Hard Light Productions Forums

General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: Commander Zane on February 22, 2009, 06:42:23 pm

Title: New HUD Not Showing
Post by: Commander Zane on February 22, 2009, 06:42:23 pm
(http://i538.photobucket.com/albums/ff348/tankermottind/screen1.png)

I want that HUD.
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 22, 2009, 06:55:44 pm
Download FSPort 3.1.1 then.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 22, 2009, 06:57:02 pm
Didn't get it from it.
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 22, 2009, 06:58:13 pm
You did download sparky_hi_fs1, right? The sparky_hi_fs1 vp file comes with the FS1 HUD and a gray menu theme.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 22, 2009, 07:06:36 pm
Comes with FSPort, no way I couldn't have it but it doesn't show it anyway.

What exactly would "triple" be for the -spec_static flag?
Title: Re: New HUD Not Showing
Post by: Galemp on February 22, 2009, 07:10:50 pm
Make sure you're playing in high resolution (1024x768 or greater), too.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 22, 2009, 07:13:11 pm
1280 x 768.
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 22, 2009, 08:03:48 pm
Comes with FSPort, no way I couldn't have it but it doesn't show it anyway.

What exactly would "triple" be for the -spec_static flag?

I guess it would be -spec_static 3, but I decided to make it more permanent for Twist of Fate and edited the RGBI values of the suns so that the I (intensity) was 3.0 rather than 1.0.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 22, 2009, 09:23:52 pm
Strange...that didn't change anything.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 22, 2009, 11:06:15 pm
ERRG! DAMN YOUR NORMAL MAPS!
And I'm still not getting HUDs to display like that.
And that lighting, could you post your flag settings?
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 23, 2009, 08:56:36 am
How do you manage to screw up so many things?

If your graphics card is decent (and not that one ATi model with the driver issues), you have the 3.6.10 mediavps (preferably MV_Complete), and normal maps are selected in the launcher, the normal maps should work fine.
The FS1 HUD should appear if you have FSPort 3.1.1 installed and selected as a mod
The lighting in Twist of Fate currently uses custom suns but can be replicated with -ambient_factor 17 -no_emissive_light -spec_static 3

By the way, you aren't using 3.6.9, are you? You shouldn't.
Title: Re: New HUD Not Showing
Post by: Jeff Vader on February 23, 2009, 08:59:22 am
If your graphics card is decent (and not that one ATi model with the driver issues)
One?
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 23, 2009, 09:01:02 am
How do you manage to screw up so many things?

If your graphics card is decent (and not that one ATi model with the driver issues), you have the 3.6.10 mediavps (preferably MV_Complete), and normal maps are selected in the launcher, the normal maps should work fine.
The FS1 HUD should appear if you have FSPort 3.1.1 installed and selected as a mod
The lighting in Twist of Fate currently uses custom suns but can be replicated with -ambient_factor 17 -no_emissive_light -spec_static 3

By the way, you aren't using 3.6.9, are you? You shouldn't.
No I'm not using 3.6.9, and from what I've read ATI Mobility Radeon HD 3470 has that support and I've had MV_Complete on my folder and all I get is a borked framerate for no graphics change.

And thanks for the flags.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 23, 2009, 04:01:11 pm
Well considering how messy my Data folder was getting I did a fresh install and have all of the updated files from Turey's Installer.

Still no different HUDs.
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 23, 2009, 05:05:29 pm
Well considering how messy my Data folder was getting I did a fresh install and have all of the updated files from Turey's Installer.

Still no different HUDs.

If you're running the FSPort mod with sparky_hi_fs1 and have a build numbered 5000 or later, it will work.
Title: Re: New HUD Not Showing
Post by: Galemp on February 23, 2009, 05:19:04 pm
You do have the 3.1 Sparky, right? It should be HUGE.
Title: Re: New HUD Not Showing
Post by: blowfish on February 23, 2009, 06:39:53 pm
and have a build numbered 5000 or later, it will work.

