Damn it, I never got around to doing this and now someone's gone and done it already. Damn it damn it damn it damn it...i'm trying to wiggle out something similar, hackishly of course...
On a totally unrelated note, however, this patch inherently would allow for HDR support. Just change the texture your rendering to to a 32-bit one.
uniform sampler2D bgl_RenderedTexture;
#define FLAG_DISTORT_NOISE
#define FLAG_SATURATION
#define FLAG_CONTRAST
uniform sampler2D tex;
#ifdef FLAG_DISTORT_NOISE
uniform float timer;
uniform float noise_amount;
#endif
#ifdef FLAG_SATURATION
uniform float saturation;
#endif
#ifdef FLAG_CONTRAST
uniform float contrast;
#endif
void main()
{
vec4 sum = vec4(0);
vec2 texcoord = vec2(gl_TexCoord[0]);
int j;
int i;
vec4 color_glo;
for( i= -12 ;i < 8; i++)
{
for (j = -2; j < 5; j++)
{
sum += texture2D(bgl_RenderedTexture, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(bgl_RenderedTexture, texcoord).r < 0.3)
{
color_glo = sum*sum*0.012 + texture2D(bgl_RenderedTexture, texcoord);
}
else
{
if (texture2D(bgl_RenderedTexture, texcoord).r < 0.5)
{
color_glo = sum*sum*0.012 + texture2D(bgl_RenderedTexture, texcoord);
}
else
{
color_glo = sum*sum*0.0125 + texture2D(bgl_RenderedTexture, texcoord);
}
}
#ifdef FLAG_DISTORT_NOISE
// Distort noise
float distort_factor = timer * sin(gl_TexCoord[0].x * gl_TexCoord[0].y * 100 + timer);
distort_factor = fmod(distort_factor, 8.0) * fmod(distort_factor, 4.0);
vec2 distort;
if (noise_amount > 0.0)
distort = vec2(fmod(distort_factor, noise_amount), fmod(distort_factor, noise_amount + 0.002));
else
distort = vec2(0, 0);
#else
vec2 distort = vec2(0, 0);
#endif
vec4 color_in = texture2D(tex, gl_TexCoord[0].xy + distort);
#ifdef FLAG_SATURATION
// Saturation
vec4 color_grayscale = dot(color_in, vec4(0.299, 0.587, 0.184, 0));
vec4 color_out = lerp(color_in, color_grayscale, 1 - saturation);
#else
vec4 color_out = color_in;
#endif
#ifdef FLAG_CONTRAST
// Contrast and brightness
vec3 Afactor = vec3(contrast, contrast, contrast);
vec3 Bfactor = vec3(0.5 - 0.5 * contrast, 0.5 - 0.5 * contrast, 0.5 - 0.5 * contrast);
color_out.rgb = color_out.rgb * Afactor + Bfactor;
#endif
// Dithering
//float downsampling_factor = 4;
//float bias = 0.5;
//color_out.rgb = floor(color_out.rgb * downsampling_factor + bias) / downsampling_factor;
gl_FragColor = color_out * color_glo;
}
Also a version without Hery's effects, pure bloom.uniform sampler2D bgl_RenderedTexture;
void main()
{
vec4 sum = vec4(0);
vec2 texcoord = vec2(gl_TexCoord[0]);
int j;
int i;
vec4 color_glo;
for( i= -4 ;i < 4; i++)
{
for (j = -3; j < 3; j++)
{
sum += texture2D(bgl_RenderedTexture, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(bgl_RenderedTexture, texcoord).r < 0.3)
{
color_glo = sum*sum*0.012 + texture2D(bgl_RenderedTexture, texcoord);
}
else
{
if (texture2D(bgl_RenderedTexture, texcoord).r < 0.5)
{
color_glo = sum*sum*0.012 + texture2D(bgl_RenderedTexture, texcoord);
}
else
{
color_glo = sum*sum*0.0125 + texture2D(bgl_RenderedTexture, texcoord);
}
}
gl_FragColor = color_glo;
}
Might this be useful for the Diaspora guys?
Could you imagine what, oh, Ransom could do with scripting or sexp triggering different shaders?Hery did use events for his transitions. Its refreshing to see a new member appear with such shinies xD
Hot damn.
Well last time I remember looking at "bloomed" screenshots everything including the HUD was effected, this looks pretty good.if i remember correctly, that was an ati driver-based shader called HDR-ish, not comparable to this, since this is rendered directly in-engine.
Might this be useful for the Diaspora guys?Give me slight desaturation, a bit of grain and just a touch of bloom and I'll be a happy dev.
For projects like SoL and Diaspora, a new rendering engine will probably be ready too late to be used in the release.
#define FLAG_BLOOM
#define FLAG_DISTORT_NOISE
#define FLAG_SATURATION
#define FLAG_CONTRAST
uniform sampler2D tex;
#ifdef FLAG_DISTORT_NOISE
uniform float timer;
uniform float noise_amount;
#endif
#ifdef FLAG_SATURATION
uniform float saturation;
#endif
#ifdef FLAG_CONTRAST
uniform float contrast;
#endif
void main()
{
#ifdef FLAG_DISTORT_NOISE
// Distort noise
float distort_factor = timer * sin(gl_TexCoord[0].x * gl_TexCoord[0].y * 100 + timer);
distort_factor = fmod(distort_factor, 8.0) * fmod(distort_factor, 4.0);
vec2 distort;
if (noise_amount > 0.0)
distort = vec2(fmod(distort_factor, noise_amount), fmod(distort_factor, noise_amount + 0.002));
else
distort = vec2(0, 0);
#else
vec2 distort = vec2(0, 0);
#endif
#ifdef FLAG_BLOOM
vec4 sum = vec4(0);
vec2 texcoord = vec2(gl_TexCoord[0]) + distort;
int j;
int i;
vec4 color_glo;
for( i= -12 ;i < 8; i++)
{
for (j = -2; j < 5; j++)
{
sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(tex, texcoord).r < 0.3)
{
color_glo = sum*sum*0.012 + texture2D(tex, texcoord);
}
else
{
if (texture2D(tex, texcoord).r < 0.5)
{
color_glo = sum*sum*0.012 + texture2D(tex, texcoord);
}
else
{
color_glo = sum*sum*0.0125 + texture2D(tex, texcoord);
}
}
vec4 color_in = color_glo;
#else
vec4 color_in = texture2D(tex, gl_TexCoord[0].xy + distort);
#endif
#ifdef FLAG_SATURATION
// Saturation
vec4 color_grayscale = dot(color_in, vec4(0.299, 0.587, 0.184, 0));
vec4 color_out = lerp(color_in, color_grayscale, 1 - saturation);
#else
vec4 color_out = color_in;
#endif
#ifdef FLAG_CONTRAST
// Contrast and brightness
vec3 Afactor = vec3(contrast, contrast, contrast);
vec3 Bfactor = vec3(0.5 - 0.5 * contrast, 0.5 - 0.5 * contrast, 0.5 - 0.5 * contrast);
color_out.rgb = color_out.rgb * Afactor + Bfactor;
#endif
// Dithering
//float downsampling_factor = 4;
//float bias = 0.5;
//color_out.rgb = floor(color_out.rgb * downsampling_factor + bias) / downsampling_factor;
gl_FragColor = color_out;
}
I'll test it on my notebook tomorrow. It has a slightly less powerful gfx chip (GF 9600M GT).
