Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: Admiral Nelson on December 14, 2008, 01:00:01 pm

Title: RELEASE: Warzone
Post by: Admiral Nelson on December 14, 2008, 01:00:01 pm
Quote
In the midst of another Shivan invasion of the GTVA home systems a mystery begins to unravel itself, and the implications may have a lasting effect on the longevity of the Alliance.

Join the GTD Warlock and its crew as they try to unravel a mystery and defend the GTVA from its enemies. The question is, who is your enemy?

The FSCRP team is proud to bring you this overhaul of the classic campaign Warzone.  This 19 mission campaign, one of the most noteworthy yet made, has been extensively bugfixed and otherwise brought up to date with the latest developments in the Freespace world.

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/Warzone.jpg)

Download from filefront (http://files.filefront.com/Warzone+36107z/;12653539;/fileinfo.html).

Sectorgame Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=503).

FSMods Mirror (http://www.freespacemods.net/download.php?view.444).
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on December 15, 2008, 12:25:54 am
I hope everyone enjoys this.  A LOT of work went into it.

I also sincerely hope we addressed all the bugs =)
Title: Re: RELEASE: Warzone
Post by: Rick James on December 15, 2008, 12:29:14 am
I hope everyone enjoys this.  A LOT of work went into it.

I also sincerely hope we addressed all the bugs =)

'Fraid not.

Quote
Warning: Couldn't find goal name Convoy in mission WarzoneE2M1.fs2.
Returning false for goal-true function.
File: sexp.cpp
Line: 10937


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081213_r4993.exe 0084a82a()
    fs2_open_3_6_10d-20081213_r4993.exe 0084a0db()
    fs2_open_3_6_10d-20081213_r4993.exe 00824441()
    fs2_open_3_6_10d-20081213_r4993.exe 0084a7a8()
    fs2_open_3_6_10d-20081213_r4993.exe 0082e218()
    fs2_open_3_6_10d-20081213_r4993.exe 0084adbf()
    fs2_open_3_6_10d-20081213_r4993.exe 0085fca1()
    fs2_open_3_6_10d-20081213_r4993.exe 00ac6b35()
    fs2_open_3_6_10d-20081213_r4993.exe 0073bcf6()
    fs2_open_3_6_10d-20081213_r4993.exe 00950656()
    fs2_open_3_6_10d-20081213_r4993.exe 0073a836()
    fs2_open_3_6_10d-20081213_r4993.exe 00950c28()
    fs2_open_3_6_10d-20081213_r4993.exe 0073de88()
    fs2_open_3_6_10d-20081213_r4993.exe 0073e11e()
    fs2_open_3_6_10d-20081213_r4993.exe 00c915e6()
------------------------------------------------------------------

I got this immediately after completing the mission wherein
Spoiler:
the player is tasked with protecting the convoy going into the Knossos subspace portal.

When I clicked "No" on the error box to continue to the debriefing, everything looked peachy because I was able to complete all the objectives. But when I go on to continue to the next mission, the game gives me the "You have failed a mission cannot proceed blah blah" message.
Title: Re: RELEASE: Warzone
Post by: IceFire on December 15, 2008, 10:01:54 am
My thanks to the team for their work on bringing one of my old campaigns back to life.  Its really exciting to see it again!  I haven't properly played it through yet but I'm looking forward to doing so!
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on December 15, 2008, 12:09:09 pm
'Fraid not.

Quote
Warning: Couldn't find goal name Convoy in mission WarzoneE2M1.fs2.
Returning false for goal-true function.
File: sexp.cpp
Line: 10937


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081213_r4993.exe 0084a82a()
    fs2_open_3_6_10d-20081213_r4993.exe 0084a0db()
    fs2_open_3_6_10d-20081213_r4993.exe 00824441()
    fs2_open_3_6_10d-20081213_r4993.exe 0084a7a8()
    fs2_open_3_6_10d-20081213_r4993.exe 0082e218()
    fs2_open_3_6_10d-20081213_r4993.exe 0084adbf()
    fs2_open_3_6_10d-20081213_r4993.exe 0085fca1()
    fs2_open_3_6_10d-20081213_r4993.exe 00ac6b35()
    fs2_open_3_6_10d-20081213_r4993.exe 0073bcf6()
    fs2_open_3_6_10d-20081213_r4993.exe 00950656()
    fs2_open_3_6_10d-20081213_r4993.exe 0073a836()
    fs2_open_3_6_10d-20081213_r4993.exe 00950c28()
    fs2_open_3_6_10d-20081213_r4993.exe 0073de88()
    fs2_open_3_6_10d-20081213_r4993.exe 0073e11e()
    fs2_open_3_6_10d-20081213_r4993.exe 00c915e6()
------------------------------------------------------------------

I got this immediately after completing the mission wherein
Spoiler:
the player is tasked with protecting the convoy going into the Knossos subspace portal.

When I clicked "No" on the error box to continue to the debriefing, everything looked peachy because I was able to complete all the objectives. But when I go on to continue to the next mission, the game gives me the "You have failed a mission cannot proceed blah blah" message.

I hate it when campaign bugs slip through.

OK, until such time as a fixed VP is posted, place the attached file in warzone\data\missions to apply the fix.  It should resolve the issue.

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: Warzone
Post by: SF-Junky on December 15, 2008, 12:39:09 pm
Great thing, I've been waiting for this for some time now! :yes: :)

Since I'd like to safe me this for my Christmas holydays next week, I've just played the first two missions for now, but so far it seems to be good work. A bit pitty that the voice acting didn't get finished, but that doesn't matter. Just one peanut: In the first mission you can still give the Disen orders to attack and destroy targets.

Looking forward to play Warzone again!
Title: Re: RELEASE: Warzone
Post by: Rick James on December 15, 2008, 06:47:18 pm
I hate it when campaign bugs slip through.

OK, until such time as a fixed VP is posted, place the attached file in warzone\data\missions to apply the fix.  It should resolve the issue.

Sweet, thanks!
Title: Re: RELEASE: Warzone
Post by: blowfish on December 15, 2008, 06:55:24 pm
Cool.  Does it use the Shivan secondaries from the new mediavps?
Title: Re: RELEASE: Warzone
Post by: Admiral Nelson on December 15, 2008, 09:36:28 pm
All these releases do.
Title: Re: RELEASE: Warzone
Post by: blowfish on December 15, 2008, 09:45:49 pm
Thanks for the info :)
Title: Re: RELEASE: Warzone
Post by: Renegade Paladin on December 16, 2008, 05:12:28 pm
The mission entitled Tangled Web sucks.  There's one wave of Shivan fighters which rapidly die to Theta wing before you even get there and then... nothing.  At least 45 minutes of nothing; that's all I cared to wait on. 
Title: Re: RELEASE: Warzone
Post by: dragonsniper on December 16, 2008, 05:32:48 pm
The mission entitled Tangled Web sucks.  There's one wave of Shivan fighters which rapidly die to Theta wing before you even get there and then... nothing.  At least 45 minutes of nothing; that's all I cared to wait on. 
45 minutes of waiting isn't fun...

