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General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: Pizzi1 on July 21, 2009, 04:54:39 am

Title: 3.6.10 performance problems
Post by: Pizzi1 on July 21, 2009, 04:54:39 am
hi
i am happy for this new release :p...but my performace remain pitiful with new opengl version  :( ..i am using now a older version of this engine (it has much more fps and no problem with performance than this new release)..

but i have seen something to strange....i have tested normal version and i had problems....and after i have tested the debug version and all works fine with no problems... :wtf:
someone can say me why? there is a hidden tag to select?

My system athlon black edition 7750, mb: asus m3n78, geforce 8600 sparkle pcie version with 256M end 4 giga of ram, windows xp.
Title: 3.6.10 performance problems
Post by: portej05 on July 21, 2009, 05:07:57 am
Hi Pizzi!

We'll need you to clarify a lot of what you've posted in order to track down any problems.
We'll need your data/fs2_open.log file, and some more information about what problems you are experiencing.

Also, could you please continue this thread over in "FreeSpace & FreeSpace Open Support", as this is the release thread.
Title: Re: 3.6.10 performance problems
Post by: General Battuta on July 21, 2009, 09:35:23 am
You're probably getting better performance with an older build because it doesn't have features like normal mapping.
Title: Re: 3.6.10 performance problems
Post by: captain-custard on July 21, 2009, 11:32:28 am
if this isnt due to a setup problem, ( i think it might be ) you can try using ntune and nvtray to boost your gpu a little , also try updating your drivers to the latest nvidia build might help
Title: Re: 3.6.10 performance problems
Post by: Fury on July 21, 2009, 12:28:50 pm
Uh, did you guys read his problem description?

He's basically saying that 3.6.10 debug build does not have performance problems while normal build does.
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on July 21, 2009, 03:34:41 pm
i have the latest nvidia driver..for me is not a problem of driver but something inside the new code but i dont know where is the problem..the debug version work very, very well
i have a good performance like 50/60 fps but the scroll when i move is not  fluid...(is not a new mediavp files problem, i have the same problem with original "volition" files too)..


repeat: i have this problem only with normal release but all work fine with debug version. (and this is very strange)...
I have tried too this engine on my older pc with nvidia 7600 and all work fine...

I have made test on some versions:

- Official and past release candidate                                                                           (I have seen problems)
- fso-20080818_CHIEF_4712 (Shaders committed among other things)                    (the game scroll does dont work well again)
- fso-20080525_CHIEF_4627_PXOFlag                                                                       (all work well with no slowdowns and the scroll is good (fluid))

For my test i have used the same condition (driver and game options)

Chief1983 knows my problem and he said 3 month ago: "I know where the commit was, that's not really a question.  You can try out the build here ( http://www.hard-light.net/forums/index.php/topic,55190.0.html ) if you want, that's the first trunk build with the new OpenGL code.  The latest build before that is probably the one from here ( http://www.freespacefaq.com/Misc-Downloads/Builds/Old/Scoring_Changes_2.7z ).  It should not have the OpenGL updates, but pretty much everything else up to that point.  So if the latter works well for you and the former doesn't, it's something with the original OpenGL Shader Language updates that's causing you trouble.  You might just try running the latest build with the -no_glsl command line option too, that would narrow down faster than testing a bunch of builds."

At today day this problem remain still open
i have tried to disable shaders via freespace launcher, but i see again this problem

[attachment deleted by MSC
Title: Re: 3.6.10 performance problems
Post by: The E on July 21, 2009, 03:41:03 pm
Several notes from that log:
1. Pleasepleaseplease with sugar on top clean up your FS2 folder.
Code: [Select]
Found root pack 'F:\Freespace\FreeSpace2\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'F:\Freespace\FreeSpace2\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'F:\Freespace\FreeSpace2\mp-710_models.vp' with a checksum of 0x20b9069a
Those vps are OUTDATED and should be DELETED.

2. You are using a display mode with 16 bit color. Change that to 32 bits. Make sure your Desktop color depth is set to 32 bits as well.
 