I think that should be around the lower mainstream class of gfx cards today. So pretty much the minimum for FS2 to run on decent quality settings.
Might this be useful for the Diaspora guys?Give me slight desaturation, a bit of grain and just a touch of bloom and I'll be a happy dev.
Problem with cutscenes: solved.
click (http://www15.zippyshare.com/v/18596846/file.html)
@Nighteyes: since saturation, contrast and distort noise are enabled by sexps, and bloom will be enabled by sexps, I don't think there will be any problem to do that :D
Problem with cutscenes: solved.
click (http://www15.zippyshare.com/v/18596846/file.html)
@Nighteyes: since saturation, contrast and distort noise are enabled by sexps, and bloom will be enabled by sexps, I don't think there will be any problem to do that :D
It'd be pretty insane to set SEXPs for each and every capital ship that explodes though. It'd be nice to have something added to the current flash code, and have an "advanced flash" option that also adds these shaders.
Contrast increase, not bloom, seems to be used more in the show. Anyway bloom is overused.There's actually very little contrast increase done as such in composition stage of the show, but there's lots of bloom going on. And yea, bloom is way overused and I'm all in favor of a more subtle effect.
#define FLAG_BLOOM
#define FLAG_DISTORT_NOISE
#define FLAG_SATURATION
#define FLAG_CONTRAST
uniform sampler2D tex;
#ifdef FLAG_DISTORT_NOISE
uniform float timer;
uniform float noise_amount;
#endif
#ifdef FLAG_SATURATION
uniform float saturation;
#endif
#ifdef FLAG_CONTRAST
uniform float contrast;
#endif
void main()
{
#ifdef FLAG_DISTORT_NOISE
// Distort noise
float distort_factor = timer * sin(gl_TexCoord[0].x * gl_TexCoord[0].y * 100 + timer);
distort_factor = fmod(distort_factor, 8.0) * fmod(distort_factor, 4.0);
vec2 distort;
if (noise_amount > 0.0)
distort = vec2(fmod(distort_factor, noise_amount), fmod(distort_factor, noise_amount + 0.002));
else
distort = vec2(0, 0);
#else
vec2 distort = vec2(0, 0);
#endif
#ifdef FLAG_BLOOM
vec4 sum = vec4(0);
vec2 texcoord = vec2(gl_TexCoord[0]) + distort;
vec4 color_in = texture2D(tex, texcoord);
int j;
int i;
vec4 color_glo;
for( i= -4 ;i < 4; i++)
{
for (j = -4; j < 4; j++)
{
sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(tex, texcoord).r < 0.3)
{
color_glo = pow(sum, 2.0)*0.012 + texture2D(tex, texcoord);
}
else
{
if (texture2D(tex, texcoord).r < 0.5)
{
color_glo = pow(sum, 2.0)*0.012 + texture2D(tex, texcoord);
}
else
{
color_glo = pow(sum, 2.0)*0.0125 + texture2D(tex, texcoord);
}
}
color_in = mix(color_in, color_glo, 0.6);
#else
vec4 color_in = texture2D(tex, gl_TexCoord[0].xy + distort);
#endif
#ifdef FLAG_SATURATION
// Saturation
vec4 color_grayscale = dot(color_in, vec4(0.299, 0.587, 0.184, 0));
vec4 color_out = lerp(color_in, color_grayscale, 1 - saturation);
#else
vec4 color_out = color_in;
#endif
#ifdef FLAG_CONTRAST
// Contrast and brightness
vec3 Afactor = vec3(contrast, contrast, contrast);
vec3 Bfactor = vec3(0.5 - 0.5 * contrast, 0.5 - 0.5 * contrast, 0.5 - 0.5 * contrast);
color_out.rgb = color_out.rgb * Afactor + Bfactor;
#endif
// Dithering
//float downsampling_factor = 4;
//float bias = 0.5;
//color_out.rgb = floor(color_out.rgb * downsampling_factor + bias) / downsampling_factor;
gl_FragColor = color_out;
}
it doesn't seems to work for me actually, maybe i did not install it the way it should.
i ve extract .sdr files in the roots directory run the 3.6.11 r build, activate the post process option in the launcher, then launch your mission but i did not notice anything.
I must have misplaced a file somewhere :nervous:
==========================================================================
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: 3.6.11
Passed cmdline options:
-nomusic
-spec_exp 15
-ogl_spec 50
-spec_static 1.7
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 5
-env
-mipmap
-missile_lighting
-glow
-spec
-normal
-3dshockwave
-post_process
-ballistic_gauge
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-mod mediavp
Building file index...
Found root pack 'D:\jeux\Freespace2\mediavp\ma-sdrvfix.vp' with a checksum of 0xeb53ee0a
Found root pack 'D:\jeux\Freespace2\mediavp\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'D:\jeux\Freespace2\Boomerang_3610.vp' with a checksum of 0xc6e5afc5
Found root pack 'D:\jeux\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\jeux\Freespace2\ma-sdrvfix.vp' with a checksum of 0xeb53ee0a
Found root pack 'D:\jeux\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\jeux\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\jeux\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\jeux\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\jeux\Freespace2\sparky_fs2.vp' with a checksum of 0x0389c962
Found root pack 'D:\jeux\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\jeux\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\jeux\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\jeux\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\jeux\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\jeux\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\jeux\Freespace2\mediavp\' ... 32 files
Searching root pack 'D:\jeux\Freespace2\mediavp\ma-sdrvfix.vp' ... 8 files
Searching root pack 'D:\jeux\Freespace2\mediavp\MV_Complete.vp' ... 5253 files
Searching root 'D:\jeux\Freespace2\' ... 302 files
Searching root pack 'D:\jeux\Freespace2\Boomerang_3610.vp' ... 94 files
Searching root pack 'D:\jeux\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\jeux\Freespace2\ma-sdrvfix.vp' ... 8 files
Searching root pack 'D:\jeux\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\jeux\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\jeux\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\jeux\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\jeux\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\jeux\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\jeux\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\jeux\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\jeux\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\jeux\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\jeux\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 19 roots and 13119 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 3840x1024 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : ATI Radeon HD 4800 Series
OpenGL Version : 2.1.8787
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_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
Compiling shader -> b-v.sdr (b-v.sdr) / b-f.sdr (b-f.sdr) ...
