---------------------------
Assertion Failed!
---------------------------
Assert: sip->primary_bank_weapons[i] >= 0File: Ship.cppLine: 3853Call
stack:------------------------------------------------------------------ parse_ship() parse_shiptbl()
parse_modular_table() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll
7c817077()------------------------------------------------------------------[ This info is in the clipboard so you can
paste it somewhere now ]Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
---------------------------
Assertion Failed!
---------------------------
Assert: sip->primary_bank_weapons[i] >= 0
File: Ship.cpp
Line: 3853
Call stack:
------------------------------------------------------------------
fred2_open_3_6_10_RC2_INF_debug.exe 0053aae4()
fred2_open_3_6_10_RC2_INF_debug.exe 0054075d()
fred2_open_3_6_10_RC2_INF_debug.exe 00525f13()
fred2_open_3_6_10_RC2_INF_debug.exe 00540c94()
fred2_open_3_6_10_RC2_INF_debug.exe 00457abe()
fred2_open_3_6_10_RC2_INF_debug.exe 0044d831()
fred2_open_3_6_10_RC2_INF_debug.exe 009c6972()
fred2_open_3_6_10_RC2_INF_debug.exe 009c62d4()
fred2_open_3_6_10_RC2_INF_debug.exe 009c3e79()
fred2_open_3_6_10_RC2_INF_debug.exe 009c4315()
USER32.dll 7e368734()
USER32.dll 7e37bdf1()
USER32.dll 7e378ea0()
USER32.dll 7e37ce7c()
ntdll.dll 7c90e473()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
I'm attaching two files that have something to do with debugging ,can you tell me where to find debug_filter.cfg so I can provide even more accurate info?C:\Games\Freespace2\fs2_open_3_6_10_RC2_INF_debug.exe -mod Main\Root,Main\core -spec -glow -env -mipmap -missile_lighting -normal -3dshockwave -dualscanlines -targetinfo -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -mod Main\terra -height -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80
Main mod is split into smaller directories ,Root and Core have everything that is needed to run freespace and Terra have terran shipset. Graphic Card: NVIDIA GeForce 9600 GT
Card's RAM: 512,00 MB
Installed Drivers: nv4_disp.dll
Sound Device: Realtek high Definition Audio
Total Disk Space on C: 292 ,97 GB
Free Disk Space on C: 236,30 GB
Total Disk Space on D: 156 ,25 GB
Free Disk Space on D: 114,03 GB
Freespace 2 is installed in C:/Games/Freespace22009-05-01 11:37 Application Error Aplikacja powodująca błąd fred2_open_3_6_10d-20090303_r5083.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10d-20090303_r5083.exe, wersja 1.0.0.1, adres błędu 0x005f513d.

2009-05-01 11:43 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, adres błędu 0x0017cfc6.

2009-05-01 11:45 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, adres błędu 0x0017cfc6.

2009-05-01 11:46 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, adres błędu 0x0017cfc6.

2009-05-01 11:47 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, adres błędu 0x000bd921.

2009-05-01 21:14 Application Error Aplikacja powodująca błąd fs2_open_3_6_10_rc1_inf.exe, wersja 1.0.0.1, moduł powodujący błąd fs2_open_3_6_10_rc1_inf.exe, wersja 1.0.0.1, adres błędu 0x000912ca.

2009-05-02 20:14 Application Error Aplikacja powodująca błąd fs2_open_3_6_10_rc1_inf_debug.exe, wersja 1.0.0.1, moduł powodujący błąd fs2_open_3_6_10_rc1_inf_debug.exe, wersja 1.0.0.1, adres błędu 0x003e3f2c.

2009-05-02 20:16 Application Error Aplikacja powodująca błąd fs2_open_3_6_10_rc1_inf_debug.exe, wersja 1.0.0.1, moduł powodujący błąd fs2_open_3_6_10_rc1_inf_debug.exe, wersja 1.0.0.1, adres błędu 0x003e3f2c.

2009-05-02 20:44 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2_inf_debug.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2_inf_debug.exe, wersja 1.0.0.1, adres błędu 0x00171637.