Title: Re: 3.6.10 performance problems
Post by: Jeff Vader on July 21, 2009, 03:47:38 pm
Also,
Code: [Select]
-img2ddsdoesn't do anything good.

Code: [Select]
Found root pack 'F:\Freespace\FreeSpace2\test2\Apollo_HTL.vp' with a checksum of 0xe624e5a3I don't think you actually need this.

Code: [Select]
Found root pack 'F:\Freespace\FreeSpace2\test2\3-6-10-patch-by-aardwolf.vp' with a checksum of 0xca7dfb52Uh, what was this again?
Edit: Never mind, it was something legal.
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on July 22, 2009, 01:12:11 pm
Thx to all for all this hint  :) .
I have made a new test:

     normal version                                                    ----------->   scroll is ugly
     debug vesion with (show memory usage 0ff)     ----------->   i have the same problem
     debug vesion with (show memory usage 0n)     ----------->   scroll is perfect i have seen no problem and all work fine

This flag seem resolve my problem, but it is only for the debug version .... (in the normal release i can not enable it)
If required, i am available to test future new betas in order to resolve this bug...i love this project :p .

Title: Re: 3.6.10 performance problems
Post by: The E on July 22, 2009, 01:19:28 pm
Could you repost your latest debug log?
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on July 22, 2009, 03:14:16 pm
Sure... i have no problem to repost again.
Below i have posted my latest infolog files: one with show memory on and one with the flag show memory off.

[attachment deleted by MSC
Title: Re: 3.6.10 performance problems
Post by: Jeff Vader on July 22, 2009, 03:18:28 pm
Code: [Select]
Found root pack 'F:\Freespace\FreeSpace2\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'F:\Freespace\FreeSpace2\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'F:\Freespace\FreeSpace2\mp-710_models.vp' with a checksum of 0x20b9069a
F
You still have the patches for the 3.6.8 MediaVPs in your \freespace2\ folder. Remove them. You don't need them. In fact, they can cause problems.
Title: Re: 3.6.10 performance problems
Post by: The E on July 22, 2009, 03:20:41 pm
Code: [Select]
Initializing OpenGL graphics device at 1280x800 with 16-bit color...You still are running the game with 16 bits of color depth. Change it to 32.
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on July 22, 2009, 03:44:07 pm
Sry i have forgot to delete them. Now there are no more, but the problem still remain.
My color deaph at the start is set to 32 bit...(I have set it with the launcher)...but the release seem doesn't take this change.
Anyway i have reposted my fs2 logs...thx for your patience :P

[attachment deleted by MSC
Title: Re: 3.6.10 performance problems
Post by: General Battuta on July 22, 2009, 03:45:36 pm
Did you set your desktop to 32-bit color? Right-click on desktop, Preferences, Displays, something like that.
Title: Re: 3.6.10 performance problems
Post by: The E on July 22, 2009, 04:47:11 pm
Also, make sure you are using the 5.5d Launcher.
It's linked to in the 3.6.10 Final release thread (http://www.hard-light.net/forums/index.php/topic,64520.msg1271916/topicseen.html#msg1271916).
Title: Re: 3.6.10 performance problems
Post by: portej05 on July 22, 2009, 10:48:08 pm
I've noticed you're using   -novbo - that will be a performance hit.
For some reason you've set this under 'Troubleshooting->Disable OpenGL VBO'

You're still using a 16bit request to OpenGL - this does not bode well!
Why are your mediavps under test2/ ?
Please check both your desktop colour depth AND the launcher colour depth.
Note that if you're running under Vista you'll need to run the launcher by right clicking on it and select 'Run as Administrator'
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on July 23, 2009, 06:38:11 am
I have disabled vbo flag....but nothing the problem remain again.  :(
Usually i use test2 dir for my fs2 testing operation or to build new ship tables or new missions...but for me is not here the problem.... and now i am using it to test this release..
Ah I have selected 32 bit in the launcher too... try to watch the screenshot of my desktop....