Compiling shader -> b-v.sdr (b-v.sdr) / bg-f.sdr (bg-f.sdr) ...
Compiling shader -> l-v.sdr (l-v.sdr) / lb-f.sdr (lb-f.sdr) ...
Compiling shader -> l-v.sdr (l-v.sdr) / lbg-f.sdr (lbg-f.sdr) ...
Compiling shader -> l-v.sdr (l-v.sdr) / lbgs-f.sdr (lbgs-f.sdr) ...
Compiling shader -> l-v.sdr (l-v.sdr) / lbs-f.sdr (lbs-f.sdr) ...
Compiling shader -> le-v.sdr (le-v.sdr) / lbgse-f.sdr (lbgse-f.sdr) ...
Compiling shader -> le-v.sdr (le-v.sdr) / lbse-f.sdr (lbse-f.sdr) ...
Compiling shader -> ln-v.sdr (ln-v.sdr) / lbgn-f.sdr (lbgn-f.sdr) ...
Compiling shader -> ln-v.sdr (ln-v.sdr) / lbgsn-f.sdr (lbgsn-f.sdr) ...
Compiling shader -> ln-v.sdr (ln-v.sdr) / lbn-f.sdr (lbn-f.sdr) ...
Compiling shader -> ln-v.sdr (ln-v.sdr) / lbsn-f.sdr (lbsn-f.sdr) ...
Compiling shader -> lne-v.sdr (lne-v.sdr) / lbgsne-f.sdr (lbgsne-f.sdr) ...
Compiling shader -> lne-v.sdr (lne-v.sdr) / lbsne-f.sdr (lbsne-f.sdr) ...
Compiling shader -> lf-v.sdr (lf-v.sdr) / lfb-f.sdr (lfb-f.sdr) ...
Compiling shader -> lf-v.sdr (lf-v.sdr) / lfbg-f.sdr (lfbg-f.sdr) ...
Compiling shader -> lf-v.sdr (lf-v.sdr) / lfbgs-f.sdr (lfbgs-f.sdr) ...
Compiling shader -> lf-v.sdr (lf-v.sdr) / lfbs-f.sdr (lfbs-f.sdr) ...
Compiling shader -> lfe-v.sdr (lfe-v.sdr) / lfbgse-f.sdr (lfbgse-f.sdr) ...
Compiling shader -> lfe-v.sdr (lfe-v.sdr) / lfbse-f.sdr (lfbse-f.sdr) ...
Compiling shader -> lfn-v.sdr (lfn-v.sdr) / lfbgn-f.sdr (lfbgn-f.sdr) ...
Compiling shader -> lfn-v.sdr (lfn-v.sdr) / lfbgsn-f.sdr (lfbgsn-f.sdr) ...
Compiling shader -> lfn-v.sdr (lfn-v.sdr) / lfbn-f.sdr (lfbn-f.sdr) ...
Compiling shader -> lfn-v.sdr (lfn-v.sdr) / lfbsn-f.sdr (lfbsn-f.sdr) ...
Compiling shader -> lfne-v.sdr (lfne-v.sdr) / lfbgsne-f.sdr (lfbgsne-f.sdr) ...
Compiling shader -> lfne-v.sdr (lfne-v.sdr) / lfbsne-f.sdr (lfbsne-f.sdr) ...
Compiling shader -> l-v.sdr (l-v.sdr) / null-f.sdr (null-f.sdr) ...
Compiling shader -> l-v.sdr (l-v.sdr) / lg-f.sdr (lg-f.sdr) ...
Compiling shader -> l-v.sdr (l-v.sdr) / lgs-f.sdr (lgs-f.sdr) ...
Compiling shader -> l-v.sdr (l-v.sdr) / ls-f.sdr (ls-f.sdr) ...
Compiling shader -> le-v.sdr (le-v.sdr) / lgse-f.sdr (lgse-f.sdr) ...
Compiling shader -> le-v.sdr (le-v.sdr) / lse-f.sdr (lse-f.sdr) ...
Compiling shader -> ln-v.sdr (ln-v.sdr) / lgn-f.sdr (lgn-f.sdr) ...
Compiling shader -> ln-v.sdr (ln-v.sdr) / lgsn-f.sdr (lgsn-f.sdr) ...
Compiling shader -> ln-v.sdr (ln-v.sdr) / ln-f.sdr (ln-f.sdr) ...
Compiling shader -> ln-v.sdr (ln-v.sdr) / lsn-f.sdr (lsn-f.sdr) ...
Compiling shader -> lne-v.sdr (lne-v.sdr) / lgsne-f.sdr (lgsne-f.sdr) ...
Compiling shader -> lne-v.sdr (lne-v.sdr) / lsne-f.sdr (lsne-f.sdr) ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.30
... 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...
Compiling post-processing shader -> post-v.sdr / post-f.sdr ...
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
WARNING: 0:26: implicit cast from int to float
ERROR: 0:27: 'fmod' : no matching overloaded function found
ERROR: 0:27: 'fmod' : no matching overloaded function found
ERROR: 0:31: 'fmod' : no matching overloaded function found
ERROR: 0:31: 'fmod' : no matching overloaded function found
ERROR: 0:74: '=' : cannot convert from 'float' to '4-component vector of float'
WARNING: 0:75: implicit cast from int to flERROR! Unable to create fragment shader!
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
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_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_effects-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_models-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-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 : INVALID!!!!
Weapons.tbl is : VALID
cfile_init() took 222
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 = 0.436 (0.436)
Frame 0 too long!!: frametime = 0.262 (0.262)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 0.707 (0.707)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'postprocess'
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
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"
Loading model 'capital01.pof'
IBX: Found a good IBX/TSB to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x9e305e56, IBX checksum: 0x5d3a90c3 -- "capital01.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship capital01.pof
Allocating space for at least 25 new ship subsystems ... a total of 200 is now available (25 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "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.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX/TSB to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x45b2275e, IBX checksum: 0x3f9f6258 -- "taga.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xfd9a4057, IBX checksum: 0xdfb98a48 -- "helios.pof"
Model helios.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% 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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f01.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
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: 1535/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 240, Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0x6559af36, IBX checksum: 0x9a40a843 -- "fighter06.pof"
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x861f5e0a, IBX checksum: 0x5e3514c1 -- "fighter2t-02.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xdd47b3e7, IBX checksum: 0xf816a6fd -- "fighter2t-04.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0xd89ee32d, IBX checksum: 0x7aee2523 -- "fighter13.pof"
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0xf7ad8c4f, IBX checksum: 0x14139590 -- "fighter2t-01.pof"
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xc51e0d06, IBX checksum: 0x8a7baff1 -- "fighter2t-03.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX/TSB to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xf62d5e93, IBX checksum: 0x16ce7cf1 -- "Bomber2T-03.pof"
Loading model 'Bonus2t-01.pof'
IBX: Found a good IBX/TSB to read for 'Bonus2t-01.pof'.