Is it a good campaign to download?
Title: Re: RELEASE: Warzone
Post by: Renegade Paladin on December 16, 2008, 05:44:59 pm
It's good up until that point, yes.  I'm guessing that Theta was supposed to die to the first wave rather than the other way around (they're the fighters you're relieving, and they start with heavy damage, but they still win) and that their destruction is probably the trigger for further events.  If this is the case, then it needs fixing. 
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on December 16, 2008, 09:35:42 pm
It's good up until that point, yes.  I'm guessing that Theta was supposed to die to the first wave rather than the other way around (they're the fighters you're relieving, and they start with heavy damage, but they still win) and that their destruction is probably the trigger for further events.  If this is the case, then it needs fixing. 

You've somehow managed to locate a bug that no one triggered in testing.  I've just ripped through the mission in FRED and from your general description I can't find any likely triggers of the behaviour you're experiencing.  Which means to fix this little bug I need some more information from you, including:

-The FreeSpace Open build you're using.
-Any mods besides Warzone enabled (including mediavp versions).
-And one vital question:  Does Mjolnir 2 get destroyed 30 seconds into the missions? (It's set to self-destruct in FRED).

EDIT:  Having just tested this in the Dec 15 nightly build of FSO with the 3.6.10 MVPs, I cannot duplicate your bug report.  I'm going to need more information.  Have you tried replaying the mission?  Do you get the order to destroy Aries wing?  Does the Amerton jam Shivan targeting of beams?
Title: Re: RELEASE: Warzone
Post by: Admiral Nelson on December 17, 2008, 08:28:40 am
I have tried this a bunch of times, too.  I can not reproduce, either.
Title: Re: RELEASE: Warzone
Post by: Renegade Paladin on December 17, 2008, 08:49:54 am
-And one vital question:  Does Mjolnir 2 get destroyed 30 seconds into the missions? (It's set to self-destruct in FRED).
No.  No it does not.  And I'm still using 3.6.9, having not bothered to update yet; I've been meaning to get to it. 

Edit:  Just downloaded the 3.6.10 build.  Now to see if it works. 
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on December 17, 2008, 11:35:11 am
-And one vital question:  Does Mjolnir 2 get destroyed 30 seconds into the missions? (It's set to self-destruct in FRED).
No.  No it does not.  And I'm still using 3.6.9, having not bothered to update yet; I've been meaning to get to it. 

Edit:  Just downloaded the 3.6.10 build.  Now to see if it works. 

A key trigger in that mission is the arrival of Aries wing and the destruction of Mjolnir 2.  That is probably where you're seeing the block.  Why that would happen in 3.6.9 I have no idea, but see if it happens in the latest 3.6.10 nightly build.  Chances are you've stumbled on a bug limited to the older version of FSOpen.
Title: Re: RELEASE: Warzone
Post by: Renegade Paladin on December 17, 2008, 11:38:36 am
Yes, I did.  It works in 3.6.10. 

However, I now have another bug.  In the mission "Northwest Passage" I completed all the objectives, didn't screw up a one, completed the bonus objectives, and then stuck around until I killed every last Shivan fighter... and failed the mission. 

The briefing said I succeeded, and even congratulated me for saving the cruiser, but when I tried to accept it said I couldn't because I failed.  What gives? 

Edit:  Yeah, not just a fluke.  It did it again. 
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on December 17, 2008, 12:54:07 pm
Yes, I did.  It works in 3.6.10. 

However, I now have another bug.  In the mission "Northwest Passage" I completed all the objectives, didn't screw up a one, completed the bonus objectives, and then stuck around until I killed every last Shivan fighter... and failed the mission. 

The briefing said I succeeded, and even congratulated me for saving the cruiser, but when I tried to accept it said I couldn't because I failed.  What gives? 

Edit:  Yeah, not just a fluke.  It did it again. 

Did you apply the patched missions file above?  Someone else had this problem and I posted a fix already.  It has not been patched into the VP yet on the off chance there are any OTHER bugs we missed that need fixing.

That problem is an issue with the campaign file; we changed that missions significantly (because it had some ugly problems) and the goals were never updated in the campaign file itself.
Title: Re: RELEASE: Warzone
Post by: Renegade Paladin on December 17, 2008, 01:37:49 pm
No, I didn't.  I even read that earlier and for some reason forgot about it before I got to the mission.   :nervous:

Anyway, warzone\data doesn't have a \missions folder.  I created it and stuck the file in it; I hope that was the right thing to do.  Trying it now. 
Title: Re: RELEASE: Warzone
Post by: Renegade Paladin on December 17, 2008, 05:34:34 pm
And that fixed it.  No more bugs; I've beaten the campaign. 

And I have one observation:  Happiness is bay full of Helios bombs and a Maxim cannon thundering away as you bear down on a Ravana destroyer.   :D
Title: Re: RELEASE: Warzone
Post by: uk_john on December 18, 2008, 02:14:53 pm
I am new to all this - where to I go to find out where to install files- there are no readme in any of these campaigns. FOr example, in the Warzone campaign I do not get a warzone folder in the zipfile, no readme to tell me to create a warzone folder - and where, and I am left with 2 or 3 files with no way to know where thy go. Two of the campaigns have mod.ini files, so I know that cannot just go into the main folder. I wish mod producers would take into account not all users are going to be FS2 grognards!

EDIT:  It's alright - I think. Found information at The Freespace Oracle. A sentence or two somewhere at the top  of this thread (and others) would not have gone amiss.

The above doesn't mean I do not appreciate the hard work that must have gone into this and other mods and that I am not over the moon to be able to play them! :)
Title: Re: RELEASE: Warzone
Post by: dragonsniper on December 18, 2008, 04:55:43 pm
:welcomeblue:

the hard work that must have gone into this and other mods
A lot of work went into these I'm sure. :D These guys have done brilliant.
Title: Re: RELEASE: Warzone
Post by: Jeff Vader on December 19, 2008, 02:47:40 am
I am new to all this - where to I go to find out where to install files- there are no readme in any of these campaigns. FOr example, in the Warzone campaign I do not get a warzone folder in the zipfile, no readme to tell me to create a warzone folder - and where, and I am left with 2 or 3 files with no way to know where thy go. Two of the campaigns have mod.ini files, so I know that cannot just go into the main folder. I wish mod producers would take into account not all users are going to be FS2 grognards!

EDIT:  It's alright - I think. Found information at The Freespace Oracle. A sentence or two somewhere at the top  of this thread (and others) would not have gone amiss.
Well, since these are FreeSpace mod installing basics, people probably assume that everyone has read the FAQ or knows otherwise where to put campaigns. Though I'd also like it if every campaign listed installation instructions at least in the readme. At least that's how I learnt to install mods (ITHOV had a clear readme).
Title: Re: RELEASE: Warzone
Post by: phreak on December 22, 2008, 12:46:05 am
I found a block in the first mission when you're station on the Taneten (Dusk Hour, E2M4).  I destroyed the Kebla before all possible wings of Taurus wing were deployed, so Taurus was not marked as destroyed.  This prevented the Kirosi from arriving and progressing the mission.  I remember running into this problem in the original campaign.
Title: Re: RELEASE: Warzone
Post by: Renegade Paladin on December 22, 2008, 01:16:32 pm
Not even the original developers are immune to that block; in the retail campaign, destroying the Sathanas before killing the second wave of fighters results in mission failure.   :rolleyes:
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on December 22, 2008, 11:28:18 pm
I found a block in the first mission when you're station on the Taneten (Dusk Hour, E2M4).  I destroyed the Kebla before all possible wings of Taurus wing were deployed, so Taurus was not marked as destroyed.  This prevented the Kirosi from arriving and progressing the mission.  I remember running into this problem in the original campaign.