2009-05-02 20:45 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2_inf_debug.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2_inf_debug.exe, wersja 1.0.0.1, adres błędu 0x00171637.

2009-05-02 21:04 Application Hang Aplikacja zawieszająca helpctr.exe, wersja 5.1.2600.5512, moduł zawieszenia hungapp, wersja 0.0.0.0, adres zawieszenia 0x00000000.

sip->primary_bank_weapons[i] >= 0
parse_ship() parse_shiptbl() parse_modular_table()
---------------------------
Assertion Failed!
---------------------------
Assert: bank->num_slots < MAX_SLOTS
File: ModelRead.cpp
Line: 2736
Call stack:
------------------------------------------------------------------
model_load() labviewer_change_model() labviewer_change_ship_lod() DoMouseUp() OnFrame() OnFrame() OnFrame() OnFrame() lab_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
FRED---------------------------
Assertion Failed!
---------------------------
Assert: bank->num_slots < MAX_SLOTS
File: ModelRead.cpp
Line: 2736
Call stack:
------------------------------------------------------------------
fred2_open_3_6_10_RC2_INF_debug.exe 005a8c1c()
fred2_open_3_6_10_RC2_INF_debug.exe 0054b211()
fred2_open_3_6_10_RC2_INF_debug.exe 0045805f()
fred2_open_3_6_10_RC2_INF_debug.exe 00458e17()
fred2_open_3_6_10_RC2_INF_debug.exe 00457ee8()
fred2_open_3_6_10_RC2_INF_debug.exe 0043fd67()
fred2_open_3_6_10_RC2_INF_debug.exe 009c6df1()
fred2_open_3_6_10_RC2_INF_debug.exe 009c62d4()
fred2_open_3_6_10_RC2_INF_debug.exe 009c3e79()
fred2_open_3_6_10_RC2_INF_debug.exe 009c4315()
USER32.dll 7e368734()
USER32.dll 7e368816()
USER32.dll 7e37a013()
USER32.dll 7e37a039()
OPENGL32.dll 5f1b699b()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
Can you tell me what mean this one? if ( (header.pixel_depth != 16) && (header.pixel_depth != 24) && (header.pixel_depth != 32) ) {
Int3();
return TARGA_ERROR_READING;
}
---------------------------
Assertion Failed!
---------------------------
Assert: ti->texture.bitmap_id != -1
File: Trails.cpp
Line: 414
Call stack:
------------------------------------------------------------------
trail_render_all() game_render_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
I think it has something to do with trails ,but all trails I have seem valid.And you helped me very much
Shouldn't most Int3()'s be preceded by a logged message though? I mean I know not everyone does them that way, but I thought that was a recommended practice. Then you have control of what types of debug logging will output the message to the log as well.
OK ,I found this is showing only in debug ,maybe it will don't do any damage.
---------------------------
Assertion Failed!
---------------------------
Assert: idx == Shockwave_info[i].model_id
File: Shockwave.cpp
Line: 1080
Call stack:
------------------------------------------------------------------
level_page_in() freespace_mission_load_stuff() game_post_level_init() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
This pops up when loading my BOE mission (I wanted to run it after trail ---------------------------
Assertion Failed!
---------------------------
Assert: team != -1
File: Object.cpp
Line: 2463
Call stack:
------------------------------------------------------------------
maybe_process_friendly_hit() ai_ship_hit() ship_apply_local_damage() ship_weapon_do_hit_stuff() ship_weapon_check_collision() collide_ship_weapon() obj_check_all_collisions() obj_move_all() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain()------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
Assert: count < max_ints
File: PARSELO.CPP
Line: 2479
Call stack:
------------------------------------------------------------------
parse_ship_values() parse_ship() parse_shiptbl() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