IBX-DEBUG => POF checksum: 0xf10b290a, IBX checksum: 0xb56fcc23 -- "Bonus2t-01.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX/TSB to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x3da48cc1, IBX checksum: 0x5279a21e -- "bomber04.pof"
Loading model 'bomber05.pof'
IBX: Found a good IBX/TSB to read for 'bomber05.pof'.
IBX-DEBUG => POF checksum: 0x1e5f9164, IBX checksum: 0xefc882ad -- "bomber05.pof"
Loading model 'bomber09.pof'
IBX: Found a good IBX/TSB to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0xeaa1713a, IBX checksum: 0x3ab1268b -- "bomber09.pof"
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0xbbfa68bc, IBX checksum: 0x11e25089 -- "bomber2t-01.pof"
Loading model 'fighter2v-04.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-04.pof'.
IBX-DEBUG => POF checksum: 0x035e02f1, IBX checksum: 0x75e7bb7f -- "fighter2v-04.pof"
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_ssfighter2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-02.ani
ANI 2_ssbonus2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbonus2t-02.ani
ANI 2_ssfighter2t-04.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-04.ani
ANI 2_ssfighter13.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter13.ani
ANI 2_ssfighter2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-01.ani
ANI 2_ssfighter2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-03.ani
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI 2_ssfighter2s-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2s-02.ani
ANI 2_ssbomber2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2t-03.ani
ANI 2_ssbonus2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbonus2t-01.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 2_ssbomber2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2t-01.ani
ANI 2_ssfighter2v-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2v-03.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0xf780c311, IBX checksum: 0x437c8ef1 -- "tempest_tech.pof"
Model tempest_tech.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'piranha_tech.pof'
IBX: Found a good IBX/TSB to read for 'piranha_tech.pof'.
IBX-DEBUG => POF checksum: 0x4334dee5, IBX checksum: 0xfa7523a6 -- "piranha_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
Loading model 'helios_tech.pof'
IBX: Found a good IBX/TSB to read for 'helios_tech.pof'.
IBX-DEBUG => POF checksum: 0x551ec88b, IBX checksum: 0x018a4544 -- "helios_tech.pof"
Loading model 'empulse2_tech.pof'
IBX: Found a good IBX/TSB to read for 'empulse2_tech.pof'.
IBX-DEBUG => POF checksum: 0x55e483b3, IBX checksum: 0xde0bbd46 -- "empulse2_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_Flail2.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_PromS.ani with size 332x304 (40.6% wasted)
ANI 2_Newton.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI 2_Lich.ani with size 332x304 (40.6% wasted)
Frame 0 too long!!: frametime = 12.760 (12.760)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 21.354
1792 frames executed in 30.015 seconds, 59.703 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
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, Tue Aug 11 22:07:45 2009
Ok here it is :
*snip*
I have a strange bug , when i push after burner i got a full black screen over here.
My card is a radeon hd4870 gs with 1gb ram, i got 6 gb ram and a i7 processor running under windows 7.
It looks like ati doesn't like my shaders at all ;P At least it's not problem with the build.
Angelus, Reprobator: I think you are not using the latest version of my patch. In fact, I should have updated the first post earlier. However, if you use build from that post (http://www.hard-light.net/forums/index.php/topic,64986.msg1281263.html#msg1281263) problem with black screen won't appear although shader won't work anyways.
I will post updated shader source code ASAP.
Thank you for your help :D
#define FLAG_BLOOM
#define FLAG_DISTORT_NOISE
#define FLAG_SATURATION
#define FLAG_CONTRAST
uniform sampler2D tex;
#ifdef FLAG_DISTORT_NOISE
uniform float timer;
uniform float noise_amount;
#endif
#ifdef FLAG_SATURATION
uniform float saturation;
#endif
#ifdef FLAG_CONTRAST
uniform float contrast;
#endif
void main()
{
#ifdef FLAG_DISTORT_NOISE
// Distort noise
float distort_factor = timer * sin(gl_TexCoord[0].x * gl_TexCoord[0].y * 100 + timer);
distort_factor = mod(distort_factor, 8.0) * mod(distort_factor, 4.0);
vec2 distort;
if (noise_amount > 0.0)
distort = vec2(mod(distort_factor, noise_amount), mod(distort_factor, noise_amount + 0.002));
else
distort = vec2(0, 0);
#else
vec2 distort = vec2(0, 0);
#endif
#ifdef FLAG_BLOOM
vec4 sum = vec4(0);
vec2 texcoord = vec2(gl_TexCoord[0]) + distort;
vec4 color_in = texture2D(tex, texcoord);
int j;
int i;
vec4 color_glo;
for( i= -4 ;i < 4; i++)
{
for (j = -4; j < 4; j++)
{
sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(tex, texcoord).r < 0.3)
{
color_glo = pow(sum, 2.0)*0.012 + texture2D(tex, texcoord);
}
else
{
if (texture2D(tex, texcoord).r < 0.5)
{
color_glo = pow(sum, 2.0)*0.012 + texture2D(tex, texcoord);
}
else
{
color_glo = pow(sum, 2.0)*0.0125 + texture2D(tex, texcoord);
}
}
color_in = mix(color_in, color_glo, 0.6);
#else
vec4 color_in = texture2D(tex, gl_TexCoord[0].xy + distort);
#endif
#ifdef FLAG_SATURATION
// Saturation
vec4 color_grayscale;
color_grayscale.rgb = dot(color_in, vec4(0.299, 0.587, 0.184, 0));
vec4 color_out = lerp(color_in, color_grayscale, 1 - saturation);
#else
vec4 color_out = color_in;
#endif
#ifdef FLAG_CONTRAST
// Contrast and brightness
vec3 Afactor = vec3(contrast, contrast, contrast);
vec3 Bfactor = vec3(0.5 - 0.5 * contrast, 0.5 - 0.5 * contrast, 0.5 - 0.5 * contrast);
color_out.rgb = color_out.rgb * Afactor + Bfactor;
#endif
// Dithering
//float downsampling_factor = 4;
//float bias = 0.5;
//color_out.rgb = floor(color_out.rgb * downsampling_factor + bias) / downsampling_factor;
gl_FragColor = color_out;
}
==========================================================================
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: 3.6.11
Passed cmdline options:
-spec_exp 11
-ogl_spec 82
-spec_static 1
-spec_point .6
-spec_tube .5
-ambient_factor 40
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-normal
-3dshockwave
-post_process
-ballistic_gauge
-dualscanlines
-orbradar
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-mod mediavps
-fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 4 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Complete.vp' ... 5253 files
Searching root 'C:\Games\FreeSpace2\' ... 87 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 15 roots and 12766 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : Radeon HD 2600 XT (Omega 3.8.442)
OpenGL Version : 2.1.7169 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
??????????????????????????????