Will be fixed as soon as I get the chance.
Title: Re: RELEASE: Warzone
Post by: phreak on December 23, 2008, 12:09:42 am
You may also want to check if Taurus wing arrives to begin with.
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on December 23, 2008, 12:17:45 pm
You may also want to check if Taurus wing arrives to begin with.

I'll just change the SEXPs so Taurus is independent of the Kebla entirely
Title: Re: RELEASE: Warzone
Post by: phreak on December 24, 2008, 01:13:17 am
There is one other thing that has bothered me so far.  The missions that feature the Comm Nodes should probably be set to self-destruct if either their "Core" or "Crystal" subsystems are destroyed.
Title: Re: RELEASE: Warzone
Post by: SF-Junky on December 24, 2008, 06:12:52 am
Just finished the campaign. Really very, very nice work!  :yes: Expecially the planet models a really cute. I hope you don't mind if I use them in my own campaigns.

A few minor things:

E2M1
- You might like to give the convoy ships a special warp-out
- Lambda wing supposed to launch from the GVD Tatenen?

E2M6
- In Briefing stage 4 the Vidar is shown as GTF Ulysses class

E3M3
- That cruiser is once named "Castigar" and once "Casitgar"
- In the Briefing, Alpha wing is shown as Erinyes, but in fact they fly Perseus
- The RTB order in the directives window shows up way to early

E3M5
- Would be a nice detail, if Omega transport would actually dock with the Vidar and not just hold its position next to it

E3M6
- There are no directives in this mission and the RTB directive is marked as done before you jump out

E3M7
This is the only mission where I found one more serious bug:
- Iota and Zeta wings seem to have been ordered to attack random targets, so they do not engage the shivan cruisers. This is really... not good since I can't give them any orders as well. I finished that mission with the Warlock at 7% hull integrity. :nervous:
- You sure this is the right background? I remember having seen that one in another system?
- There is a full stop after the goal text of the secondary goal. MAJOR BUG!!!  :hopping: ;7 :p

That would be it. :)
Title: Re: RELEASE: Warzone
Post by: Admiral Nelson on December 25, 2008, 02:22:03 pm
We should have hired you to do testing. :)
Title: Re: RELEASE: Warzone
Post by: Mobius on December 25, 2008, 02:26:19 pm
We can still get him in, right? :)
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on December 26, 2008, 09:34:35 am
I KNOW we fixed some of those bugs, which makes me think that some less-than-final mission versions made it into the release.

Oh well, we'll fix them again I guess.  I don't have time until after New Year's, so if anyone else can tackle a few that'd be great.
Title: Re: RELEASE: Warzone
Post by: -Norbert- on December 27, 2008, 12:40:59 pm
Is it just me or is the author of the campaign overly fond of suns....
I only remember a single mission with just two suns. Every other had at least three...
And if your screen goes completely white when you fly towards a sun, that's really painfull...

Or is there any way to reduce the glare of the suns to what it was like in retail FS2?


Other than that a great campaign though.
Title: Re: RELEASE: Warzone
Post by: Mobius on December 28, 2008, 01:01:53 pm
If a system is supposed to have more than one sun why wouldn't it have the suns it requires to be as much as realistic as possible?
Title: Re: RELEASE: Warzone
Post by: -Norbert- on December 29, 2008, 08:55:08 am
Well... I never heard of any system that has more than two suns in reality.
And the more important matter: It hurts my eyes. Literally. Unless of course someone knows how I can revert the complete "whiteout" that I get new when turning towards the sun to what it was like in retail FS2.
Title: Re: RELEASE: Warzone
Post by: Admiral Nelson on December 29, 2008, 09:42:35 am
Every mission in Warzone is set in a real life star system.  The number and colors of the stars in each mission are correct, with the exception of Mintaka.  In the game this is a nebula system, whereas in real life it is not.  I changed one of the five stars that constitute Mintaka to a neutron star, assuming that one of its stars had gone supernova, and we just haven't seen it here yet.

The white out effect has given me issues too, there does not seem to be a way to shut it off completely, and setting the luminosity of the star to 0.1 does not remove it.  That said, I also haven't found it really to affect the missions too much, as I have tried to keep the stars close together.
Title: Re: RELEASE: Warzone
Post by: Tinman on December 29, 2008, 01:13:38 pm
People,

you may remember that Warzone is planned to get voice acting.
I am collecting all the voice files for Warzone, and a lot is done already. Thanks to all of you, who sent me their voice files.  :yes:
And thanks to all of you, who are working hard to get it done.

I have opened a repository called WarzoneSCP at https://opensvn.csie.org/ (https://opensvn.csie.org/). A anonymous checkout is allowed so everyone can use it.
I committed (the expanded VP) Warzone directory released in this thread and added the available voice files for E1M1 (and changed the mission file) and will continue to add the voice files for the other missions.

edit:

anonymous checkout is:
svn co http://opensvn.csie.org/WarzoneSCP <your desired directory>

Please, to all of you working on Warzone use this repository so we can combine our efforts for this nice campaign.
All of you who want to commit changes, drop me am PM and I give you access.

MP-Ryan and Admiral Nelson, both of you are working on this, please drop me a PM. I can also help to set up subversion if needed.
Title: Re: RELEASE: Warzone
Post by: Mobius on December 30, 2008, 11:28:55 am
Well... I never heard of any system that has more than two suns in reality.

I heard of systems with 6 stars...
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on January 01, 2009, 12:25:00 pm
People,

you may remember that Warzone is planned to get voice acting.
I am collecting all the voice files for Warzone, and a lot is done already. Thanks to all of you, who sent me their voice files.  :yes:
And thanks to all of you, who are working hard to get it done.

I have opened a repository called WarzoneSCP at https://opensvn.csie.org/ (https://opensvn.csie.org/). A anonymous checkout is allowed so everyone can use it.
I committed (the expanded VP) Warzone directory released in this thread and added the available voice files for E1M1 (and changed the mission file) and will continue to add the voice files for the other missions.

Please, to all of you working on Warzone use this repository so we can combine our efforts for this nice campaign.
All of you who want to commit changes, drop me am PM and I give you access.

MP-Ryan and Admiral Nelson, both of you are working on this, please drop me a PM. I can also help to set up subversion if needed.


I haven't been involved in the voice acting, merely the plot corrections and FRED work.  You can PM me the information if you like but my priority is getting a final version of the Warzone VP out, which was the original intent of this project.  I'm not going to be involved in getting the voice acting in place.
Title: Re: RELEASE: Warzone
Post by: Tinman on January 01, 2009, 02:17:04 pm
This has nothing to to with voice-acting. This repository is a way to combine the work of all people working on the project.