FRED: ---------------------------
Assertion Failed!
---------------------------
Assert: count < max_ints
File: PARSELO.CPP
Line: 2479
Call stack:
------------------------------------------------------------------
fred2_open_3_6_10_RC2_INF_debug.exe 0053ef02()
fred2_open_3_6_10_RC2_INF_debug.exe 0053aae4()
fred2_open_3_6_10_RC2_INF_debug.exe 0054075d()
fred2_open_3_6_10_RC2_INF_debug.exe 00540c7e()
fred2_open_3_6_10_RC2_INF_debug.exe 00457abe()
fred2_open_3_6_10_RC2_INF_debug.exe 0044d831()
fred2_open_3_6_10_RC2_INF_debug.exe 009c6972()
fred2_open_3_6_10_RC2_INF_debug.exe 009c62d4()
fred2_open_3_6_10_RC2_INF_debug.exe 009c3e79()
fred2_open_3_6_10_RC2_INF_debug.exe 009c4315()
USER32.dll 7e368734()
USER32.dll 7e37bdf1()
USER32.dll 7e378ea0()
USER32.dll 7e37ce7c()
ntdll.dll 7c90e473()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
Happens on startup of debugs ,I see no problems with standard builds.---------------------------
Assertion Failed!
---------------------------
Assert: pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT
File: ModelRead.cpp
Line: 4982
Call stack:
------------------------------------------------------------------
calculate_ship_ship_collision_physics() ship_ship_check_collision() collide_ship_ship() obj_check_all_collisions() obj_move_all() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
Loaded l_flyby.wav
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
ASSERTION: "pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT" at ModelRead.cpp:4982
calculate_ship_ship_collision_physics() ship_ship_check_collision() collide_ship_ship() obj_check_all_collisions() obj_move_all() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
Freeing all existing models...
Tried to unload missile_flare.dds that has a load count of 2.. not unloading
Unloading missile_flare.dds. 512x512x0
Releasing bitmap shockwave3d.dds in slot 1108 with handle 818108
Releasing bitmap shockwave3d-glow.eff in slot 1109 with handle 822859
Tried to release cheeparts.pcx that has a load count of 4.. not releasing
Tried to release cheeparts-glow.dds that has a load count of 4.. not releasing
Tried to release cheeparts-shine.pcx that has a load count of 4.. not releasing
Those are lines around the assertion. ---------------------------
Assertion Failed!
---------------------------
Assert: model_num > -1
File: ModelRead.cpp
Line: 3905
Call stack:
------------------------------------------------------------------
model_clear_instance() hud_target_in_reticle_new() button_function() button_info_do() game_process_keys() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
FF: Afterburn stopped
No more swarm missiles are available
Player lethality: -10.0, num turrets targeting player: 0
No more swarm missiles are available
No more swarm missiles are available
Player lethality: -10.0, num turrets targeting player: 0
Starting animation type 6 at 62088 ...
Dir=[0.000000, 0.000000, 1.000000], End=[0.000000, 0.000000, 0.000000], Vel=[0.000000, 0.000000, 1.002614], Accel=[0.000000, 0.000000, 1.047197], Slow=[0.000000, 0.000000, -0.479965]
Starting animation type 6 at 62088 ...
Dir=[0.000000, 0.000000, -1.000000], End=[0.000000, 0.000000, 0.000000], Vel=[0.000000, 0.000000, -1.002614], Accel=[0.000000, 0.000000, -1.047197], Slow=[0.000000, 0.000000, 0.479965]
Player lethality: -10.0, num turrets targeting player: 0
ASSERTION: "model_num > -1" at ModelRead.cpp:3905
model_clear_instance() hud_target_in_reticle_new() button_function() button_info_do() game_process_keys() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
Freeing all existing models...
Tried to unload missile_flare.dds that has a load count of 2.. not unloading
Unloading missile_flare.dds. 512x512x0