Is this really a requirement?  I was running it on 4706 for a while (because of issues between the new shader code and OSX) and I'm pretty sure the new HUD worked for me...
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 23, 2009, 06:41:12 pm
Well, I haven't tested it in earlier builds, so I couldn't be sure.
Title: Re: New HUD Not Showing
Post by: blowfish on February 23, 2009, 06:43:07 pm
Well, I haven't tested it in earlier builds, so I couldn't be sure.

Well that kinda defeats the purpose of saying it then :P  The general term "recent build" is used commonly enough :nervous:
Title: Re: New HUD Not Showing
Post by: chief1983 on February 23, 2009, 06:58:30 pm
Woolie, you might want to get this:  Hud Presets (http://swc.fs2downloads.com/files/hud_presets.7z)

Turns that neon green hud into a more subtle olive, the way [V] intended, and has the other retail presets as well.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 23, 2009, 07:19:28 pm
You do have the 3.1 Sparky, right? It should be HUGE.
Well considering how messy my Data folder was getting I did a fresh install and have all of the updated files from Turey's Installer.

Still no different HUDs.

If you're running the FSPort mod with sparky_hi_fs1 and have a build numbered 5000 or later, it will work.

Yes and yes. I have EVERYTHING.
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 23, 2009, 07:30:48 pm
Woolie, you might want to get this:  Hud Presets (http://swc.fs2downloads.com/files/hud_presets.7z)

Turns that neon green hud into a more subtle olive, the way [V] intended, and has the other retail presets as well.

I set the neon green intentionally, for nostalgia reasons. It's the default color of the FS1 HUD.
Title: Re: New HUD Not Showing
Post by: chief1983 on February 23, 2009, 11:00:40 pm
I don't really recall that HUD myself...but it's been a while since I fired up the Port.  Like I don't think I've played it since I was testing.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 23, 2009, 11:13:42 pm
Yeah...I've been looking around all of the 3.1.1 .vps and I can't find ANYTHING that looks different from the original HUD.