That way I can implement the "+Wave Filename: ***.wav" parts in the mission-files and we can release the voice-acting *.vp later without changing the mission-files later.  And - I do not have to change all the 19 missions again and again to test them. That will improve the work a lot.

So i send you the necessary info.
Title: Re: RELEASE: Warzone
Post by: Macfie on January 01, 2009, 02:59:03 pm
This has nothing to to with voice-acting. This repository is a way to combine the work of all people working on the project.

That way I can implement the "+Wave Filename: ***.wav" parts in the mission-files and we can release the voice-acting *.vp later without changing the mission-files later.  And - I do not have to change all the 19 missions again and again to test them. That will improve the work a lot.

So i send you the necessary info.

We already have a repository on filefront under FSCRP
Title: Re: RELEASE: Warzone
Post by: Mobius on January 01, 2009, 02:59:45 pm
Who made it? Be sure to thank him. :)
Title: Re: RELEASE: Warzone
Post by: Tinman on January 01, 2009, 03:28:20 pm
We already have a repository on filefront under FSCRP

filefront provides a version control system?
Title: Re: RELEASE: Warzone
Post by: Mobius on January 01, 2009, 03:37:53 pm
We have a naming convention for that...
Title: Re: RELEASE: Warzone
Post by: ARSPR on January 03, 2009, 03:54:15 am
Hi, I've just played the first 3 missions and I've noticed some small issues:

Spoiler:
+ In the first one, some of the shivan bombers use cyclops rather than shivan bombs

+ In the second one briefing, you've used a Hecate icon for an Orion  destroyer
Title: Re: RELEASE: Warzone
Post by: blowfish on January 03, 2009, 05:22:05 pm
I think the
Spoiler:
shivan bombs
are still Cyclops because they were originally Cyclops#Short, and no one ever bothered to make a Shivan Bomb#Short to match.

And also, a lot of hostile warships don't show up on the escort list.
Title: Re: RELEASE: Warzone
Post by: CaptJosh on January 03, 2009, 07:33:14 pm
The closest star system to us is in fact a trinary star system, consisting of a G2V yellow dwarf, a K1V yellow dwarf, and a red dwarf. These stars are known as, respectively, Alpha Centauri, Beta Centauri, and Proxima Centauri. If you've never heard of a trinary star system, you really need to actually study some basic astronomy, Norbert. Seriously. Also 40 Eridani is also a trinary star system, which you could find out just from reading Spock's World, by Diane Duane. And those are just the two I can think of off the top of my head.
Title: Re: RELEASE: Warzone
Post by: blowfish on January 04, 2009, 03:48:13 pm
Hmm ...

Code: [Select]
+Formula: ( cond
   (
      ( and
         ( is-previous-goal-true
            "WarzoneE2M1.fs2"
            "Convoy"
         )
         ( is-previous-goal-true
            "WarzoneE2M1.fs2"
            "Convoy 2"
         )
         ( is-previous-goal-true
            "WarzoneE2M1.fs2"
            "Convoy Escort"
         )
      )
      ( next-mission "WarzoneE2M2.fs2" )
   )
   ( ( true ) ( next-mission "WarzoneE2M1.fs2" ) )
)

Except the goals "Convoy" and "Convoy 2" don't exist in the mission :wtf:
Title: Re: RELEASE: Warzone
Post by: Admiral Nelson on January 04, 2009, 04:08:23 pm
The fix for this is in post#4 in this thread.
Title: Re: RELEASE: Warzone
Post by: Rodo on January 09, 2009, 07:43:20 pm
just finished playing this campaign, great work!! damn I wanna know what happens next!! do I have to wait for warzone to get a hint?? ^^
Title: Re: RELEASE: Warzone
Post by: Droid803 on January 09, 2009, 07:46:53 pm
just finished playing this campaign, great work!! damn I wanna know what happens next!! do I have to wait for warzone to get a hint?? ^^
Didn't you just finish Warzone?
You mean BWO?  :confused:
Title: Re: RELEASE: Warzone
Post by: Rodo on January 10, 2009, 03:39:00 pm
just finished playing this campaign, great work!! damn I wanna know what happens next!! do I have to wait for warzone to get a hint?? ^^
Didn't you just finish Warzone?
You mean BWO?  :confused:

yes I just finish playing warzone and I want to know what's going happen next.. I'm confused about the Odin jumping out at the end of the campaing ... (mm was it the Odin.. I don't remember?)
Title: Re: RELEASE: Warzone
Post by: MP-Ryan on January 11, 2009, 04:38:27 am
Spoiler:
We cannot promise you will get any answers about the Odin in BWO or any other Cold Element campaign.  We took a few liberties in the final mission touch-up that deviated from the original mission design.  The disappearance of that ship (look carefully) is one of them, and it's open-ended for a reason.
Title: Re: RELEASE: Warzone
Post by: Rodo on January 11, 2009, 06:17:15 am
Spoiler:
good that's what I wanted to know.

and so there are other mysteries around... mmm I'll replay it!
Title: Re: RELEASE: Warzone
Post by: Mobius on January 11, 2009, 12:44:45 pm
Spoiler:
Ryan told me to place the Odin far away from the battlefield at the end of the campaign and, well, I did it...

:)[/mobius]
Title: Re: RELEASE: Warzone
Post by: Droid803 on January 11, 2009, 07:31:33 pm
I found a bug in the mission where I escort the convoy to the Knossos. After the Tatenen destroys the Moloch, I'm ordered to return to base while there are still a wing of SF Dragons, a wing of Basilisks and a wing of Manticores zipping around. The RTB directive comes up, so I jump out, expecting that its fine to leave things hanging and that there will be 99 wings of SF Dragons waiting for me if I decide to sit there and slug it out.

Lo and behold, I jump out and get a 100% positive 'you passed' debreifing along with saving the GTC Nicholas, though the campaign says I failed and doesn't let me continue.
Title: Re: RELEASE: Warzone
Post by: Rodo on January 12, 2009, 10:05:17 am
I found a bug in the mission where I escort the convoy to the Knossos. After the Tatenen destroys the Moloch, I'm ordered to return to base while there are still a wing of SF Dragons, a wing of Basilisks and a wing of Manticores zipping around. The RTB directive comes up, so I jump out, expecting that its fine to leave things hanging and that there will be 99 wings of SF Dragons waiting for me if I decide to sit there and slug it out.

Lo and behold, I jump out and get a 100% positive 'you passed' debreifing along with saving the GTC Nicholas, though the campaign says I failed and doesn't let me continue.

check first page of this thread, there's an error on the campaign file that makes you loop in that mission even if you succeed, you have to redownload the campaign file again.
Title: Re: RELEASE: Warzone
Post by: Droid803 on January 12, 2009, 06:49:25 pm
Ah crap, I should have saw that.
Instead, I just saw the error thing and went tl;dr.
Title: Re: RELEASE: Warzone
Post by: ARSPR on January 18, 2009, 01:51:16 am
Look at this mantis report: 1870 (http://scp.indiegames.us/mantis/view.php?id=1870)

I upload a fixed mission.

Spoiler:
The problem is that if you knock down the Comm Node too hard and fast, its hull strength can drop jumping the <12 test Guari has in its arrival cue. (For example from 15 to 0 or something like that). In this way, Guari never arrives and the mission can't be finished.