Releasing bitmap shockwave3d.dds in slot 1108 with handle 870358
Releasing bitmap shockwave3d-glow.eff in slot 1109 with handle 875109
Tried to release cheeparts.pcx that has a load count of 4.. not releasing
Tried to release cheeparts-glow.dds that has a load count of 4.. not releasing
Tried to release cheeparts-shine.pcx that has a load count of 4.. not releasing
Releasing bitmap cheewing.pcx in slot 1271 with handle 894271
Releasing bitmap cheewing-glow.dds in slot 1272 with handle 899022
Releasing bitmap cheewing-shine.pcx in slot 1273 with handle 903773
Releasing bitmap cheehull.pcx in slot 1274 with handle 908524
Releasing bitmap cheehull-shine.pcx in slot 1275 with handle 913275
I fear this may be something either with code or with Hera ,I will try to provide more info soon. For "Destroyer.pof" I couldn't find damage-glow.ani
For "Destroyer.pof" I couldn't find damage-normal.ani
Model Destroyer.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Frame 0 too long!!: frametime = 10.658 (10.658)
Loading colbatstargen3.pcx for the first time.
Loading colbatstargen3.pcx (64x64x16)
Fast-unloading colbatstargen3.pcx. 64x64x16
Loading colbatstargen3-shine.jpg for the first time.
Loading colbatstargen3-shine.jpg (64x64x16)
Fast-unloading colbatstargen3-shine.jpg. 64x64x16
Player lethality: -10.0, num turrets targeting player: 0
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 (44) in state GS_STATE_GAME_PLAY (2)
Hit target speed. Starting warp effect and moving to stage 2!
Int3(): From E:\Storage\FSO\fs2_open\code\Render\3dSetup.cpp at line 561
ASSERTION: "sip->subsystems[j].model_num == sip->model_num" at Ship.cpp:15695
Player lethality: 109.8, num turrets targeting player: 2
AI ship is seeking lock
Player lethality: 109.6, num turrets targeting player: 3
Loaded Arc_04.wav
Player lethality: 109.5, num turrets targeting player: 2
Player lethality: 109.3, num turrets targeting player: 2
Player lethality: 109.2, num turrets targeting player: 2
Player lethality: 109.1, num turrets targeting player: 2
Player lethality: 108.9, num turrets targeting player: 2
Player lethality: 108.8, num turrets targeting player: 2
Loaded boom_1.wav
Loaded clusterboom.wav
Hmm.. Make sure all the subsystem data in model file and in the tables match. Both names and the number of the subsystems.Yes, that was it. The nav subsystem was in the table, but not on the model. Thanks.
Create empty text/ASCII file named 'debug_filter.cfg' to the same directory where the log file is created to. Run the debug build. Exit the game. Open the log file (this time a tad longer file). Then post only the ten (10) last lines or so from it.
Impossible to tell as there nothing immediately apparent in the log.
Do you get any warnings when starting the game, or does the full log contain any warnings?
I got one... Last lines of the FS2_Open.log:Create empty text/ASCII file named 'debug_filter.cfg' to the same directory where the log file is created to. Run the debug build. Exit the game. Open the log file (this time a tad longer file). Then post only the ten (10) last lines or so from it.
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)
No briefing music is selected, so play first briefing track: ASW Briefing 1
AUDIOSTR => Successfully opened: Ancients_Briefing.ogg
ANI 2_BriefMap with size 918x400 (21.9% wasted)
Entering brief_init()
entering common_select_init()
ANI iconwing01 with size 32x28 (12.5% wasted)
Int3(): From E:\Storage\FSO\fs2_open\code\MissionUI\MissionShipChoice.cpp at line 3507
---------------------------
Assertion Failed!
---------------------------
Assert: weapon_size > 0.0f
File: ship.cpp
Line: 6384
Call stack:
------------------------------------------------------------------