[attachment deleted by MSC
Title: Re: 3.6.10 performance problems
Post by: The E on July 23, 2009, 06:58:50 am
Have you updated the Launcher? There were some issues with the 5.5e Launcher when it was first released, which were only resolved this morning.
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on July 27, 2009, 03:22:08 am
Now i have updated the launcher to the new bug-fix version..... now deaph color seems to work well, i have 32 bit.....but it is not the solution at my problem.
i have uploaded too, my fs2 logs.

[attachment deleted by Tolwyn]
Title: Re: 3.6.10 performance problems
Post by: captain-custard on July 27, 2009, 11:23:29 am
can you down load this and run a test then post the report results please......

http://www.realtech-vr.com/glview/


Title: Re: 3.6.10 performance problems
Post by: The E on July 28, 2009, 06:46:51 pm
Can you try one of the recent nightly builds (http://www.hard-light.net/forums/index.php/board,173.0.html)? Most people have reported at least some speed increases with those.
Title: Re: 3.6.10 performance problems
Post by: portej05 on July 28, 2009, 09:38:12 pm
Can you try one of the recent nightly builds (http://www.hard-light.net/forums/index.php/board,173.0.html)? Most people have reported at least some speed increases with those.

If you're not seeing a speed increase with the nightly builds, you're not using the sexp system :P
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on July 29, 2009, 05:36:05 am
I have just tested Nightly (Windows): 27 Jul 2009 - Revision 5492 i have not seen any changes..the scroll remain pitiful  :(
Below i have posted my open-gl extension report.


[attachment deleted by Tolwyn]
Title: Re: 3.6.10 performance problems
Post by: captain-custard on July 29, 2009, 07:39:13 am
ok, nothing much wrong there , your driver isnt prehistoric but its not the latest one .... have a look here

http://www.nvidia.com/object/winxp_190.38_whql.html (http://www.nvidia.com/object/winxp_190.38_whql.html)

this is a 32 bit one


try that one , one thing i would also check is that your gpu isnt underclocked for some reason , so first check what the settings should be according to the manufacturer; i think this is your card
http://reviews.cnet.com/graphics-cards/sparkle-geforce-8600gt-pci/1707-8902_7-33110101.html (http://reviews.cnet.com/graphics-cards/sparkle-geforce-8600gt-pci/1707-8902_7-33110101.html)

 download this http://www.techpowerup.com/downloads/SysInfo/GPU-Z/ (http://www.techpowerup.com/downloads/SysInfo/GPU-Z/) and see what you are actually running at ...

if there is a difference i would suggest getting ntune and nvtray and tweaking your card a little

n tune.......http://www.nvidia.com/object/ntune_5.05.54.00.html (http://www.nvidia.com/object/ntune_5.05.54.00.html)

nvtray ..... http://downloads.guru3d.com/NVTray-(NVIDIA-Tray-Tools)-download-1264.html (http://downloads.guru3d.com/NVTray-(NVIDIA-Tray-Tools)-download-1264.html)

keep posting with any results etc and hopefully we will sort this out soon
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on July 29, 2009, 03:52:13 pm
I have just upgraded with the lastest nvidia drivers.
I have tested too my graphic card with gpu-z, my gpu use normal default clock.
My card is a sparkle 8600 gt with 256 ddr3 http://www.sparkle.com.tw/product_detail.asp?id=63&sub_id=110

Anyway i have posted my test results.

[attachment deleted by Tolwyn]
Title: Re: 3.6.10 performance problems
Post by: Wobble73 on July 30, 2009, 04:46:20 am
In the product detail for that card, it says the memory clock runs at 1400Mhz, yet GPUz is stating yours is only running at 700Mhz. I doubt this would be your problem but................. :nervous:  :confused:
Title: Re: 3.6.10 performance problems
Post by: Fury on July 30, 2009, 06:02:28 am
GDDR3 is doube data rate RAM. 700 * 2 = 1400.
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on October 15, 2009, 04:51:41 am
hi all, i have now a geforce 9800 with 1 giga, but performance problem remain the same.
any idea?
Title: Re: 3.6.10 performance problems
Post by: The E on October 15, 2009, 05:47:37 am
Okay, since you are still he only one who seems to have the problem, I want you to try the latest nightly build by Zacam, one of the ones with SSE2 support if possible, and generate a new debug log.
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on October 16, 2009, 04:34:36 am
Ok, i have tried the both zacam sse versions i have again my problem.
Below i have posted my freespace logs
the game run great under debug version, but is pitiful in the normal release (this is very strange, why does work so well in debug version? and doesnt work in normal release?).
I see a stable 60 fps (v-sync on), but the scroll is bad in normal release, specially when there are much things in the screen like models or nebulaes....i have posted too my test mission
PS to play i can only use a older freespace version or the newer debug version.  How can i delete the up-right corner information in the debug version?  :p