The mission I upload just has a modified arrival Cue for that ship, copying phreak's suggestion from the mantis report.

I've just edited the mission in notepad, rather than FRED2, because new FRED versions make much more changes that I don't know if you really want

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: Warzone
Post by: Droid803 on January 18, 2009, 10:40:21 pm
(http://img.photobucket.com/albums/v423/kc1991/LULZ.png)

DAMN THAT'S ONE AWESOME FREIGHTER. ITS SO MANEUVERABLE AND FAST, I CAN'T EVEN HIT IT!
 :lol:

I saw that an lol'ed.
Great campaign :yes: very intense. I only stopped for a break cause I got killed by friendly anti-cap beam fire.
Title: Re: RELEASE: Warzone
Post by: eliex on January 19, 2009, 12:56:47 am
(http://img.photobucket.com/albums/v423/kc1991/LULZ.png)

DAMN THAT'S ONE AWESOME FREIGHTER. ITS SO MANEUVERABLE AND FAST, I CAN'T EVEN HIT IT!
 :lol:


I had to change the time compression to .25 to even have a chance of killing it with my primaries.
Title: Re: RELEASE: Warzone
Post by: CaptJosh on January 22, 2009, 10:50:01 am
Funny, I kill dragons with primaries more that missiles... And without any time compression or decompression.
Title: Re: RELEASE: Warzone
Post by: Rodo on January 22, 2009, 03:05:43 pm
Funny, I kill dragons with primaries more that missiles... And without any time compression or decompression.

wait wait... how much time does it take you to do that?? sure I can do it myself but it's easier to just shoot a couple of missiles from afar and watch it go down.
Title: Re: RELEASE: Warzone
Post by: eliex on January 22, 2009, 04:49:55 pm
Funny, I kill dragons with primaries more that missiles... And without any time compression or decompression.

That's cool. My primary accuracy is pretty bad that's why I normally fly really fast fighters like the Pegasus so I can close in really quickly to the target.

Title: Re: RELEASE: Warzone
Post by: CaptJosh on January 25, 2009, 10:30:33 am
Well, all I can say is that the only way to get better with your primaries is the same way you get to Carnegie Hall...


Practice, practice, practice
Title: Re: RELEASE: Warzone
Post by: IronForge on February 12, 2009, 08:22:23 pm
wheres the voice? thought FSCRP put in voice?

thanks :confused:
Title: Re: RELEASE: Warzone
Post by: blowfish on February 12, 2009, 08:40:51 pm
I don't think they can do voice acting for every campaign they upgrade.  It's just too much work and takes too long.
Title: Re: RELEASE: Warzone
Post by: Mobius on February 13, 2009, 03:17:08 pm
Exactly. Well, the main issue is finding enough actors...

We're considering an alternate voice acting for Derelict, which may be ambitious.
Title: Re: RELEASE: Warzone
Post by: Mongoose on February 14, 2009, 11:18:20 am

We're considering an alternate voice acting for Derelict, which may be ambitious.

With all due respect, why would there be any need in the world to do that?  The thing's been entirely voiceacted, and (putting any consideration of myself either way out of the picture) quite well, at that.  This community has a hard enough time finding people to voice campaigns that still need it, let alone going back to re-do campaigns that already have completed voicework.
Title: Re: RELEASE: Warzone
Post by: Mobius on February 14, 2009, 03:37:36 pm
I read comments of people who claimed pretty much the opposite, though. There even was an "Alternate voice acting for Derelict"(or similar) thread somewhere.

We will not replace all voices, though...only the ones in dire need of replacement.
Title: Re: RELEASE: Warzone
Post by: Droid803 on February 14, 2009, 03:54:47 pm
Just...no. There are no voices in dire need of replacement because when I played through, I could tell who was who, and the voices were clearly audible.
It's a waste of time.
Just like making four (ok, three) HTL Orions because someone didn't like how one of them looked... There will always be someone who doesn't like something. Nothing's perfect, but both the Voice Acting for Derelict and the HTL Orion are done to an acceptable standard IMO, and priority should be given to stuff that hasn't been done before redoing what already has.
Title: Re: RELEASE: Warzone
Post by: Mobius on February 14, 2009, 03:58:43 pm
According to Admiral Nelson there are a few FRED glitches in Derelict SCP that may be taken care of by the FSCRP. In the meantime some of the voices could be replaced.

It's not heretic, IMO.
Title: Re: RELEASE: Warzone
Post by: Droid803 on February 14, 2009, 04:01:25 pm
Well, as long as its not going to be a redundant complete redo of the whole thing and just a few fixes that's fine :)
Title: Re: RELEASE: Warzone
Post by: Mobius on February 14, 2009, 04:10:38 pm
No one has enough FreeTime to redo all Derelict lines... :nervous:
Title: Re: RELEASE: Warzone
Post by: Admiral Nelson on February 14, 2009, 04:14:27 pm
A couple examples: Missing persona lines -- it would be nice to have these recorded; you are directed to 'scan the lokis' in one mission even though doing so actually does nothing.  Rerecording this line would be required to resolve the issue, and as it was Mongoose who recorded the line in the first place there should be no problem in replacing it. 
Title: Re: RELEASE: Warzone
Post by: Aurora Paradox on February 14, 2009, 06:19:56 pm
I read comments of people who claimed pretty much the opposite, though. There even was an "Alternate voice acting for Derelict"(or similar) thread somewhere.

We will not replace all voices, though...only the ones in dire need of replacement.


A few of the quotes in the command briefs were not voice acted.  I can't tell you which ones off the top of my head though.  I would leave the voices as they are.  There is only one that was a tad static but other than that they were extremely well done.  I believe that one was your contact for the first SOC loop.

Aurora Paradox
Title: Re: RELEASE: Warzone
Post by: Mobius on February 15, 2009, 03:28:54 am
Another good thing would be to replace some of the voices to have a various pool of actors. Many of Derelict's original actors recorded more than one character so it'd be nice to have more variety. :)
Title: Re: RELEASE: Warzone
Post by: Mongoose on February 16, 2009, 05:00:53 pm
I read comments of people who claimed pretty much the opposite, though. There even was an "Alternate voice acting for Derelict"(or similar) thread somewhere.

We will not replace all voices, though...only the ones in dire need of replacement.

What you fail to mention is that that thread contained any number of responses completely decrying the suggestion.  As Droid803 stated, there will always be people out there who don't like some particular upgrade or another.  These people, however, rarely constitute anything close to a majority.  As I said before, completely discounting consideration of my own performance (and I'd probably be overly-critical of my own voice, if anything), I greatly enjoyed the vast majority of the work that went into Derelict.  All of the main roles had well-defined and memorable tones, and all of the lines are adequately audible.  Considering we're all a bunch of complete amateurs with (mostly) crappy old mics doing this, results like that are about the best that one could hope for.

