Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Commander Zane on July 14, 2009, 12:30:42 pm

Title: Something odd with the Tech Room
Post by: Commander Zane on July 14, 2009, 12:30:42 pm
Ctrl + Shift + S, it no longer unlocks the Tech Room listings for ships / weapons, missions, and cinematics.
Anyone else get this, was the feature removed?
Title: Re: Something odd with the Tech Room
Post by: Exeter on July 14, 2009, 03:13:59 pm
I just gave it a go and it works for me.  I did have to unlock each category individually, but it's been so long since I've tried it, I can't remember if that's how it's always worked.
Title: Re: Something odd with the Tech Room
Post by: jkalltheway on July 14, 2009, 08:42:21 pm
maybe check if ur capslock key is on. Maybe that's messing with it?
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 14, 2009, 08:50:51 pm
It isn't, and I don't imagine that Caps Lock would be a factor in that.
Title: Re: Something odd with the Tech Room
Post by: Polpolion on July 14, 2009, 09:52:03 pm
You mean it just randomly stopped working? What build are you using?
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 15, 2009, 05:22:57 am
Tried the latest Nightly build, tried RC3, nothing.
Title: Re: Something odd with the Tech Room
Post by: Aardwolf on July 15, 2009, 06:33:30 am
Maybe it's a difference between Debug and Release builds?
Title: Re: Something odd with the Tech Room
Post by: captain-custard on July 15, 2009, 06:36:57 am
i thought the tech room was F3 but then  again i get things confused
Title: Re: Something odd with the Tech Room
Post by: asyikarea51 on July 15, 2009, 06:41:16 am
I always saw the F3 tech room as a "fluff-free" ingame model viewer for troubleshooting while the normal tech room has all the usual story stuff in it for immersion...
Title: Re: Something odd with the Tech Room
Post by: Aardwolf on July 15, 2009, 06:41:31 am
"Tech Room" = the menu thing that says tech room. F3 = "Ship Lab" or "F3 Ship Lab"
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 15, 2009, 06:49:18 am
Maybe it's a difference between Debug and Release builds?
Don't believe so, I can try that again just to double-check, but I'm fairly sure there shouldn't be a functionality difference between R and D builds.
Title: Re: Something odd with the Tech Room
Post by: Dilmah G on July 15, 2009, 07:34:34 am
Which campaign do you have selected? I believe this can sometimes be a factor.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 15, 2009, 05:13:50 pm
Any. Tried the FreeSpace 2 campaign, Blue Planet, and Procyon Insurgency. They all used to work before.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 09:41:23 am
Anyone have an idea of what's going on? Campaign doesn't make a difference, no build makes a difference, it just no longer works.
Title: Re: Something odd with the Tech Room
Post by: Aardwolf on July 19, 2009, 03:30:28 pm
Big things I'd guess we'd need to know would be: what .exe, and what are the file-paths it's looking in. The first is easy to figure out, the other is listed in one of the debugging files somewhere.

There is of course the slight possibility that everyone so far (including myself) has been to lazy to check themselves, and there might actually be an obvious bug in need of fixing.

Edit: I've actually tested for myself now, and I see no problem. I'm using 3.6.10 final, mediavps, Main FS2 Campaign.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 03:32:26 pm
It's a pretty clean install that I put in about a week ago.
Title: Re: Something odd with the Tech Room
Post by: The E on July 19, 2009, 03:48:26 pm
I tested it using Blue Planet, Crossing the Styx and Silent Threat, with 3.6.10 Final as well. No problem here.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 03:53:49 pm
What the hell then?
It's a CLEAN install so everything should be dandy.
I can't do any of the mission experiments I want to do on other campaigns because of this.
Title: Re: Something odd with the Tech Room
Post by: Galemp on July 19, 2009, 07:03:00 pm
Is your keyboard working? :nervous:
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 07:04:31 pm
Yes. :P
Title: Re: Something odd with the Tech Room
Post by: Aardwolf on July 19, 2009, 07:36:22 pm
Ok, you still haven't told us what EXE you're using. That's not helping.