And for some reason those flags don't look like your screenshot, even when I tried ToF.
Title: Re: New HUD Not Showing
Post by: Goober5000 on February 23, 2009, 11:18:22 pm
Make sure you don't also have the 3.0.4 vps.  Or a rogue hud_gauges.tbl.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 23, 2009, 11:30:00 pm
Shouldn't have either of those two, I just reinstalled everything from scratch.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 24, 2009, 06:44:37 am
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:
  -spec_static 3
  -ambient_factor 17
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -cache_bitmaps
  -img2dds
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod fsport_mediavps,fsport,mediavps
Building file index...
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport_mediavps\mv_fsport.vp' with a checksum of 0xdc8abbde
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\FS1OGGcutscenepack.vp' with a checksum of 0x6b9172f7
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport-hi_res.vp' with a checksum of 0x9b3bb212
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x0ae28029
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport3_1_1.vp' with a checksum of 0x1d2c40f2
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x367ba125
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\warble_fs1.vp' with a checksum of 0x49c6c98d
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport_mediavps\' ... 30 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport_mediavps\mv_fsport.vp' ... 277 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\' ... 34 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\FS1OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport-hi_res.vp' ... 108 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport-missions.vp' ... 139 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport3_1_1.vp' ... 739 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1172 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\stu_fs1.vp' ... 1497 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\tango_fs1.vp' ... 69 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\warble_fs1.vp' ... 110 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\' ... 2 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Music.vp' ... 15 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\' ... 38 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Found 30 roots and 17310 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x800 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   : ATI Mobility Radeon HD 3470
  OpenGL Version    : 2.1.7276 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
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' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
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.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.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 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 2665
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (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 'vasudan1.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa939505f, IBX checksum: 0xef2f644f -- "fighter04.pof"
Frame  0 too long!!: frametime = 0.584 (0.584)
Frame  0 too long!!: frametime = 0.298 (0.298)
Loading model 'Angel.pof'
IBX: Found a good IBX to read for 'Angel.pof'.
IBX-DEBUG => POF checksum: 0x69f29dc8, IBX checksum: 0xb380750d -- "Angel.pof"
Frame  0 too long!!: frametime = 0.368 (0.368)
Loading model 'Drone02.pof'
IBX: Found a good IBX to read for 'Drone02.pof'.
IBX-DEBUG => POF checksum: 0xe37cefb4, IBX checksum: 0xda13e3ba -- "Drone02.pof"
Frame  0 too long!!: frametime = 0.648 (0.648)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 1.575 (1.575)
Frame  0 too long!!: frametime = 0.283 (0.283)
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 to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 512
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 animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'mdu-15'
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0x699fba4b, IBX checksum: 0x07660abb -- "subspacenode.pof"
Starting mission message count : 177
Ending mission message count : 180
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter06.pof'
IBX:  Warning!  Found invalid IBX file: 'fighter06.ibx'
IBX: Starting a new IBX for 'fighter06.pof'.
Loading model 'capital01.pof'
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x9e305e56, IBX checksum: 0x5d3a90c3 -- "capital01.pof"
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship capital01.pof
Loading model 'GunPlatform02.pof'
IBX:  Warning!  Found invalid IBX file: 'GunPlatform02.ibx'
IBX: Starting a new IBX for 'GunPlatform02.pof'.
Allocating space for at least 2 new ship subsystems ...  a total of 200 is now available (2 in-use).
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0x53870add, IBX checksum: 0xef97b62c -- "cruiser02.pof"
