loading lokihtl-shine.dds for the first time.
Loading lokihtl-shine.dds (1024x1024x32)
Fast-unloading lokihtl-shine.dds.  1024x1024x32
Loading lokihtl-normal.dds for the first time.
Loading lokihtl-normal.dds (1024x1024x32)
Fast-unloading lokihtl-normal.dds.  1024x1024x32

Note: somehow :confused:, I managed to enter the tachroom. However, it froze when I switched from the Erinyes to the Loki.

P.S. The Loki is yet another ship that f%@#s up.
Title: Re: 3_6_10 freezing
Post by: Jeff Vader on December 13, 2008, 01:00:07 pm
Believe me, just for kicks: you did not do anything wrong. You had two sets of MediaVPs. That was not good. You now should have only one set. That is good.

Now, try the following: delete all files under \freespace2\data\cache and \freespace2\mediavps\data\cache. Trust me. Unlike on some other, angrier forums, we here at HLP don't want you to break anything. We're merely trying to help you.
Title: Re: 3_6_10 freezing
Post by: Enioch on December 13, 2008, 01:06:36 pm
Believe me, just for kicks: you did not do anything wrong. You had two sets of MediaVPs. That was not good. You now should have only one set. That is good.

Now, try the following: delete all files under \freespace2\data\cache and \freespace2\mediavps\data\cache. Trust me. Unlike on some other, angrier forums, we here at HLP don't want you to break anything. We're merely trying to help you.

Sorry; I did not mean to go all rant-y. And thank you.

This time I did not make it to the techroom. Absolut vodka! (ehhhh...absolute freezing) :D

Title: Re: 3_6_10 freezing
Post by: FUBAR-BDHR on December 13, 2008, 03:59:17 pm
Can you run debug again and post the full log.

What build of 3.6.10 are you using?
Title: Re: 3_6_10 freezing
Post by: Enioch on December 14, 2008, 02:38:16 am
Right.

I'm using this build: http://www.hard-light.net/forums/index.php/topic,58258.0.html

And I've attached the log; sorry for breaking it, but it was just over the max attachment size.

The game froze when I tried to enter the techroom. Again :doubt:.

And btw, how come everything 'works' (no freezes. At all) if I play with -no_glsl ?  :confused:

EDIT: Dl'ed and tried the 4993 nightly. Still no luck.

[attachment stolen by Slimey Goober]
Title: Re: 3_6_10 freezing
Post by: castor on December 14, 2008, 04:15:44 am
Sure you don't have any non-retail stuff in /data folders?
Title: Re: 3_6_10 freezing
Post by: Enioch on December 14, 2008, 04:59:07 am
Absolutely
Title: Re: 3_6_10 freezing
Post by: Water on December 14, 2008, 05:30:42 am
I remember you couldn't have spaces in the file path name. Does that not apply any more?

C:\Program Files\Freespace2\
vs
C:\Freespace2\
Title: Re: 3_6_10 freezing
Post by: Enioch on December 14, 2008, 05:40:23 am
I remember you couldn't have spaces in the file path name. Does that not apply any more?

C:\Program Files\Freespace2\
vs
C:\Freespace2\

Beg your pardon? :wtf:

My root folder is

C:\Program Files\Freespace2\

but I never had problems with 3_6_9...I  don't think it applies any more, sorry.
Title: Re: 3_6_10 freezing
Post by: Jeff Vader on December 14, 2008, 06:01:03 am
Not sure if it applied in retail, but with FSO it has been fixed for some time now.
Title: Re: 3_6_10 freezing
Post by: Herra Tohtori on December 14, 2008, 06:20:28 am
And btw, how come everything 'works' (no freezes. At all) if I play with -no_glsl ?  :confused:


Because your GPU and it's drivers are failing painfully with Shader Model 3 and OpenGL (2.2), which are required for using GLSL. Setting the game to not use glsl makes the game use fixed render pipeline, which the GPU handles without failing.

Since it's probably the most relevant section of your debug logs, this is what happens when the game is initializing OpenGL on your system:

Code: [Select]
Initializing OpenGL graphics device at 800x600 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 X1950 Pro
  OpenGL Version    : 2.1.8304 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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  b-v.sdr / b-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  l-v.sdr / null-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
WARNING: built-in varying gl_TexCoord [0] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [0] has mismatched access semantics between the vertex and fragment shader
 
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...
Vertex shader compiled with warnings:
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader compiled with warnings:
Fragment shader was successfully compiled to run on hardware.

Shader linked with warnings:
Fragment shader(s) linked, vertex shader(s) linked.
 