Compiling post-processing shader -> post-v.sdr / post-f.sdr ...
Vertex shader failed to compile:
Vertex shader failed to compile with the following errors:
ERROR: 0:55: 'pow' : no matching overloaded function found
ERROR: 0:61: 'pow' : no matching overloaded function found
ERROR: 0:65: 'pow' : no matching overloaded function found
ERROR: 0:77: 'assign' : cannot convert from 'float' to '3-component vector of float'
ERROR: 0:78: 'lerp' : no matching overloaded function found
ERROR: 0:78: '=' : cannot convert from 'const float' to '4-component vector of float'
ERRORERROR! Unable to create vertex shader!
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
???????????????????????????????
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 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_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_effects-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_models-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-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 931
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.306 (0.306)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Wed Aug 12 00:23:06 2009
#define FLAG_GRAIN
#define FLAG_BLOOM
#define FLAG_DISTORT_NOISE
#define FLAG_SATURATION
#define FLAG_CONTRAST
uniform sampler2D tex;
uniform float timer;
#ifdef FLAG_DISTORT_NOISE
uniform float noise_amount;
#endif
#ifdef FLAG_SATURATION
uniform float saturation;
#endif
#ifdef FLAG_CONTRAST
uniform float contrast;
#endif
void main()
{
#ifdef FLAG_DISTORT_NOISE
// Distort noise
float distort_factor = timer * sin(gl_TexCoord[0].x * gl_TexCoord[0].y * 100 + timer);
distort_factor = mod(distort_factor, 8.0) * mod(distort_factor, 4.0);
vec2 distort;
if (noise_amount > 0.0)
distort = vec2(mod(distort_factor, noise_amount), mod(distort_factor, noise_amount + 0.002));
else
distort = vec2(0, 0);
#else
vec2 distort = vec2(0, 0);
#endif
#ifdef FLAG_BLOOM
vec4 sum = vec4(0);
vec2 texcoord = vec2(gl_TexCoord[0]) + distort;
vec4 color_in = texture2D(tex, texcoord);
int j;
int i;
vec4 color_glo;
for( i= -4 ;i < 4; i++)
{
for (j = -4; j < 4; j++)
{
sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(tex, texcoord).r < 0.3)
{
color_glo = sum * sum * 0.012 + texture2D(tex, texcoord);
}
else
{
if (texture2D(tex, texcoord).r < 0.5)
{
color_glo = sum * sum * 0.012 + texture2D(tex, texcoord);
}
else
{
color_glo = sum * sum * 0.0125 + texture2D(tex, texcoord);
}
}
color_in = mix(color_in, color_glo, 0.6);
#else
vec4 color_in = texture2D(tex, gl_TexCoord[0].xy + distort);
#endif
#ifdef FLAG_SATURATION
// Saturation
vec4 color_grayscale;
color_grayscale.rgb = vec3(dot(color_in, vec4(0.299, 0.587, 0.184, 0)));
vec4 color_out = mix(color_in, color_grayscale, 1 - saturation);
#else
vec4 color_out = color_in;
#endif
#ifdef FLAG_CONTRAST
// Contrast and brightness
vec3 Afactor = vec3(contrast);
vec3 Bfactor = vec3(0.5 - 0.5 * contrast);
color_out.rgb = color_out.rgb * Afactor + Bfactor;
#endif
#ifdef FLAG_GRAIN
float x = gl_TexCoord[0].x * gl_TexCoord[0].y * timer * 1000;
x = mod(x, 13.0) * mod(x, 123.0);
float dx = mod(x, 0.01);
vec3 result = color_out.rgb + color_out.rgb * clamp(0.1 + dx.xxx * 100.0, 0.0, 1.0);
vec2 sc;
sincos(gl_TexCoord[0].y * 2048.0, sc.x, sc.y);
result += color_out.rgb * vec3(sc.x, sc.y, sc.x) * 0.8; //fSintensity;
color_out.rgb = mix(color_out.rgb, result, 0.8); //fNintensity));
#endif
// Dithering
//float downsampling_factor = 4;
//float bias = 0.5;
//color_out.rgb = floor(color_out.rgb * downsampling_factor + bias) / downsampling_factor;
gl_FragColor = color_out;
}
*snip*
@Angelus: Sorry, I've misspelled file name. That code should went to post-f.sdr. post-v.sdr has to remain unchanged. Could you test version from this post? I fixed some errors that were reported in your log.
You have FBO enabled and working, shaders are compiled when fbo is already initialized.
And while I am happy to see people jumping on testing out the postprocessing, Has any one ran any of Hery's previous builds in the Subtractive Shaders thread or Antipodes 2? To be able to include those "unified" shaders in the next MediaVP release, I'd like to know that people are not going to have "white-polygons-of-death" on debris or any issues that we don't already know to exist with the mediavp shaders. (Like the ATi -normal driver file issue.)i'm actually using both at the moment (shadersets that is...)
I agree, amazing work :Di think that thats one of the more inefficient methods to tell you the truth.
next up, Motion blur :P but I assume that one is pretty hard to implement... :(
maybe this is good? its speaking about rendering the whole image as a texture, like your post precessing effect...
http://www.codeproject.com/KB/openGL/MotionBlur.aspx
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:106: 'xxx' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:109: 'sincos' : no matching overloaded function found
ERROR: 2 compilation errors. No code generated.