Loading model 'fighter02.pof'
IBX: Found a good IBX to read for 'fighter02.pof'.
IBX-DEBUG => POF checksum: 0x4b47b73e, IBX checksum: 0xa18c5828 -- "fighter02.pof"
Loading model 'bomber07.pof'
IBX: Found a good IBX to read for 'bomber07.pof'.
IBX-DEBUG => POF checksum: 0x05272f74, IBX checksum: 0xdcaaac6c -- "bomber07.pof"
Loading model 'bomber06.pof'
IBX: Found a good IBX to read for 'bomber06.pof'.
IBX-DEBUG => POF checksum: 0xcaf4a1e3, IBX checksum: 0xba2be4c9 -- "bomber06.pof"
Loading model 'capital03.pof'
IBX:  Warning!  Found invalid IBX file: 'capital03.ibx'
IBX: Starting a new IBX for 'capital03.pof'.
Warning: Ignoring unrecognized subsystem fighterbay 1, believed to be in ship capital03.pof
Warning: Ignoring unrecognized subsystem fighterbay 2, believed to be in ship capital03.pof
Loading model 'bomber05.pof'
IBX:  Warning!  Found invalid IBX file: 'bomber05.ibx'
IBX: Starting a new IBX for 'bomber05.pof'.
Loading model 'fighter09.pof'
IBX:  Warning!  Found invalid IBX file: 'fighter09.ibx'
IBX: Starting a new IBX for 'fighter09.pof'.
OpenGL: Created 512x512 FBO!
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_energy2_fs1 with size 85x96 (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_fs1 with size 250x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 31x34 (46.9% wasted)
ANI 2_leftarc_fs1 with size 78x136 (46.9% wasted)
ANI 2_rightarc1_fs1 with size 78x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
ANI 2_reticle1_fs1 with size 38x24 (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 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.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 215 new ship subsystems ...  a total of 400 is now available (44 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shield-b05 with size 112x93 (27.3% wasted)
Loading model 'support01.pof'
IBX: Found a good IBX to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0xf0b70a98, IBX checksum: 0x746ed279 -- "support01.pof"
ANI shield-f02 with size 112x93 (27.3% wasted)
ANI shield-f09 with size 112x93 (27.3% wasted)
ANI shield-b06 with size 112x93 (27.3% wasted)
ANI shield-b07 with size 112x93 (27.3% wasted)
Loading model 'support02.pof'
IBX: Found a good IBX to read for 'support02.pof'.
IBX-DEBUG => POF checksum: 0xc69a526d, IBX checksum: 0xaa5da61d -- "support02.pof"
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x8d6824ab, IBX checksum: 0xc15af91d -- "MX-50.pof"
DDS ERROR: Couldn't open 'wep-mx50-shine.dds' -- DDS was in an unsupported/unknown format
Loading model 'Fury.pof'
IBX: Found a good IBX to read for 'Fury.pof'.
IBX-DEBUG => POF checksum: 0x25f7565c, IBX checksum: 0x5df55e6e -- "Fury.pof"
DDS ERROR: Couldn't open 'wep-fury-shine.dds' -- DDS was in an unsupported/unknown format
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x2f8a23bd, IBX checksum: 0x783e40c6 -- "Interceptor.pof"
DDS ERROR: Couldn't open 'wep-interceptor-shine.dds' -- DDS was in an unsupported/unknown format
Model Interceptor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Hornet.pof'
IBX: Found a good IBX to read for 'Hornet.pof'.
IBX-DEBUG => POF checksum: 0x89dd1abe, IBX checksum: 0xe071ac5e -- "Hornet.pof"
DDS ERROR: Couldn't open 'wep-hornet-shine.dds' -- DDS was in an unsupported/unknown format
Loading model 'Phoenix.pof'
IBX: Found a good IBX to read for 'Phoenix.pof'.
IBX-DEBUG => POF checksum: 0xd02acd12, IBX checksum: 0x44aa296e -- "Phoenix.pof"
Loading model 'Synaptic.pof'
IBX: Found a good IBX to read for 'Synaptic.pof'.
IBX-DEBUG => POF checksum: 0x76e32286, IBX checksum: 0x96df1ffb -- "Synaptic.pof"
Loading model 'Stiletto.pof'
IBX: Found a good IBX to read for 'Stiletto.pof'.
IBX-DEBUG => POF checksum: 0xac4667ac, IBX checksum: 0x5a993f7c -- "Stiletto.pof"
Loading model 'Tsunami.pof'
IBX: Found a good IBX to read for 'Tsunami.pof'.
IBX-DEBUG => POF checksum: 0xcd527fdf, IBX checksum: 0x7ba44e0a -- "Tsunami.pof"
Loading model 'Harbinger.pof'
IBX: Found a good IBX to read for 'Harbinger.pof'.
IBX-DEBUG => POF checksum: 0xe7bee5c5, IBX checksum: 0xd46f23db -- "Harbinger.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x1114a192 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x4b30798e -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x5ba55a34 -- "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 Avenger_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_lock1_fs1.ani with size 46x46 (28.1% wasted)
ANI 2_lead1_fs1.ani with size 40x40 (37.5% wasted)
ANI 2_energy2_fs1.ani with size 85x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1_fs1.ani with size 250x59 (7.8% wasted)
ANI 2_toparc2_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_leftarc_fs1.ani with size 78x136 (46.9% wasted)
ANI 2_rightarc1_fs1.ani with size 78x139 (45.7% wasted)
ANI 2_rightarc4_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_reticle1_fs1.ani with size 38x24 (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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shield-b05.ani with size 112x93 (27.3% wasted)