  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!


...and here's the last 56 lines starting from selecting the Tech Room:

Code: [Select]
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Releasing bitmap MainHall1.pcx in slot 472 with handle 328222
Releasing bitmap MainHall1-m.pcx in slot 473 with handle 332973
Loading TechShipData-M.pcx for the first time.
Loading TechShipData-M.pcx (640x480x8)
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: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
For "fighter01.pof" I couldn't find ulsss-debris-glow.ani
For "fighter01.pof" I couldn't find ulsss-debris-shine.ani
For "fighter01.pof" I couldn't find ulsss-debris-normal.ani
For "fighter01.pof" I couldn't find glass-glow.ani
For "fighter01.pof" I couldn't find glass-normal.ani
For "fighter01.pof" I couldn't find tckpt-glow.ani
For "fighter01.pof" I couldn't find tckpt-shine.ani
For "fighter01.pof" I couldn't find tckpt-normal.ani
Glow point bank 0 texture num is 594267 for 'fighter01.pof'
Glow point bank texture not found for 'fighter01.pof', setting as the normal one num
Glow point bank 1 texture num is 599018 for 'fighter01.pof'
Glow point bank texture not found for 'fighter01.pof', setting as the normal one num
Glow point bank 2 texture num is 603769 for 'fighter01.pof'
Glow point bank texture not found for 'fighter01.pof', setting as the normal one num
Glow point bank 3 texture num is 608520 for 'fighter01.pof'
Glow point bank texture not found for 'fighter01.pof', setting as the normal one num
Found bitmap red_glow_small.dds -- number 517
Glow point bank 4 texture num is 594267 for 'fighter01.pof'
Glow point bank texture not found for 'fighter01.pof', setting as the normal one num
Frame  0 too long!!: frametime = 0.801 (0.801)
Loading TechShipData.pcx for the first time.
Loading TechShipData.pcx (640x480x16)
Fast-unloading TechShipData.pcx.  640x480x16
Loading tckpt.dds for the first time.
Loading tckpt.dds (256x256x32)
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Loading ulsss.dds for the first time.
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Loading ulsss-glow.dds for the first time.
Loading ulsss-glow.dds (256x512x24)
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Loading ulsss-shine.dds for the first time.
Loading ulsss-shine.dds (512x1024x32)
Fast-unloading ulsss-shine.dds.  512x1024x32
Loading cubemap.dds for the first time.
Loading cubemap.dds (512x512x24)
Fast-unloading cubemap.dds.  512x512x24
Loading ulsss-normal.dds for the first time.
Loading ulsss-normal.dds (512x1024x32)
Fast-unloading ulsss-normal.dds.  512x1024x32
Loading glass.dds for the first time.
Loading glass.dds (32x32x32)
Fast-unloading glass.dds.  32x32x32
Loading glass-shine.dds for the first time.
Loading glass-shine.dds (32x32x32)
Fast-unloading glass-shine.dds.  32x32x32
Title: Re: 3_6_10 freezing
Post by: Enioch on December 14, 2008, 07:42:29 am
Huh? :wtf:

Quote
Because your GPU and it's drivers are failing painfully with Shader Model 3 and OpenGL (2.2), which are required for using GLSL. Setting the game to not use glsl makes the game use fixed render pipeline, which the GPU handles without failing.

I don't get it. I'm running the latest drivers and my GPU is SM3 and OGL2 compatible.

And I don't get what you're trying to say with those log snips. I'm not saying you're wrong; just that I don't understand; half of what I read in those logs is perfectly incomprehensible to me.

BUT; you may have a point: I've dl'ed and run the OpenGl extensions thingy and it says I have OGL version 2.1, not 2.2. Can I update in any way?
Title: Re: 3_6_10 freezing
Post by: Herra Tohtori on December 14, 2008, 10:44:15 am
Huh? :wtf:

I don't get it. I'm running the latest drivers and my GPU is SM3 and OGL2 compatible.

Actually, no. Apparently the Shader Model 3 capacity was pretty much added to these cards via driver hack after the chips were already designed, so it's kinda flakey. I wouldn't call it fake support, but it's definitely not as good as it should be... Zacam can explain this in better details, I don't fully know the story myself, but based on what I read from the irc logs that's pretty much the gist of it.


Quote
And I don't get what you're trying to say with those log snips. I'm not saying you're wrong; just that I don't understand; half of what I read in those logs is perfectly incomprehensible to me.