fs2_open_3_6_11d-20090616_r5342.exe 008cf6fc()
fs2_open_3_6_11d-20090616_r5342.exe 0075c9dd()
fs2_open_3_6_11d-20090616_r5342.exe 0075c821()
fs2_open_3_6_11d-20090616_r5342.exe 00762e29()
fs2_open_3_6_11d-20090616_r5342.exe 00764e84()
fs2_open_3_6_11d-20090616_r5342.exe 00767917()
fs2_open_3_6_11d-20090616_r5342.exe 007676a0()
fs2_open_3_6_11d-20090616_r5342.exe 00768a9b()
fs2_open_3_6_11d-20090616_r5342.exe 009c45be()
fs2_open_3_6_11d-20090616_r5342.exe 00744819()
fs2_open_3_6_11d-20090616_r5342.exe 00751783()
fs2_open_3_6_11d-20090616_r5342.exe 00982046()
fs2_open_3_6_11d-20090616_r5342.exe 00750352()
fs2_open_3_6_11d-20090616_r5342.exe 00982618()
fs2_open_3_6_11d-20090616_r5342.exe 00753a48()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Anuluj
---------------------------
Log: For "Slayer.pof" I couldn't find beamturh-normal.ani
Found bitmap damage.dds -- number 2058
For "Slayer.pof" I couldn't find damage-glow.ani
Found bitmap damage-shine.dds -- number 2059
For "Slayer.pof" I couldn't find damage-normal.ani
Ship Slayer.pof with engine wash associated with subsys engines
Allocating space for at least 18 new ship subsystems ... a total of 600 is now available (412 in-use).
ASSERTION: "weapon_size > 0.0f" at ship.cpp:6384
fs2_open_3_6_11d-20090616_r5342.exe 008cf6fc()
fs2_open_3_6_11d-20090616_r5342.exe 0075c9dd()
fs2_open_3_6_11d-20090616_r5342.exe 0075c821()
fs2_open_3_6_11d-20090616_r5342.exe 00762e29()
fs2_open_3_6_11d-20090616_r5342.exe 00764e84()
fs2_open_3_6_11d-20090616_r5342.exe 00767917()
fs2_open_3_6_11d-20090616_r5342.exe 007676a0()
fs2_open_3_6_11d-20090616_r5342.exe 00768a9b()
fs2_open_3_6_11d-20090616_r5342.exe 009c45be()
fs2_open_3_6_11d-20090616_r5342.exe 00744819()
fs2_open_3_6_11d-20090616_r5342.exe 00751783()
fs2_open_3_6_11d-20090616_r5342.exe 00982046()
fs2_open_3_6_11d-20090616_r5342.exe 00750352()
fs2_open_3_6_11d-20090616_r5342.exe 00982618()
fs2_open_3_6_11d-20090616_r5342.exe 00753a48()
Freeing all existing models...
Unloading missile_flare.dds. 512x512x0
Unloading missile_flare.dds. 512x512x0
Releasing bitmap shockwave3d.dds in slot 1834 with handle 1531334
Releasing bitmap shockwave3d-glow.eff in slot 1835 with handle 1536085
Releasing bitmap asparts.pcx in slot 2004 with handle 1588504
Releasing bitmap asparts-shine.pcx in slot 2005 with handle 1593255
Slayer.pof is reskined Stratcomm's Hyperion.
Assert: bm_bitmaps[bitmapnum].handle == handle
File: bmpman.cpp
Line: 1915
Call stack:
------------------------------------------------------------------
gr_opengl_aabitmap() gr_aabitmap() hud_show_dumbfire_threat() hud_show_top_arc() hud_show_reticle() HUD_render_2d() game_render_hud_2d() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
FF: Afterburn started
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Num_particles high water mark = 21
Num_particles high water mark = 22
Num_particles high water mark = 23
Num_particles high water mark = 24
Num_particles high water mark = 25
Num_particles high water mark = 26
Num_particles high water mark = 27
Num_particles high water mark = 28
Num_particles high water mark = 29
Num_particles high water mark = 30
Num_particles high water mark = 31
Loaded S_flyby1.wav
ASSERTION: "bm_bitmaps[bitmapnum].handle == handle" at bmpman.cpp:1915
gr_opengl_aabitmap() gr_aabitmap() hud_show_dumbfire_threat() hud_show_top_arc() hud_show_reticle() HUD_render_2d() game_render_hud_2d() game_frame() game_do_frame() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
Freeing all existing models...
Tried to unload missile_flare.dds that has a load count of 6.. not unloading
Tried to unload missile_flare.dds that has a load count of 5.. not unloading
Releasing bitmap texture1.dds in slot 1240 with handle 941740