One other thing to note, if you haven't patched to Version 1.2 (retail-ish), that can cause some problems. I don't know if this is one of them, but since you keep saying it's a clean install without giving us any more info on what that means, that sort of possibility comes to mind.
Title: Re: Something odd with the Tech Room
Post by: The E on July 19, 2009, 07:38:06 pm
What Aardwolf said. Also, I think I would like to see a debug log.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 07:40:31 pm
FreeSpace 2 was installed via the GOG.com installer, so it's already at the latest Retail version, I'm using the 3.6.10 Final Release build from the launcher.
Basically, I did the same thing I've always done the past 20 installs and now it's deciding to not work.
Title: Re: Something odd with the Tech Room
Post by: The E on July 19, 2009, 07:44:31 pm
(http://i659.photobucket.com/albums/uu320/FabianW/log.jpg)
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 08:20:06 pm
File name, file location, folder location.
Title: Re: Something odd with the Tech Room
Post by: The E on July 19, 2009, 08:25:25 pm
Run a debug build. Try the cheat. Afterwards, go to the data directory, and retrieve the fs2_open.log file.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 08:48:43 pm
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_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -cache_bitmaps
  -img2dds
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod JAD,mediavps
Building file index...
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\JAD\JAD2_EB.vp' with a checksum of 0xb7dfdd67
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\JAD\JAD3_SoaP.vp' with a checksum of 0x1df5477a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\JAD\JAD3_SoaP_Xtra.vp' with a checksum of 0x2addc7a6
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\JAD\JAD_SE.vp' with a checksum of 0x12636a42
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\JAD\' ... 1 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\JAD\JAD2_EB.vp' ... 11 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\JAD\JAD3_SoaP.vp' ... 35 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\JAD\JAD3_SoaP_Xtra.vp' ... 7 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\JAD\JAD_SE.vp' ... 12 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\' ... 88 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\' ... 105 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
Searching root 'e:\' ... 0 files
Found 25 roots and 13344 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 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9600M GT/PCI/SSE2
  OpenGL Version    : 2.1.2

  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: 1.20 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.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_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_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'jad3-shp.tbm' ...
jad3-shp.tbm(line 4:Warning: Token too long: [MotherfrakkingShivansonaMotherfrakkingPlane].  Length = 43.  Max is 31.
WARNING: "jad3-shp.tbm(line 4: Warning: Token too long: [MotherfrakkingShivansonaMotherfrakkingPlane].  Length = 43.  Max is 31." at PARSELO.CPP:668
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 592
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.649 (0.649)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sun Jul 19 20:46:50 2009
Title: Re: Something odd with the Tech Room
Post by: The E on July 19, 2009, 08:54:50 pm
Hmm. Nothing obviously wrong here, except for your mv_music.vp. It should contain 32 Files, yours contains only 15.

I still find it strange that you're the only one with this issue. Forgive me if you've already done this, but could you try again with a completely fresh pilot file? Not a cloned one, but a completely new one?
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 08:58:03 pm
Something can be done about the music.vp right? I remember (I think Mobius) released a corrected music.vp.

Creating a new pilot didn't solve it.
Title: Re: Something odd with the Tech Room
Post by: The E on July 19, 2009, 09:03:04 pm
The music vp can be found here (http://cp.nukelol.com/mv_music.zip). As for your problem, I have no Idea why you're the onoly one affected by it, seemingly.
Here's a bit from the "random guessing" pile: Download this. (http://homepage.ntlworld.com/karajorma/FAQ/Downloads/HotUv1.20Pack.rar) Unpack it, and copy the root_fs2.vp into your FS2 dir. See if that changes anything.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 19, 2009, 09:08:45 pm
Thanks for the music.vp, however the root_fs2.vp didn't change anything still.
Title: Re: Something odd with the Tech Room
Post by: Spoon on July 20, 2009, 07:40:47 am
maybe your keyboard is just broken  :lol:

*runs*
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 20, 2009, 11:38:37 am
It isn't because Ctrl controls work, Shift controls work, and you can obviously see "S" works. :P
Title: Re: Something odd with the Tech Room
Post by: Aardwolf on July 20, 2009, 07:23:05 pm
Where is it not working?

Maybe you're trying it on the single missions section instead of the campaign missions section? (Also note, if that's the case then it probably would be working fine for the ships/weapons sections)
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on July 20, 2009, 07:27:23 pm
Not working on anything, I try it on the ships database because it's the first thing that pops up.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on August 22, 2009, 12:39:33 pm
Sorry for bumping this, but considering there's nothing wrong with the log file, are there any possible solutions to getting this issue solved? As it is I lost my hard drive due to it killing itself on me the other week so everything here is freshly installed, and it still doesn't unlock everything.
Title: Re: Something odd with the Tech Room
Post by: Aardwolf on August 23, 2009, 10:52:33 am
Does it only happen with JAD?

Are those ships actually in Ships.tbl? Because if they're not in there, they're not going to show up with that key combination.
Title: Re: Something odd with the Tech Room
Post by: Commander Zane on August 23, 2009, 10:57:35 am
Any. Tried the FreeSpace 2 campaign, Blue Planet, and Procyon Insurgency.

they're not going to show up with that key combination.
Doesn't matter, it doesn't unlock the rest of the ship / weapon / mission databases PERIOD.