ANI shield-f02.ani with size 112x93 (27.3% wasted)
ANI shield-f09.ani with size 112x93 (27.3% wasted)
ANI shield-b06.ani with size 112x93 (27.3% wasted)
ANI shield-b07.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: 1473/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 479,  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_bastion.ani with size 200x150 (41.4% wasted)
ANI CB_default.ani with size 200x150 (41.4% wasted)
No cached palette file
Frame  0 too long!!: frametime = 32.202 (32.202)
No cached palette file
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)
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0xef897f2d -- "fighter01.pof"
Loading model 'fighter04.pof'
IBX: Found a good IBX to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa939505f, IBX checksum: 0xef2f644f -- "fighter04.pof"
Loading model 'fighter05.pof'
IBX: Found a good IBX to read for 'fighter05.pof'.
IBX-DEBUG => POF checksum: 0xa71b2202, IBX checksum: 0xaa96fac2 -- "fighter05.pof"
ANI 2_ssfighter01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter01.ani
ANI 2_ssfighter04.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter04.ani
ANI 2_ssfighter05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter05.ani
ANI 2_ssfighter06.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter06.ani
ANI 2_ssbomber05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber05.ani
ANI icon_disruptor with size 56x24 (25.0% wasted)
ANI icon_avenger with size 56x24 (25.0% wasted)
ANI icon_flail with size 56x24 (25.0% wasted)
ANI icon_prometheus with size 56x24 (25.0% wasted)
ANI icon_banshee with size 56x24 (25.0% wasted)
Loading model 'Fury_tech.pof'
IBX: Found a good IBX to read for 'Fury_tech.pof'.
IBX-DEBUG => POF checksum: 0xc3835ee5, IBX checksum: 0x01a5f337 -- "Fury_tech.pof"
DDS ERROR: Couldn't open 'wep-fury-shine.dds' -- DDS was in an unsupported/unknown format
Loading model 'Interceptor_tech.pof'
IBX: Found a good IBX to read for 'Interceptor_tech.pof'.
IBX-DEBUG => POF checksum: 0xdd5001b2, IBX checksum: 0xe50dc87d -- "Interceptor_tech.pof"
DDS ERROR: Couldn't open 'wep-interceptor-shine.dds' -- DDS was in an unsupported/unknown format
Model Interceptor_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Hornet_tech.pof'
IBX: Found a good IBX to read for 'Hornet_tech.pof'.
IBX-DEBUG => POF checksum: 0x54ad39ab, IBX checksum: 0xc0e6c1ce -- "Hornet_tech.pof"
DDS ERROR: Couldn't open 'wep-hornet-shine.dds' -- DDS was in an unsupported/unknown format
Loading model 'phoenix_tech.pof'
IBX: Found a good IBX to read for 'phoenix_tech.pof'.
IBX-DEBUG => POF checksum: 0xa672dd43, IBX checksum: 0xf604e8bd -- "phoenix_tech.pof"
Loading model 'Synaptic_tech.pof'
IBX: Found a good IBX to read for 'Synaptic_tech.pof'.
IBX-DEBUG => POF checksum: 0xa45fd8fc, IBX checksum: 0x327c513f -- "Synaptic_tech.pof"
Loading model 'Harbinger_tech.pof'
IBX: Found a good IBX to read for 'Harbinger_tech.pof'.
IBX-DEBUG => POF checksum: 0x7d0740a7, IBX checksum: 0x1da13e83 -- "Harbinger_tech.pof"
ANI 2_disruptor.ani with size 332x304 (40.6% wasted)
ANI 2_avenger.ani with size 332x304 (40.6% wasted)
ANI 2_flail.ani with size 332x304 (40.6% wasted)
ANI 2_prometheus.ani with size 332x304 (40.6% wasted)
ANI 2_banshee.ani with size 332x304 (40.6% wasted)
ANI icont-cap with size 97x54 (15.6% wasted)
ANI Fadeicont-Cap with size 97x54 (15.6% wasted)
ANI Fadeicont-Cap.ani with size 97x54 (15.6% wasted)
ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode.ani with size 90x90 (29.7% 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 iconv-fightW with size 63x46 (28.1% wasted)
ANI Fadeiconv-FighterW with size 63x46 (28.1% wasted)
ANI Fadeiconv-FighterW.ani with size 63x46 (28.1% wasted)
ANI iconv-cruiser with size 70x44 (31.3% wasted)
ANI Fadeiconv-cruiser with size 70x44 (31.3% wasted)
ANI Fadeiconv-cruiser.ani with size 70x44 (31.3% wasted)
ANI iconv-cap with size 97x28 (12.5% wasted)
ANI Fadeiconv-Cap with size 97x28 (12.5% wasted)
ANI Fadeiconv-Cap.ani with size 97x28 (12.5% wasted)
Frame  0 too long!!: frametime = 3.236 (3.236)
ANI icont-cap.ani with size 97x54 (15.6% wasted)
ANI iconnode.ani with size 90x90 (29.7% wasted)
ANI icont-fightW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.314 (0.314)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
Frame  0 too long!!: frametime = 0.315 (0.315)
Got event GS_EVENT_WEAPON_SELECTION (21) in state GS_STATE_SHIP_SELECT (11)
ANI icon_disruptor.ani with size 56x24 (25.0% wasted)
ANI icon_avenger.ani with size 56x24 (25.0% wasted)
ANI icon_flail.ani with size 56x24 (25.0% wasted)
ANI icon_prometheus.ani with size 56x24 (25.0% wasted)
ANI icon_banshee.ani with size 56x24 (25.0% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_WEAPON_SELECT (16)
Entering game at time =  91.636
ANI Head-TP4b.ani with size 160x120 (6.3% wasted)
3170 frames executed in  30.008 seconds, 105.638 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Tue Feb 24 07:36:19 2009