[attachment deleted by admin]
Title: Re: 3.6.10 performance problems
Post by: portej05 on October 16, 2009, 08:14:44 am
Interesting - just compared your command line with mine:

Mine:
Code: [Select]
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -no_vsync
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
  -fps

Yours:
Code: [Select]
Passed cmdline options:
  -env
  -mipmap
  -glow
  -spec
  -cache_bitmaps
  -ship_choice_3d
  -mod test2
  -fps

I suggest trying -snd_preload and getting rid of -cache_bitmaps and seeing what happens (Warning: I haven't tested this on my setup, but I've not had problems with this set of parameters)
Title: Re: 3.6.10 performance problems
Post by: Zacam on October 16, 2009, 10:55:10 am
Try yanking out -mipmap as well. MediaVPs don't need -mipmap.

cache_bitmaps should be just fine, honestly. I run with it on a 7600 and 8800GT as well as my SLI 9800 1gb.

I'd also recommend -loadallweps (or what ever it is) as that's another flag I have on. If it's only dynamically paging in the weapons when defined on mission loadout but in mission it doesn't have pre-loaded the table weapons for a ship, that can cause some sluggishness.

And yeah, Release (non-Debug) builds should be faster than Debug Builds.

Also, to better provide proper support, make sure the MediaVPs you are using are the actual MediaVPs (unaltered) and are of the latest version. Absolutely none of those checksums are right. And file counts are off as well.
Title: Re: 3.6.10 performance problems
Post by: AlienTermite on October 23, 2009, 12:43:13 am
I've been having the same problem with the scrolling being choppy... I have a stable frame rate of 60fps but when I turn my ship in any direction it gets really choppy, even though it still says 60fps. I turned vsync off and it runs a lot better (120fps... but a little clippy just because of the fact that vsync is off), which is strange because my computer is pretty good (6GB RAM, GeForce 9800 GT, Intel Core Quad @ 2.33 GHz each), and I also run 3.6.10 on my other PC which is a lot crappier than this one and it runs great with vsync on.

Anyways, maybe try running the game without vsync. Works for me, and the clipping isn't too noticeable most of the time.
Title: Re: 3.6.10 performance problems
Post by: Rodo on October 23, 2009, 12:57:42 pm
I've been having the same problem with the scrolling being choppy... I have a stable frame rate of 60fps but when I turn my ship in any direction it gets really choppy, even though it still says 60fps. I turned vsync off and it runs a lot better (120fps... but a little clippy just because of the fact that vsync is off), which is strange because my computer is pretty good (6GB RAM, GeForce 9800 GT, Intel Core Quad @ 2.33 GHz each), and I also run 3.6.10 on my other PC which is a lot crappier than this one and it runs great with vsync on.

Anyways, maybe try running the game without vsync. Works for me, and the clipping isn't too noticeable most of the time.


I seem to have the same problem as well and dissabling Vsync helped a little bit.

It's strange since I haven't noticed this before.. maybe it's because of the new video card I bought a couple of months back.