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_Vertex;
gl_FrontColor = gl_Color;
// * grrrr ... stupid ATI ... *
#ifdef __GLSL_CG_DATA_TYPES
gl_ClipVertex = (gl_ModelViewMatrix * gl_Vertex);
#endif
}
#define FLAG_GRAIN
#define FLAG_BLOOM
#define FLAG_DISTORT_NOISE
#define FLAG_SATURATION
#define FLAG_CONTRAST
uniform sampler2D tex;
uniform float timer;
#ifdef FLAG_DISTORT_NOISE
uniform float noise_amount;
#endif
#ifdef FLAG_SATURATION
uniform float saturation;
#endif
#ifdef FLAG_CONTRAST
uniform float contrast;
#endif
#ifdef FLAG_BLOOM
uniform float bloom;
#endif
#ifdef FLAG_GRAIN
uniform float film_grain;
#endif
void main()
{
#ifdef FLAG_DISTORT_NOISE
// Distort noise
float distort_factor = timer * sin(gl_TexCoord[0].x * gl_TexCoord[0].y * 100.0 + timer);
distort_factor = mod(distort_factor, 8.0) * mod(distort_factor, 4.0);
vec2 distort;
if (noise_amount > 0.0)
distort = vec2(mod(distort_factor, noise_amount), mod(distort_factor, noise_amount + 0.002));
else
distort = vec2(0, 0);
#else
vec2 distort = vec2(0, 0);
#endif
#ifdef FLAG_BLOOM
vec4 sum = vec4(0);
vec2 texcoord = vec2(gl_TexCoord[0]) + distort;
vec4 color_in = texture2D(tex, texcoord);
int j;
int i;
vec4 color_glo;
for( i= -4 ;i < 4; i++)
{
for (j = -4; j < 4; j++)
{
sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(tex, texcoord).r < 0.3)
{
color_glo = sum * sum * 0.012 + texture2D(tex, texcoord);
}
else
{
if (texture2D(tex, texcoord).r < 0.5)
{
color_glo = sum * sum * 0.012 + texture2D(tex, texcoord);
}
else
{
color_glo = sum * sum * 0.0125 + texture2D(tex, texcoord);
}
}
color_in = mix(color_in, color_glo, bloom);
#else
vec4 color_in = texture2D(tex, gl_TexCoord[0].xy + distort);
#endif
#ifdef FLAG_SATURATION
// Saturation
vec4 color_grayscale;
color_grayscale.rgb = vec3(dot(color_in, vec4(0.299, 0.587, 0.184, 0)));
vec4 color_out = mix(color_in, color_grayscale, 1.0 - saturation);
#else
vec4 color_out = color_in;
#endif
#ifdef FLAG_CONTRAST
// Contrast and brightness
vec3 Afactor = vec3(contrast);
vec3 Bfactor = vec3(0.5 - 0.5 * contrast);
color_out.rgb = color_out.rgb * Afactor + Bfactor;
#endif
#ifdef FLAG_GRAIN
float x = gl_TexCoord[0].x * gl_TexCoord[0].y * timer * 1000.0;
x = mod(x, 13.0) * mod(x, 123.0);
float dx = mod(x, 0.01);
vec3 result = color_out.rgb + color_out.rgb * clamp(0.1 + dx * 100.0, 0.0, 1.0);
vec2 sc;
sc.x = sin(gl_TexCoord[0].y * 2048.0);
sc.y = cos(gl_TexCoord[0].y * 2048.0);
result += color_out.rgb * vec3(sc.x, sc.y, sc.x) * 0.8;
color_out.rgb = mix(color_out.rgb, result, film_grain);
#endif
// Dithering
//float downsampling_factor = 4;
//float bias = 0.5;
//color_out.rgb = floor(color_out.rgb * downsampling_factor + bias) / downsampling_factor;
gl_FragColor = color_out;
}
Hi,
I thought it would be nice if fs2_open supported post-processing...
Full pack (http://www4.zippyshare.com/v/76291999/file.html) (patch, builds, demo mission, shaders)
Original pack (with some bugs): Full pack (http://www23.zippyshare.com/v/8878949/file.html)
Almost everything (but HUD and some other things) is rendered to a texture (using Frame Buffer Object) and then drawn using shaders pair "post-*.sdr". This enables huge number of new effects to use in fs2_open, I've implemented the simplest ones: (de)saturation, contrast, distort noise. Additionally, now it would be easy to implement full frame motion blur.
In order to customize post-processing effects I added three new sexps: set-saturation (0% - 100%), set-contrast (from -100% to +100%), set-distort-noise (0 - 100).
I believe this patch can be improved in the area of code reusability - I'm still not very familiar with all source code and fs2_open internal architecture doesn't help. Any feedback will be appreciated.
Post-procesing requires glsl and fbo enabled and flag -post_process set.
Example Screenshots:
Saturation: 0% (http://img14.imageshack.us/img14/4098/screen0015.jpg)
Saturation: 0%, Distort Noise: 50 (http://img14.imageshack.us/img14/7569/screen0016.jpg)
Saturation: 100%, Distort Noise: 50 (http://img188.imageshack.us/img188/7295/screen0017.jpg)
Demo mission after 5 seconds sets saturation to 0, then after next 10 seconds sets distort noise to 50, then after 15 seconds sets saturation back to 100% and finally after 10 seconds sets contrast to +25%.
no.. I download the pack, but don't know what to do with it
I'd like to point out that applying bloom to the background makes it looks weird.I'm affraid taht alpha channel's are generally already busy.
A solution in other games that use bloom is to use another channel (e.g. the alpha channel, if it's available) to store how much "extra" brightness stuff has... backgrounds would have no extra brightness, and glowy things (e.g. engines, or lasers, etc.) would have an alpha channel to control that...
But that might not be so easily doable in FS2.
important note, the .patch file can be safely ignored, since its just the code difference file. aka, source code which is just there for the sake of convenience.no.. I download the pack, but don't know what to do with it
here's what you need to do.
place the exe's on the root directory of FS, rename them as you like.
place the .patch on the FS root directory as well.
Create a MOD folder, name the mod folder whatever you like, add a mod.ini with all the fuzz you want (with this I mean add the mediavps and anything else you want to use the mod ini) then create the data/effects and data/missions folders in the mod one.
Now place the .sdr files on the effects folder, then place the mission on the mission folder.
Run the Launcher, select the exe, activate the post-processing option in the graphics tab, and you should be ready to go.
Note that the post processing effects are activated from SEXP's so you need a custom made mission to activate-deactivate them, pecenipicek's mission works just fine.
in general, if you dont know anything about modding people, please dont use it, since it most likely wont work for you.
in general, if you dont know anything about modding people, please dont use it, since it most likely wont work for you.
anisotropic filtering is implemented nicely iirc, that slider in the launcher actually does do something.
The problem is: no, none of that can happen because the only thing this method can differentiate between is the UI versus the rendered frame. Full-screen post processing effects are the only things possible, unless someone wants to go through the code and actually try to figure out a reliable way to layer the effects. Something like that, though, is going to be horrendously difficult to accomplish, and will result in a huge video memory drain.We can use G-buffer to locally change effects intensity. The problem is that it might not work very well on older hardware, but I think that it is to early to worry about it since we don't have a line of deferred shading code.
Edit: About the motion blur, is there a way to change the algorithm so that it takes into account your framerate? The blur should be strengthened for high framerates and lowered for low framerates (step size difference) - this will consume more vram though.
For a true Crysis-quality motion blur you'll need to do more than that, though, and this hack won't be sufficient - unless you have an ungodly huge amount of video memory.As I told in my previous posts, that is the simplest and the most naive implementation of motion blur. Additionally, that implementation is not optimized at all. Achieving Crysis-like quality is difficult since even more complicated algorithms have some serious pitfalls.
I thought it didn't work because if i do not force it with my driver i can swear there is no aa at all.That's normal. AA needs to be implemented "manually" in order to use it with post processing.