I was (obviously) involved with the process of Blaise Russell organizing the voicework for Derelict, and I saw how long it took and how much of a hassle it was to try to get everyone's lines submitted.  Hell, I know how ridiculously long it's been taking me to get anything in for my part in Warzone (I swear I'll get back on that this week at some point).  It's hard enough to do all of that once, and at least in my mind, there's absolutely no reason whatsoever for it to be attempted a second time for a campaign with already-complete voicework, if for no other reason than the fact that it nullifies the hard work that the original actors contributed.  Getting myself or one of the other actors to tweak a line or two that didn't come out right is fine, but completely replacing certain roles just because one feels like they can seems like so much wankery.

What I know right now is that I can play through Derelict on a SCP build with no visible bugs and a full voice cast.  As far as I'm concerned, the restoration has already taken place.
Title: Re: RELEASE: Warzone
Post by: Rhymes on February 16, 2009, 05:07:16 pm
At any rate, Mongoose, Derelict is only being considered, and we'll have PLENTY of time to consider it in the future.  The FSCRP has two campaigns still in progress, and two more we're putting the finishing touches on, so Derelict isn't something we're going to be touching for a while yet.
Title: Re: RELEASE: Warzone
Post by: Mobius on February 16, 2009, 05:12:58 pm
1) I summon a moderator to split this thread, Warzone and Derelict are two, separate campaigns;

2) As Admiral Nelson said, although Blaise's efforts to upgrade Derelict SCP are amazing, there still are a few issues here and there. Also, trying to have a set of various voices is not a bad thing.


Further Derelict upgrades should not be interpreted as a way to disrespect Blaise Russel and the rest of the Derelict SCP team as they're the opposite - a way to boost their efforts even more.
Title: Re: RELEASE: Warzone
Post by: Mongoose on February 18, 2009, 12:00:08 am
I'll drop this line of discussion as well to respect the topic of the thread, but I will say that I've heard plenty of professionally-dubbed works (primarily anime) which feature any number of repetitive voices for bit roles.  It's practically an industry standard to have your main cast voice at least one or two tiny roles during the course of a series, to the point where some shows turn into a game of "spot-the-VA." :p
Title: Re: RELEASE: Warzone
Post by: Alpha1 on February 23, 2009, 04:06:00 pm
Hi, i'm searching for the fixed vp so i can win the mission "northwest passage", but the attachements are all stolen by Goober :(
Where to find it? I downloaded the files from Freespacemods a few days ago an the mission is not winnable. The file seems to be from last year, as are the others on the alternate mirrors.

ps: All of U working on FS2, a big Thanks. Its a lot of fun. I never dreamt of still playing that game, when I bought the game so many years ago ;)
Title: Re: RELEASE: Warzone
Post by: Rhymes on February 23, 2009, 04:39:29 pm
What exactly is the problem?
Title: Re: RELEASE: Warzone
Post by: Alpha1 on February 24, 2009, 03:13:10 pm
The Problem is, that this mission (Northwest Passage) is not winnable... I accomplished all objectives but i can't accept the mission outcome, because i "failed" the mission. This bug was mentioned in the beginning of that topic and a fixed vp was released, but the attachement was deleted some time ago. No I am searching for the patch :)
Title: Re: RELEASE: Warzone
Post by: Commander Zane on February 24, 2009, 03:29:40 pm
Final Duel's like that too.
What about the missing Vidar textures, not even the rereleased Warzone has them.
Title: Re: RELEASE: Warzone
Post by: NathanP on March 06, 2009, 12:48:29 pm
'Fraid not.

Quote
Warning: Couldn't find goal name Convoy in mission WarzoneE2M1.fs2.
Returning false for goal-true function.
File: sexp.cpp
Line: 10937


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081213_r4993.exe 0084a82a()
    fs2_open_3_6_10d-20081213_r4993.exe 0084a0db()
    fs2_open_3_6_10d-20081213_r4993.exe 00824441()
    fs2_open_3_6_10d-20081213_r4993.exe 0084a7a8()
    fs2_open_3_6_10d-20081213_r4993.exe 0082e218()
    fs2_open_3_6_10d-20081213_r4993.exe 0084adbf()
    fs2_open_3_6_10d-20081213_r4993.exe 0085fca1()
    fs2_open_3_6_10d-20081213_r4993.exe 00ac6b35()
    fs2_open_3_6_10d-20081213_r4993.exe 0073bcf6()
    fs2_open_3_6_10d-20081213_r4993.exe 00950656()
    fs2_open_3_6_10d-20081213_r4993.exe 0073a836()
    fs2_open_3_6_10d-20081213_r4993.exe 00950c28()
    fs2_open_3_6_10d-20081213_r4993.exe 0073de88()
    fs2_open_3_6_10d-20081213_r4993.exe 0073e11e()
    fs2_open_3_6_10d-20081213_r4993.exe 00c915e6()
------------------------------------------------------------------

I got this immediately after completing the mission wherein
Spoiler:
the player is tasked with protecting the convoy going into the Knossos subspace portal.

When I clicked "No" on the error box to continue to the debriefing, everything looked peachy because I was able to complete all the objectives. But when I go on to continue to the next mission, the game gives me the "You have failed a mission cannot proceed blah blah" message.

I hate it when campaign bugs slip through.

OK, until such time as a fixed VP is posted, place the attached file in warzone\data\missions to apply the fix.  It should resolve the issue.

[attachment stolen by Slimey Goober]

Any chance of the file being reposted??
Title: Re: RELEASE: Warzone
Post by: Raskolnikov on March 29, 2009, 04:41:52 pm
The original .vp download link has probably been updated with the fix.
Title: Re: RELEASE: Warzone
Post by: Mobius on March 29, 2009, 04:43:35 pm
Definitely - Admiral Nelson oftentimes updates the files. The most recent version should be fine. :)
Title: Re: RELEASE: Warzone
Post by: NathanP on April 01, 2009, 01:37:39 pm
Definitely - Admiral Nelson oftentimes updates the files. The most recent version should be fine. :)

I don't want to cause offence to anyone but the FSmods.net link still downloads the original file from december, can we please have a link to the updated file or patch, I want to finish the campaign in FSO
Title: Re: RELEASE: Warzone
Post by: Vrets on April 13, 2009, 08:26:23 pm
I'm also stuck on "Northwest Passage." Original .vp hasn't been updated.
Title: Re: RELEASE: Warzone
Post by: Admiral Nelson on April 14, 2009, 12:08:14 pm

Yes, I was on a business trip for 7 weeks, and did not complete all the changes listed in this thread and elsewhere.  I have still some feedback to incorporate into a final final Warzone.  This should be done this weekend.
Title: Re: RELEASE: Warzone
Post by: NathanP on April 18, 2009, 10:08:02 am

Yes, I was on a business trip for 7 weeks, and did not complete all the changes listed in this thread and elsewhere.  I have still some feedback to incorporate into a final final Warzone.  This should be done this weekend.

No worries on the business trip - i can wait - replayed the retail campaign and the aeos affair instead, :D thanks for all the hard work :yes:
Title: Re: RELEASE: Warzone
Post by: Aurora Paradox on May 24, 2009, 10:27:18 pm
 :bump:
I'm also stuck on "Northwest Passage." Original .vp hasn't been updated.

Yeah I'm having the same issue.  Has the fixed vp file been uploaded?