Guess GLSL isn't on there.

Thanks for the split and title change.
Title: Re: New HUD Not Showing
Post by: Mongoose on February 24, 2009, 04:20:43 pm
Unless I've really fouled things up, the exact HUD shown in the original post isn't the one that comes with the FSPort by default; the latter looks (mostly) identical to the FS1 HUD.
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 24, 2009, 04:31:01 pm
I have the radar and target box bar graph from TVWP, but the gauges are otherwise the same.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 24, 2009, 04:51:58 pm
radar and target box bar graph from TVWP
THAT'S the answer I was looking for, I just derailed two pages of a thread for everyone to think I botched up my game for NOTHING.
Title: Re: New HUD Not Showing
Post by: blowfish on February 24, 2009, 05:42:33 pm
Why is this stickied? :wtf:
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 24, 2009, 07:00:56 pm
Okay, I can now make my HUD look like Woolie Wool's I'm happy now.
Title: Re: New HUD Not Showing
Post by: Mongoose on February 24, 2009, 07:26:32 pm
Why is this stickied? :wtf:
Because Goober split it out of a stickied thread in another board, which makes it retain its sticky characteristic for some reason.  I got a bit confused when I had to split some other posts out of the same thread, since I couldn't find where they went at first. :p
Title: Re: New HUD Not Showing
Post by: Woolie Wool on February 24, 2009, 09:29:15 pm
radar and target box bar graph from TVWP
THAT'S the answer I was looking for, I just rerailed two pages of a thread for everyone to think I botched up my game for NOTHING.

Yes, but when you say "new HUD", I think of the bit that modifies the entire HUD design (FSPort's sparky_hi_fs1) rather than a couple of minor elements of the HUD.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 24, 2009, 09:32:48 pm
I always had the FS1 style HUD ever since I grabbed FSPort.
Title: Re: New HUD Not Showing
Post by: Jeff Vader on February 25, 2009, 12:15:48 am
Why is this stickied? :wtf:
Because Goober split it out of a stickied thread in another board, which makes it retain its sticky characteristic for some reason.  I got a bit confused when I had to split some other posts out of the same thread, since I couldn't find where they went at first. :p
Actually it was Serious Sandwich. But don't worry. I know what I'm doing. I think...

Also. Commander Zane, I remember you ranting about not having normal maps but according to your log,
1. you don't have -normal on
2. you have -img2dds on.

Fix those.
Title: Re: New HUD Not Showing
Post by: Commander Zane on February 25, 2009, 12:58:49 am
I had normals off because nothing ever happened.
But the img2dds...I never heard of needing to be off, I'll try that...

Still nothing.
Title: Re: New HUD Not Showing
Post by: Jeff Vader on February 25, 2009, 01:12:05 am
Try older drivers? Mine are from ~July 2007 and couldn't work better.