Could a version of it without interlacing be done?Of course, I will separate film grain from interlacing.
How can I make the motion blur effect more subtle?Currently, only in separate missions using sexps. The problem will be ultimately solved when I will make post-processing effects fully configurable via tbl files.
Also, is it possible to implement SSAO now?Both of these will need some amount of work but they are possible to implement.
Or distortion shockwaves for explosions?
Will we later be able to set post processing effects on a per-mission basis?
blame ati, not programming :p
well, its a fact, most pre 4xxx series cards struggle with OpenGL due to not conforming to all the OGL conventions.blame ati, not programming :p
Yep, let's blame ATI. It makes our life so much easier. :doubt:
It doesn't matter whose fault it is, mine, Ati, the great Cthulhu or anybody else. It just needs to be fixed.
Kiloku: Could you send me your debug log? I can't solve that problem without it since I have no opportunity to run FSO on Ati graphic card.
Just tell me how I can help you track this one down. ;)Run debug build, try to play a mission, send me debug log, wait for my modifications in shader code, repeat :P
we should map intensity to a new map/channel, rather than making glow be based on color.
we should map intensity to a new map/channel, rather than making glow be based on color.Bloom is based on luminance, not color.
can't we just make the glow maps glow? and on top of that the regular specular bloom?If you make them bright enough they will glow.
If you make them bright enough they will glow.Glow as in X3: Terran Conflict glowmap glows? Show me.
@Tolwyn: what about -post_process flag?
uniform sampler2D tex;
const float Luminance = 0.08;
const float fMiddleGray = 0.18;
const float fWhiteCutoff = 0.8;
// High-pass filter
void main() {
vec4 ColorOut = texture2D(tex, gl_TexCoord[0].xy);
ColorOut *= fMiddleGray / ( Luminance + 0.001 );
ColorOut *= ( 1.0 + ( ColorOut / ( fWhiteCutoff * fWhiteCutoff ) ) );
ColorOut -= 6.0;
ColorOut = max( ColorOut, 0.0 );
// ColorOut /= ( 10.0 + ColorOut );
gl_FragColor = ColorOut;
}
brightpass-f.sdrCode: [Select]uniform sampler2D tex;
const float Luminance = 0.08;
const float fMiddleGray = 0.18;
const float fWhiteCutoff = 0.8;
// High-pass filter
void main() {
vec4 ColorOut = texture2D(tex, gl_TexCoord[0].xy);
ColorOut *= fMiddleGray / ( Luminance + 0.001 );
ColorOut *= ( 1.0 + ( ColorOut / ( fWhiteCutoff * fWhiteCutoff ) ) );
ColorOut -= 6.0;
ColorOut = max( ColorOut, 0.0 );
// ColorOut /= ( 10.0 + ColorOut );
gl_FragColor = ColorOut;
}
Frame 0 too long!!: frametime = 57.573 (57.573)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 78.280
render_target: creating new 256x256 FBO
texture_pool: creating new 256x256 texture
texture_pool: creating new 256x256 texture
Compiling special shader -> post-v.sdr / brightpass-f.sdr ...
Compiling special shader -> post-v.sdr / blur-f.sdr ...
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: '' : #version must occur before any other statement in the program
ERROR: compilation errors. No code generated.
ERROR! Unable to create fragment shader!
Post-processing disabled.
Frame 0 too long!!: frametime = 37.147 (37.147)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 60.702
render_target: creating new 256x256 FBO
render_buffer: creating new 256x256 render buffer
texture_pool: creating new 256x256 texture
texture_pool: creating new 256x256 texture
Compiling special shader -> post-v.sdr / brightpass-f.sdr ...
Compiling special shader -> post-v.sdr / blur-f.sdr ...
Compiling post shader (0x1f) -> post-v.sdr / post-f.sdr ...
Bloom is based on luminance, not color.ye, what I mean is don't make it based on the RGB, instead give it a new channel, like RBGA, but instead of alpha, make it Gamma.
Personally, I don't see many reasons to use G-buffer to store bloom intensity.
Error: Invalid subsystem name.
In sexpression: ( when
( and
( is-subsystem-destroyed-delay
"Zephyrus 11-NTF"
"communications"
0
)
( is-subsystem-destroyed-delay
"Zephyrus 7-NTF"
"communications"
0
)
( is-subsystem-destroyed-delay
"Zephyrus 6-NTF"
"communications"
0
)
)
( do-nothing )
)
(Error appears to be: communications)
File: missionparse.cpp
Line: 5273
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
==========================================================================
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: 3.6.11
Passed cmdline options:
-spec_exp 11
-ogl_spec 50
-spec_static .8
-spec_point .6
-spec_tube .4
-ambient_factor 5
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-no_emissive_light
-normal
-3dshockwave
-post_process
-bloom_intensity 75
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod postproc,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\postproc\' ... 14 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 6 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 38 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13245 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : ATI Radeon HD 3600 Series
OpenGL Version : 2.1.8918
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_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Initializing Shaders Manager...
Loading and compiling main shaders...
Compiling main shader -> null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
Compiling main shader -> b-v.sdr (b-v.sdr) / b-f.sdr (b-f.sdr) ...
Compiling main shader -> b-v.sdr (b-v.sdr) / bg-f.sdr (bg-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lb-f.sdr (lb-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lbg-f.sdr (lbg-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lbgs-f.sdr (lbgs-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lbs-f.sdr (lbs-f.sdr) ...
Compiling main shader -> le-v.sdr (le-v.sdr) / lbgse-f.sdr (lbgse-f.sdr) ...
Compiling main shader -> le-v.sdr (le-v.sdr) / lbse-f.sdr (lbse-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lbgn-f.sdr (lbgn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lbgsn-f.sdr (lbgsn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lbn-f.sdr (lbn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lbsn-f.sdr (lbsn-f.sdr) ...
Compiling main shader -> lne-v.sdr (lne-v.sdr) / lbgsne-f.sdr (lbgsne-f.sdr) ...
Compiling main shader -> lne-v.sdr (lne-v.sdr) / lbsne-f.sdr (lbsne-f.sdr) ...
Compiling main shader -> lf-v.sdr (lf-v.sdr) / lfb-f.sdr (lfb-f.sdr) ...
Compiling main shader -> lf-v.sdr (lf-v.sdr) / lfbg-f.sdr (lfbg-f.sdr) ...
Compiling main shader -> lf-v.sdr (lf-v.sdr) / lfbgs-f.sdr (lfbgs-f.sdr) ...
Compiling main shader -> lf-v.sdr (lf-v.sdr) / lfbs-f.sdr (lfbs-f.sdr) ...
Compiling main shader -> lfe-v.sdr (lfe-v.sdr) / lfbgse-f.sdr (lfbgse-f.sdr) ...