I have a decent pc so I'm guessing it's not the because of my hardware capabilities. (GTX 260 + AM2 4200 + 3GB ram)


oh sorry.. forgot these:

Code: [Select]

C:\Games\FreeSpace2\fs2_openr.exe -mod mediavps -spec -glow -env -mipmap -nomotiondebris -noscalevid -missile_lighting -normal -3dshockwave -no_vsync -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload  -ambient_factor 50 -spec_exp 11 -spec_point .6 -spec_static 1 -spec_tube .5 -ogl_spec 82 -fov .88

running on r5618-SSE for Win + 3.6.10 mediavp release including patch


Title: Re: 3.6.10 performance problems
Post by: AlienTermite on October 23, 2009, 04:43:59 pm
Been playing around with it some more today and the choppiness still happens with vanilla freespace with none of the mediavp's active.

Hmm...

And I take back what I said before... the background textures do look pretty rough without vsync on.

Edit: I changed the resolution from 1440x900 to 1350x768, and the choppiness disappeared, with vsync enabled as well. Strange because 1440x900 is the resolution I run all my games at and they all work just fine, and is also the resolution I run FS2 Open on my other PC and it works just fine. I suppose I'll just make due with a different resolution...
Title: Re: 3.6.10 performance problems
Post by: Rodo on October 23, 2009, 05:45:43 pm
well that doesn't seem to work for me :S
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on October 24, 2009, 01:49:39 pm
Maybe I have found the cause of this bug....the game seem run well if i dont put nothing into the data folder....but if i put something into, like a mission, the game performance are bad.. this is very strange (so i can not create any new missions or add new campains or mods too with the new mediavp)
I have used fof my test sse2 zacam build and the latest mediavp...
PS i have created a new mediavp folder, and put all mediavp inside of it ( c:\freespace2\mediavp    .... and here all work well), but, if i add a mission inside data into mediavp dir, the scroll does not work well anymore (c:\freespace2\mediavp\data\missions\... the game run bad).
Title: Re: 3.6.10 performance problems
Post by: The E on October 24, 2009, 01:51:49 pm
What. Not that I am doubting you, but ... WHAT? :wtf:
Title: Re: 3.6.10 performance problems
Post by: Pizzi1 on October 24, 2009, 02:45:01 pm
i was mistaken :(
sorry, I lied, forget my latest post, I've did more tests and the bug is still present
Title: Re: 3.6.10 performance problems
Post by: Rodo on October 26, 2009, 07:09:36 pm
I've removed my fov command line to see if something changed, nothing so far... a wild guess... every time the game has to load a texture while turning the image gets choppy, might be some kind of issue with my drivers... I'll try to upgrade again and come back later.
Title: Re: 3.6.10 performance problems
Post by: AlienTermite on October 26, 2009, 09:03:55 pm
I'm still having problems with the stuttering as well. I've downloaded the latest drivers for my card and it is still doing it. Works fine with the vanilla GOG retail, but after I install FSO is when the stuttering begins, even when I play with no mods or mediavp's active.

I read something on another post from someone that seemed to be having the same stuttering problem, even though their frames/sec said 60+ (like me) who suggested going to the Nvidia control panel (if you have an Nvidia card) on the desktop and setting it to only use one CPU if your PC have more than one processor, since FSO does not utilize dual processors, which my PC has. It seemed to work for them so I gave it a try, but with no results.

*Sigh* It's strange... it must be some little setting or some little misplaced file somewhere. I've made sure everything is updated... maybe it's a Vista problem? I'll get my code on here in a few minutes.

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 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -3dshockwave
  -dualscanlines
  -targetinfo
  -3dwarp
  -warp_flash
  -snd_preload
  -mod mediavps
  -window
Building file index...
Found root pack 'C:\Program Files\Freespace 2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Program Files\Freespace 2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Program Files\Freespace 2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Program Files\Freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Program Files\Freespace 2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Program Files\Freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace 2\mediavps\' ... 1 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace 2\' ... 7 files
Searching root pack 'C:\Program Files\Freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' ... 52 files
Found 19 roots and 13332 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 9800 GT/PCI/SSE2
  OpenGL Version    : 3.2.0

  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 ->  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 ->  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 ...