EDIT: The link on the first page for filefont is a dud.  Goes straight to filefont's main page.
Title: Re: RELEASE: Warzone
Post by: Siddyus on June 14, 2009, 05:27:55 am
Where is the fix? I am still stuck in the northwest passage. Damn it. :(
Title: Re: RELEASE: Warzone
Post by: Mobius on June 14, 2009, 05:30:04 am
As far as I know, it's being tested.
Title: Re: RELEASE: Warzone
Post by: Siddyus on June 14, 2009, 05:36:00 am
Oh okay my bad. Man.. i am already enjoying the warzone campaign so much. Gonna download another campaign. Looking forward for the fix.
Title: Re: RELEASE: Warzone
Post by: Mobius on June 14, 2009, 05:42:52 am
I'm sorry for the delay. Looks like that FREDding is much faster than testing, so progress on several campaigns is somewhat halted. That's why I posted this (http://www.hard-light.net/forums/index.php/topic,53717.msg1254426.html#msg1254426).
Title: Re: RELEASE: Warzone
Post by: kaloonzu on October 21, 2009, 06:30:27 pm
I'm getting a missing ship model error or something for two missions involving cargo. They appear as Ulysses class fighters instead...I'll edit in the mission names ASAP.

EDIT: Its "Myths and Legends" and the mission immediately following.
Title: Re: RELEASE: Warzone
Post by: Macfie on October 21, 2009, 07:54:46 pm
Are you using the official 3.6.10 media VPs and 3.6.10 FSOpen files?  There were no changes to cargo containers or transports in the campaign.  I seem to remember a problem with cargo containers in the beta release of the 3.6.10 media VPs.

You might also want to try the beta release of Warzone.

http://www.hard-light.net/forums/index.php?topic=65293.0
Title: Re: RELEASE: Warzone
Post by: kaloonzu on October 21, 2009, 08:10:36 pm
I am using FSO 3.6.10 and the same for MediaVps. it says I am missing four models. I have tried the files in the original release thread and the ones in the SCP release.
Title: Re: RELEASE: Warzone
Post by: kaloonzu on October 21, 2009, 08:17:18 pm
I've checked and double checked all my files and where they go, it is definitely a problem with ships files being missing somewhere. Oh, and what the hell is the "Vidar", cause I get that message every time I start the game with "Warzone", "MediaVps", or no mod selected. It is not a problem with my installation because this is the only mod that does not work.
Title: Re: RELEASE: Warzone
Post by: Macfie on October 22, 2009, 04:40:28 am
The Vidar is the only model that is in the Warzone mod and should be included in the mod.  Do you have warzone installed in its own folder?  If you are getting the error without warzone selected as a mod there is something wrong with your installation.  You shouldn't even be able to play Warzone without the mod selected.
Title: Re: RELEASE: Warzone
Post by: kaloonzu on October 22, 2009, 11:13:21 am
The Vidar is the only model that is in the Warzone mod and should be included in the mod.  Do you have warzone installed in its own folder?  If you are getting the error without warzone selected as a mod there is something wrong with your installation.  You shouldn't even be able to play Warzone without the mod selected.

I have been playing it while it is selected in the "MOD" tab. All I know is that it says I'm missing models, and as far as I can tell from what happens in certain missions, I definitely am.
Title: Re: RELEASE: Warzone
Post by: Macfie on October 22, 2009, 12:34:40 pm
Did you get error messages when you started the Campaign?  If not, did you change anything in your FreeSpace installation while you were playing the campaign?  I.E. added a new mod, updated files etc.  The models you are missing are ones that should be in the media VPs.  Could you run a debug and post the log?  Also could you post a picture of your FreeSpace 2 folder?  
Title: Re: RELEASE: Warzone
Post by: kaloonzu on October 22, 2009, 05:45:26 pm
Did you get error messages when you started the Campaign?  If not, did you change anything in your FreeSpace installation while you were playing the campaign?  I.E. added a new mod, updated files etc.  The models you are missing are ones that should be in the media VPs.  Could you run a debug and post the log?  Also could you post a picture of your FreeSpace 2 folder?  

I can, but I need to know how to do both. For all my knowledge of computers, I have no idea how to use the Print Screen key, nor do I know how to find the debug log for running in debug mode....

Here's the Debug:
     [/]==========================================================================
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
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Warzone,mediavps
Building file index...
Found root pack 'X:\Games\FreeSpace 2\Warzone\Warzone_3610.vp' with a checksum of 0xe1212f9b
Found root pack 'X:\Games\FreeSpace 2\mediavps\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'X:\Games\FreeSpace 2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'X:\Games\FreeSpace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'X:\Games\FreeSpace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'X:\Games\FreeSpace 2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'X:\Games\FreeSpace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'X:\Games\FreeSpace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'X:\Games\FreeSpace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'X:\Games\FreeSpace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'X:\Games\FreeSpace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'X:\Games\FreeSpace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'X:\Games\FreeSpace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'X:\Games\FreeSpace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'X:\Games\FreeSpace 2\Warzone\' ... 9 files
Searching root pack 'X:\Games\FreeSpace 2\Warzone\Warzone_3610.vp' ... 89 files
Searching root 'X:\Games\FreeSpace 2\mediavps\' ... 29 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Music.vp' ... 32 files
Searching root 'X:\Games\FreeSpace 2\' ... 203 files
Searching root pack 'X:\Games\FreeSpace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'X:\Games\FreeSpace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'X:\Games\FreeSpace 2\root_fs2.vp' ... 157 files
Searching root pack 'X:\Games\FreeSpace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'X:\Games\FreeSpace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'X:\Games\FreeSpace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'X:\Games\FreeSpace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'X:\Games\FreeSpace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'X:\Games\FreeSpace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'X:\Games\FreeSpace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'X:\Games\FreeSpace 2\warble_fs2.vp' ... 52 files
Found 21 roots and 13654 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!
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9400 GT/PCI/SSE2
  OpenGL Version    : 3.1.0