Mostly a service to people who do know what to look at - now they don't need to open the txt files, search these two (probably most important) sections relevant to the issue, 'cause they can read them directly from the forums.
Title: Re: 3_6_10 freezing
Post by: Reprobator on December 15, 2008, 02:40:13 am
I got a x1900xt and i had the same kind of problem, it  seems to be a open gl driver problem for me,

As i use latset driver , freespace freeze with the glsl/normal map feature on, to avoid it, i use a 2006 open gl driver (atioglx.dll )
I got it bakced up and i replace the new one that come with the catalyst with the old one and everything runs smooth again!.
i ve try with other open gl games (doom3 and other and it doesn't seems to have a problem with the latest atiogl... )


 
Title: Re: 3_6_10 freezing
Post by: Enioch on December 15, 2008, 03:41:10 am
Actually, no. Apparently the Shader Model 3 capacity was pretty much added to these cards via driver hack after the chips were already designed, so it's kinda flakey. I wouldn't call it fake support, but it's definitely not as good as it should be... Zacam can explain this in better details, I don't fully know the story myself, but based on what I read from the irc logs that's pretty much the gist of it.

Right. I've been monitoring the 3_6_10 release thread, and this really seems to be the problem. No matter; I'll just have to make do with simply the new htl models, as a GPU change is beyond my budget at this point.

Just a question, though, if you don't mind:

How come that if I return the mvps I had in my root folder (see page 1 of this thread and YES, I know that they shouldn't be there; I'm just messing around! :D) as well as that (old) sdr1119.vp, I can see the models with normal maps, albeit only for a while?   :confused: I mean, if the support was wrong, it would crash me then and there, as it does now when I try to enter the techroom with glsl on.

And how come the normal maps in other games, like Oblivion, work fine? (Just a guess: Oblivion doesn't need SM3 and OGL2.2? Or GLSL?)

As i use latset driver , freespace freeze with the glsl/normal map feature on, to avoid it, i use a 2006 open gl driver (atioglx.dll )
I got it bakced up and i replace the new one that come with the catalyst with the old one and everything runs smooth again!.
i ve try with other open gl games (doom3 and other and it doesn't seems to have a problem with the latest atiogl... )

Yeah, but don't tell me that you can see normal maps with a 2006 OGL .dll? :eek2: From what I understand, you only manage to avoid freezes and lose the glsl. So, why should I mess with my drivers, if I can just play with -no_glsl?

Oh, and many thanks to all of you, guys! :yes:
Title: Re: 3_6_10 freezing
Post by: Reprobator on December 15, 2008, 12:23:04 pm
Nah  :p

Believe me or not, the normal maps and all the glsl stuff work fine with the ogldll!

I know that cause i make some model for freespace2 and i ve made some test with normal mapping and a pure white texture  :)

i can share it for you if you want (just backup your actual aitioglx.dll in antoher place and copy this one instead, i don t know if you need to reboot ) and test it
Title: Re: 3_6_10 freezing
Post by: Herra Tohtori on December 15, 2008, 12:34:56 pm
I wonder if it would actually work by copying the atioglx.dll in question into FreeSpace2 directory. I doubt it though, but it's worth a try.
Title: Re: 3_6_10 freezing
Post by: Reprobator on December 15, 2008, 12:37:26 pm
not necessary for me just download the following dll and try this one (backup your old dll and copy this one in the windows\system32 folder

http://www.megaupload.com/fr/?d=805FDBQX

i hope it ll work for you.
Title: Re: 3_6_10 freezing
Post by: Reprobator on December 16, 2008, 04:39:18 am
did it work? :confused:
Title: Re: 3_6_10 freezing
Post by: Sardaukar on December 16, 2008, 04:47:36 am
Hi

for me it worked, but now the cutscenes are shown in very little size on the side of the monitor


I think also this is a temporary solution because the atioglx.dll you shared is a very old version of Ati OpenGL driver


p.s.

It worked also putting the atioglx.dll into the main FreeSpace 2 folder
Title: Re: 3_6_10 freezing
Post by: Reprobator on December 16, 2008, 04:55:10 am
Yep i got that problem too but it depend on the builds, some do not have this problem with this dll .

I know that s temporary i d prefer to be able to use the latest one but at least it works for now (we just still got the shivan beam bug remain though.)