  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: 1.50 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 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 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 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 290
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX 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: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'Drone01.pof'
IBX: Found a good IBX to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xd98f0c89, IBX checksum: 0xabcb22fd -- "Drone01.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldft-05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX 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 to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
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 shieldft-05.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: 1186/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 339,  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_train-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_d.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_e.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 7.496 (7.496)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI iconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
Frame  0 too long!!: frametime = 0.279 (0.279)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Unloading in mission messages
Got event GS_EVENT_START_GAME (1) in state GS_STATE_BRIEFING (10)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 128
MISSION LOAD: 'Training-2.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Starting mission message count : 205
Ending mission message count : 249
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'install01.pof'
IBX: Found a good IBX to read for 'install01.pof'.
IBX-DEBUG => POF checksum: 0xd7e97895, IBX checksum: 0x16a32260 -- "install01.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship install01.pof
Unknown special object type $path06 while reading model install01.pof
Unknown special object type $path07 while reading model install01.pof
OpenGL: Reusing 512x512 FBO!
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.)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x3d4ed74c, IBX checksum: 0x6283fd66 -- "Interceptor.pof"
Model Interceptor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
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: 1374/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 420,  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 iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
Frame  0 too long!!: frametime = 6.196 (6.196)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Unloading in mission messages
Got event GS_EVENT_START_GAME (1) in state GS_STATE_BRIEFING (10)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 128
MISSION LOAD: 'Training-3.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Starting mission message count : 205
Ending mission message count : 231
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Reusing 512x512 FBO!
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.)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldft-03 with size 112x93 (27.3% wasted)
Paging in mission messages
Stopping model page in...
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
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: 1327/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 348,  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 iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter01 with size 32x28 (12.5% wasted)
ANI iconfighter06 with size 32x28 (12.5% wasted)
ANI iconfighter13 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconbomber04 with size 32x28 (12.5% wasted)
ANI iconbomber05 with size 32x28 (12.5% wasted)
ANI iconbomber09 with size 32x28 (12.5% wasted)
ANI 2_ssfighter01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter01.ani
ANI 2_ssfighter06.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter06.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 2_ssbomber04.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber04.ani
ANI 2_ssbomber05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber05.ani
ANI 2_ssbomber09.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber09.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
Frame  0 too long!!: frametime = 4.974 (4.974)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Unloading in mission messages
Got event GS_EVENT_START_GAME (1) in state GS_STATE_BRIEFING (10)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 128
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Potential problem found: Unrecognized type subsystem 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized type subsystem 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized type subsystem 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized type subsystem 'fighterbay02', believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0xef71a6a2, IBX checksum: 0x58d8919e -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xcc331676, IBX checksum: 0x3a14455c -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Reusing 512x512 FBO!
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.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Paging in mission messages
Stopping model page in...
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
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: 1605/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 444,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 6.985 (6.985)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  45.043
ANI Head-TP1b.ani with size 160x120 (6.3% wasted)
ANI Head-VP1b.ani with size 160x120 (6.3% wasted)
1789 frames executed in  30.009 seconds,  59.615 frames per second.
ANI Head-TP1a.ani with size 160x120 (6.3% wasted)
ANI Head-VP1a.ani with size 160x120 (6.3% wasted)
ANI Head-CM2b.ani with size 160x120 (6.3% wasted)
Got event GS_EVENT_DEATH_DIED (24) in state GS_STATE_GAME_PLAY (2)
Got event GS_EVENT_DEATH_BLEW_UP (25) in state GS_STATE_DEATH_DIED (18)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_DEATH_BLEW_UP (19)
Unloading in mission messages
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, Mon Oct 26 21:09:46 2009
Title: Re: 3.6.10 performance problems
Post by: AlienTermite on October 26, 2009, 09:15:47 pm
lol sorry it's so long... I'm kinda new at this and I didn't know what to copy and paste so I just did the whole thing
Title: Re: 3.6.10 performance problems
Post by: Rodo on October 27, 2009, 06:09:35 am

*Sigh* It's strange... it must be some little setting or some little misplaced file somewhere. I've made sure everything is updated... maybe it's a Vista problem? I'll get my code on here in a few minutes.

I use XP so I think it could be something else.