  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_NV_vertex_program3".
  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: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.40 NVIDIA via Cg compiler
... 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.
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
TBM  =>  Starting parse of 'flak-sct.tbm' ...
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' ...
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 30 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_effects-wep.tbm' ...
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_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'Warzone-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'Warzone-str.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 247
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 '125vasudan.pcx'
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% 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: 0x3503498e, IBX checksum: 0x7ebb41dd -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.771 (0.771)
Frame  0 too long!!: frametime = 0.422 (0.422)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.759 (0.759)
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 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: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 256
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: 0x208fb934 -- "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: 'WarzoneE2M3.fs2'
Hmmm... Extension passed to mission_load...
MISSIONS: Ship "Container 01" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 02" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 03" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 04" has an invalid ship type (ships.tbl probably changed).  Making it type 0
Using alternate ship type name: GTFr Chronos
Using alternate ship type name: GTFr Chronos
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Frame  0 too long!!: frametime = 4.516 (4.516)
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x7ebb41dd -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles2-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles4-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Potential problem found: Unrecognized type subsystem 'reactor', believed to be in ship cruiser2s-01.pof
Loading model 'fighter11.pof'
IBX: Found a good IBX/TSB to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0xe92e2c8b -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber09.pof'
IBX: Found a good IBX/TSB to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x053ba5a8, IBX checksum: 0xd1923c7f -- "bomber09.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX/TSB to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xde76166c, IBX checksum: 0x64913910 -- "Platform2T-01.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX/TSB to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0x10cd349c -- "navbuoy.pof"
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'fighter2s-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum: 0x26d0ea87, IBX checksum: 0xdf758ddf -- "fighter2s-03.pof"
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x1934a7e5, IBX checksum: 0xd808d8e3 -- "fighter2t-01.pof"
Loading model 'fighter10.pof'
IBX: Found a good IBX/TSB to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x599a6228 -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
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)
ANI gas with size 128x127 (0.8% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 181 new ship subsystems ...  a total of 400 is now available (95 in-use).
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
ANI shieldft-01 with size 112x93 (27.3% wasted)
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shield-b09 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: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldfs-03 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 (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 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 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: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
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 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.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 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "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 gas.ani with size 128x127 (0.8% wasted)
ANI shield-f01.ani with size 112x93 (27.3% wasted)
ANI shieldft-01.ani with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shield-b09.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-f10.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 shieldfs-03.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2033/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 354,  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)
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x13fad0b4, IBX checksum: 0x793319e8 -- "fighter13.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
ANI 2_ssfighter2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-02.ani
ANI 2_ssfighter13.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter13.ani
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_Flail2.ani with size 332x304 (40.6% wasted)
ANI 2_PromS.ani with size 332x304 (40.6% wasted)
ANI 2_Newton.ani with size 332x304 (40.6% wasted)
ANI icons-cargo with size 20x19 (40.6% wasted)
ANI Fadeicons-Cargo with size 20x19 (40.6% wasted)
ANI Fadeicons-Cargo.ani with size 20x19 (40.6% wasted)
ANI iconhighlight04 with size 148x148 (42.2% wasted)
ANI iconhighlight04.ani with size 148x148 (42.2% wasted)
ANI iconS-gun with size 11x20 (37.5% wasted)
ANI fadeiconS-gun with size 11x20 (37.5% wasted)
ANI fadeiconS-gun.ani with size 11x20 (37.5% 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)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame  0 too long!!: frametime = 15.044 (15.044)
ANI icons-cargo.ani with size 20x19 (40.6% wasted)
ANI iconS-gun.ani with size 11x20 (37.5% wasted)
Frame  0 too long!!: frametime = 0.582 (0.582)
Frame  0 too long!!: frametime = 0.301 (0.301)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_BRIEFING (10)
Unloading in mission messages
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Oct 22 18:48:57 2009
[/]
Title: Re: RELEASE: Warzone
Post by: Macfie on October 23, 2009, 09:08:18 am
I found several problems in the debug log

1st problem is:
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!

2nd is:
MISSIONS: Ship "Container 01" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 02" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 03" has an invalid ship type (ships.tbl probably changed).  Making it type 0
MISSIONS: Ship "Container 04" has an invalid ship type (ships.tbl probably changed).  Making it type 0

The first problem is probably causing the second.

I also noticed that your mediavps folder has a lot of extra files in it.  According to the debug log in addition to the required VPs you have 29 files.  There should probably only be 2 files in addition to the VPs.

In addition to the MV_** files there should be a mod.ini and a **.bmp.
You should be able to open the help on your computer menu and it should tell you how to do a screen print.  There are usually 2 options: to print to a printer or to print to a file.  Use the print to a file option.  Do one for your mediavps file and one for your Freespace2 file.
Title: Re: RELEASE: Warzone
Post by: The E on October 23, 2009, 09:18:18 am
/me wanders in

Code: [Select]
Found root pack 'X:\Games\FreeSpace 2\mediavps\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Move this into your base fs2 dir.

Then check the mediavps\data\tables directory for any rogue tbl files.

Now, using Print Screen is pretty simple, just hit that button, open Paint, and press CTRL-V. This should create a screenshot that you can save somewhere and upload here.

Code: [Select]
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'X:\Games\FreeSpace 2\mediavps\MV_Music.vp' ... 32 files

You are missing the patch for the mediavps. Get it here: http://www.hard-light.net/forums/index.php?topic=65038.msg1288578#msg1288578
Title: Re: RELEASE: Warzone
Post by: Macfie on October 23, 2009, 09:46:51 am
Thanks for wandering in I was getting ready to refer him to the FreeSpace & FreeSpace Open Support forum.
Title: Re: RELEASE: Warzone
Post by: kaloonzu on October 23, 2009, 04:28:24 pm
wait....A) my cutscenes work fine. B) only Warzone doesn't work....so y would i want to fiddle with something else. C) I've already installed the patch, unless i missed something.

I'll do all these things, but I'm pretty sure I know whats going to happen....
Title: Re: RELEASE: Warzone
Post by: The E on October 23, 2009, 04:35:57 pm
wait....A) my cutscenes work fine. B) only Warzone doesn't work....so y would i want to fiddle with something else. C) I've already installed the patch, unless i missed something.

I'll do all these things, but I'm pretty sure I know whats going to happen....

The log doesn't show that the patch is installed. It should show up in the log. It doesn't. It follows that if you have installed it, you did so either after the log was generated, or you put it in the wrong place.
The cutscene vp should be in the base directory because that's where it was designed to go.
Troubleshooting those problems (and thus making sure that it really is the Warzone vp being screwed) should take priority.
Title: Re: RELEASE: Warzone
Post by: Macfie on October 23, 2009, 05:04:21 pm
I don't think it is the Warzone VP.  The ship models that are missing are part of the regular Freespace files.  And the fact that the debug log is saying the ship and weapon files are invalid tells me it had something to do with the mediavp file.  If the other mods you played had their own complete ship and weapons tables this would explain why they worked.  Warzone only has modular tables for the Vidar and stars so they rely on the mediavps and normal FreeSpace tables.  The fact that the same problem exists for both the release and the beta release would seem to further indicate the problem lies elsewhere.
Title: Re: RELEASE: Warzone
Post by: Renegade Paladin on May 15, 2010, 01:27:46 pm
-And one vital question:  Does Mjolnir 2 get destroyed 30 seconds into the missions? (It's set to self-destruct in FRED).
No.  No it does not.  And I'm still using 3.6.9, having not bothered to update yet; I've been meaning to get to it. 

Edit:  Just downloaded the 3.6.10 build.  Now to see if it works. 

A key trigger in that mission is the arrival of Aries wing and the destruction of Mjolnir 2.  That is probably where you're seeing the block.  Why that would happen in 3.6.9 I have no idea, but see if it happens in the latest 3.6.10 nightly build.  Chances are you've stumbled on a bug limited to the older version of FSOpen.
Nope.  Update:  The bug happens again in FSO 3.6.12 Inferno RC2.  Mjolnir 2 runs itself down to 3% integrity, but did not self-destruct; I continued the mission by destroying it myself since I knew about the trigger.  I replayed the mission to see if I could reproduce, and that time Aries wing did enough damage to kill the cannon, but apparently it can happen still. 
Title: Re: RELEASE: Warzone
Post by: Macfie on May 15, 2010, 03:40:25 pm
If you haven't already downloaded it, I would recommend the newer version.   Warzone SCP v2.3.2 (Beta version)  A lot of the bugs have been fixed.

http://www.freespacemods.net/download.php?view.584