Title: Re: 3_6_10 freezing
Post by: Sardaukar on December 16, 2008, 04:59:54 am
Now I try some mission to see if there are problems with graphics



however, thanks for the file
Title: Re: 3_6_10 freezing
Post by: Herra Tohtori on December 16, 2008, 05:19:36 am
It worked also putting the atioglx.dll into the main FreeSpace 2 folder


Now THAT is very good news, because that means people wouldn't be required to replace the Windows\system32\atioglx.dll file, which means that the newer file would be used with every other game. :)

I just hope the fix works on wider scale of implementation.
Title: Re: 3_6_10 freezing
Post by: Reprobator on December 16, 2008, 06:09:35 am
That s a good news however it can't be considered as a fix :

New player that'll want to play with the 3.6.10 build + mediavp will have to be informed for this or they'll be lost .
Title: Re: 3_6_10 freezing
Post by: Zacam on December 16, 2008, 06:51:58 am
Reprobator: See my post in the Radeon thread and if you could generate a log file to show off, that would be handy.
Title: Re: 3_6_10 freezing
Post by: Enioch on December 16, 2008, 07:36:40 am
@Reprobator: Glad you managed to solve the issue.  :yes: But that .dll is probably a WinXP driver, because when I cpy it (in my Win32 or freespace root folder) I get a total crash, the minute I start the game. (Freespace has stopped working, Windows is looking for a solution).  :mad:

I'm running Vista HP. So, if you don't mind, tell me which driver you're posting (Catalyst version) so I can find the right Vista .dll

Thanks, and, again, nice going! Sardaukar, glad for you as well, mate!  :D
Title: Re: 3_6_10 freezing
Post by: Zacam on December 16, 2008, 07:39:11 am
Catalyst 7.1.

http://ati.amd.com/support/drivers/vista32/previous/common/common-cat71-vista32.html
Title: Re: 3_6_10 freezing
Post by: Enioch on December 16, 2008, 07:51:28 am
Thanks! dl'ing and trying them out!
Title: Re: 3_6_10 freezing
Post by: Enioch on December 16, 2008, 08:07:56 am
nope. Still not right. FS works with glsl enabled in the launcher, but I get no normals. Like so:


[attachment stolen by Slimey Goober]
Title: Re: 3_6_10 freezing
Post by: Herra Tohtori on December 16, 2008, 08:14:56 am
Check that you have the normals enabled in the launcher, and that you have de-selected -no_glsl (These suggestions are in the Just Making Sure category, I presume you have already done these changes...).

Then, post a debug log, it tells us much more than a screenshot of incredibly low resolution. :p
Title: Re: 3_6_10 freezing
Post by: Enioch on December 16, 2008, 08:30:28 am
Check that you have the normals enabled in the launcher, and that you have de-selected -no_glsl (These suggestions are in the Just Making Sure category, I presume you have already done these changes...).

I have.  :p

Then, post a debug log, it tells us much more than a screenshot of incredibly low resolution. :p

lol.  :D Sorry. Here you go. I entered the techroom, saw a few ships spinning (including Hatshepsut and Medusa), saw no normal maps; then for the heck of it I started the first training mission with a new pilot.

EDIT: I probably should mention, that any ship larger than a fighter stutters like mad. The Fenris rotation has a max of ~20 frames and it 'snaps' from one to the other.

[attachment stolen by Slimey Goober]
Title: Re: 3_6_10 freezing
Post by: Jeff Vader on December 16, 2008, 01:52:35 pm
Code: [Select]
  -img2ddsTurn that off. It only ruins things.
Title: Re: 3_6_10 freezing
Post by: Enioch on December 17, 2008, 01:38:45 am
Code: [Select]
  -img2ddsTurn that off. It only ruins things.

Yes, but disabling it doesn't seem to fix anything.

The game still stutters. And I don't see any normal maps on any ship (I'm using the AmAdv as a yardstick, because it's white and flat). But GLSL is enabled in the launcher, even though it seems not to be doing anything.

Ships that really stutter: Fenris&Levy +any destroyer size and above. The Aten is a nightmare. Weirdly, the Vasudan gas miner (anukhet??) spins with no lag at all; just like a fighter.

And here is today's debug log:

[attachment stolen by Slimey Goober]
Title: Re: 3_6_10 freezing
Post by: Reprobator on December 17, 2008, 04:02:39 am
Vista+ati x1xxx = totally unlucky for now  :(
i got a laptop with a ati x1600 and vista , no way to make glsl work for me.


I gave up for the laptop as it s gone back to support (power failure)
Title: Re: 3_6_10 freezing
Post by: kkmic on December 20, 2008, 05:00:05 pm
And, to sum up,  is there an option for the ATi X1xxx owners? (I have a X1650 and the same problem, in both windows and linux).

Beside the -no_glsl flag i mean...
Title: Re: 3_6_10 freezing
Post by: Wanderer on December 21, 2008, 04:24:38 am
Well.. not much we can do actually apart from some one writing whole new code & shaders for the X1xxx series cards... ATI made rather bad choice (at least in hindsight) by not supporting vertex texture fetch on the X1xxx series cards.
Title: Re: 3_6_10 freezing
Post by: Zacam on December 21, 2008, 04:48:21 am
ATI x1xxx card owners will have to try various ATi OpenGL file versions to find the one that is right for them if they want Shaders and Normal Maps. Hopefully there is a Vista variant (possible pre-7.1) that will work there or a prior linux kernel driver package.

Why? Because they didn't bother making their **** to spec. These shaders are fully SM3.0 qualified _even by ATi's own Render Monkey_. Because they decided to shortcut things by special extensions and call it "Fully Capable" instead of "Marginally Compatible", it does not process SM3 like it should. x3xx/x6xx cards are in an even worse boat, then only have HDR capabililty, and even _that_ is broken.

"But I have other SM 3.0 games, and they run FINE!" Yeah. And how many of them are running in OpenGL and how many of them are running in DX? So far as I can determine, FSO is _the_ only game that is OpenGL First and Foremost _and_ is using SM 3.0. Every other game that _could_ have OpenGL in it (Far Cry, broken especially with HDR on, Serious Sam 2, ugly in anything BUT DX Mode), does it at second best if it even bothers to do it at all.

Having stressed through the hardware (I obtained several ATi cards for free from a PC recycle center from a friend of mine) I can tell you that very little is going to change in the shaders from here on out for those cards, unless some sort of compatible code branch can be written in to the engine (which is a headache and a half times ten from what I gather). And given how much work would have to go in to making ATi specific copies of the shaders that at best won't do much for the performance on these cards because of a total lack of support for Vertex Texture Fetch, -no_glsl seems the better option all the way around.

And for the idea of SM 2. Potentially, a lot of the shader stuff could be SM2 and the higher end stuff could be SM 3. But you would still be in the same boat, because guess which of the two controls the normals and the ability to have the env acting on them? SM 3. And what could be converted to run SM 2 would see no benefit to it on SM3 capable systems and in fact could even slow it down.

I am still keeping the idea and options open. Because, by and large, I hate being defeated. But if you can't find an ATi opengl file to work things for you, then -no_glsl is the only other option.
Title: Re: 3_6_10 freezing
Post by: Member! on December 21, 2008, 12:00:08 pm
Hello everyone. I’m new here and I would like to thank everyone for your awesome support and dedication.
I also had experienced freezing problem with my X1950XT and x1950Pro Video cards. Here is what I have discovered.
In December 07 ATI removed 22 extensions from OpenGL, thus causing the problems. All ATI drivers starting with 7.12 will cause many GL games not to function properly. Also I would like to say that latest ATI 8.12 drivers have completely broke OpneGL on all Radeon X1K series.
One solution is to simply use older 7.11 drivers. Other, is to upgrade to latest Catalyst then put a copy of atioglxx.dll from Cat 7.11 into main folder of game that stopped working. Example: Copy atioglxx.dll to c:\games\freespace2.
What I did is this:
Installed Catalyst 8.10 and replaced atioglxx.dll in C:\Windows\system32 folder with atioglxx.dll from Cat 7.11 thus fixing this GL problem globally. 
Here is the good info on how to extract atioglxx.dll from Cat 7.11
http://www.game-warden.com/forum/showthread.php?t=6270.
 
So, now I can play Freespace without any problems, naturally this will make intro movie play in the left corner, but oh well. I can live with that for now. ;)
Title: Re: 3_6_10 freezing
Post by: Zacam on December 22, 2008, 01:11:36 am
Thank you. We already managed to determine as much in the Freespace Upgrade thread (read: HERE (http://www.hard-light.net/forums/index.php/topic,58371.0.html)), though in some cases an even older Catalyst OpenGL driver is needed. (7.1).

We also know why it breaks on the older hardware (Lack of Vertex Texture Fetch and the fact that the newer drivers support it on the HD series cards, but you cannot have both VTF and Render To Vertex Buffer in the same driver).

This issue however does not seem to address usability under Vista, which will be the next thing that I test.

I am also a little leary of suggesting to people to global replace the system catalyst driver for OpenGL, even if it does make it more compatible with the hardware. I would either recommend running the driver package in it's entirety or use the OpenGL file locally in any game that needs it.
Title: Re: 3_6_10 freezing
Post by: ShivanSpS on February 10, 2009, 03:11:56 am
What i dont know, if the X1K cards lacks the VFT hardware capability, why DX games can run using SM3?

Maybe they still do the VFT via software under DX???