Compiling main shader -> lfe-v.sdr (lfe-v.sdr) / lfbse-f.sdr (lfbse-f.sdr) ...
Compiling main shader -> lfn-v.sdr (lfn-v.sdr) / lfbgn-f.sdr (lfbgn-f.sdr) ...
Compiling main shader -> lfn-v.sdr (lfn-v.sdr) / lfbgsn-f.sdr (lfbgsn-f.sdr) ...
Compiling main shader -> lfn-v.sdr (lfn-v.sdr) / lfbn-f.sdr (lfbn-f.sdr) ...
Compiling main shader -> lfn-v.sdr (lfn-v.sdr) / lfbsn-f.sdr (lfbsn-f.sdr) ...
Compiling main shader -> lfne-v.sdr (lfne-v.sdr) / lfbgsne-f.sdr (lfbgsne-f.sdr) ...
Compiling main shader -> lfne-v.sdr (lfne-v.sdr) / lfbsne-f.sdr (lfbsne-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / null-f.sdr (null-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lg-f.sdr (lg-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lgs-f.sdr (lgs-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / ls-f.sdr (ls-f.sdr) ...
Compiling main shader -> le-v.sdr (le-v.sdr) / lgse-f.sdr (lgse-f.sdr) ...
Compiling main shader -> le-v.sdr (le-v.sdr) / lse-f.sdr (lse-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lgn-f.sdr (lgn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lgsn-f.sdr (lgsn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / ln-f.sdr (ln-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lsn-f.sdr (lsn-f.sdr) ...
Compiling main shader -> lne-v.sdr (lne-v.sdr) / lgsne-f.sdr (lgsne-f.sdr) ...
Compiling main shader -> lne-v.sdr (lne-v.sdr) / lsne-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.40
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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....
TBM => Starting parse of 'flak-sct.tbm' ...
TBM => Starting parse of 'velindc-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...
render_target: creating new 1280x1024 FBO
texture_pool: creating new 1280x1024 texture
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)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_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_tech-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 312
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 '242suicide.pcx'
ANI 2_mainwalk with size 209x477 (6.8% wasted)
ANI 2_mainflyby with size 509x189 (26.2% wasted)
ANI 2_maincrane with size 192x116 (9.4% wasted)
ANI 2_mainexit with size 319x174 (32.0% wasted)
ANI 2_mainbarracks with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom with size 231x145 (43.4% wasted)
ANI 2_maintechroom with size 69x119 (7.0% wasted)
ANI 2_mainoptions with size 337x206 (19.5% wasted)
ANI 2_maincampaign with size 308x190 (25.8% wasted)
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)
Frame 0 too long!!: frametime = 2.966 (2.966)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Frame 0 too long!!: frametime = 0.733 (0.733)
Frame 0 too long!!: frametime = 0.422 (0.422)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 0.968 (0.968)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'postprocess'
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Loading model 'capital01.pof'
IBX: Found a good IBX/TSB to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x9e305e56, IBX checksum: 0x5d3a90c3 -- "capital01.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
Allocating space for at least 25 new ship subsystems ... a total of 200 is now available (25 in-use).
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)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% 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 (GreenBeam2Glow.eff) with 30 frames at 60 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX/TSB to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x45b2275e, IBX checksum: 0x3f9f6258 -- "taga.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% 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 shield-f01.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2689/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 463, Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xcc331676, IBX checksum: 0x3a14455c -- "fighter06.pof"
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcc6ff113, IBX checksum: 0x99680dc1 -- "bonus2t-02.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x5dac9e8c -- "fighter2t-04.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x13fad0b4, IBX checksum: 0x793319e8 -- "fighter13.pof"
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x1934a7e5, IBX checksum: 0xd808d8e3 -- "fighter2t-01.pof"
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX/TSB to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xf62d5e93, IBX checksum: 0x16ce7cf1 -- "Bomber2T-03.pof"
Loading model 'Bonus2t-01.pof'
IBX: Found a good IBX/TSB to read for 'Bonus2t-01.pof'.
IBX-DEBUG => POF checksum: 0xf10b290a, IBX checksum: 0xb56fcc23 -- "Bonus2t-01.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX/TSB to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x4fac00b7, IBX checksum: 0x7ae3cbd7 -- "bomber04.pof"
Loading model 'bomber05.pof'
IBX: Found a good IBX/TSB to read for 'bomber05.pof'.
IBX-DEBUG => POF checksum: 0x1e5f9164, IBX checksum: 0x5105ed07 -- "bomber05.pof"
Loading model 'bomber09.pof'
IBX: Found a good IBX/TSB to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x053ba5a8, IBX checksum: 0xd1923c7f -- "bomber09.pof"
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0xbbfa68bc, IBX checksum: 0x11e25089 -- "bomber2t-01.pof"
Loading model 'fighter2v-04.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-04.pof'.
IBX-DEBUG => POF checksum: 0x035e02f1, IBX checksum: 0x75e7bb7f -- "fighter2v-04.pof"
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'piranha_tech.pof'
IBX: Found a good IBX/TSB to read for 'piranha_tech.pof'.
IBX-DEBUG => POF checksum: 0x4334dee5, IBX checksum: 0xfa7523a6 -- "piranha_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
Loading model 'helios_tech.pof'
IBX: Found a good IBX/TSB to read for 'helios_tech.pof'.
IBX-DEBUG => POF checksum: 0x551ec88b, IBX checksum: 0x018a4544 -- "helios_tech.pof"
Loading model 'empulse2_tech.pof'
IBX: Found a good IBX/TSB to read for 'empulse2_tech.pof'.
IBX-DEBUG => POF checksum: 0x55e483b3, IBX checksum: 0xde0bbd46 -- "empulse2_tech.pof"
Frame 0 too long!!: frametime = 17.290 (17.290)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 35.303
render_target: creating new 256x256 FBO
texture_pool: creating new 256x256 texture
texture_pool: creating new 256x256 texture
Compiling special shader -> post-v.sdr / brightpass-f.sdr ...
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#133) Reserved word: static
ERROR: error(#273) 1 compilation errors. No code generated
ERROR! Unable to create fragment shader!
Post-processing disabled.
Got event GS_EVENT_PLAYER_WARPOUT_START (41) in state GS_STATE_GAME_PLAY (2)
1795 frames executed in 30.007 seconds, 59.819 frames per second.
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!
Frame 1896 too long!!: frametime = 0.296 (0.296)
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 (45) in state GS_STATE_GAME_PLAY (2)
Hit warp effect. Moving to stage 3!
Got event GS_EVENT_PLAYER_WARPOUT_DONE (46) in state GS_STATE_GAME_PLAY (2)
Player warped out. Going to debriefing!
Got event GS_EVENT_DEBRIEF (33) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Storing stats now
Frame 2179 too long!!: frametime = 0.282 (0.282)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_DEBRIEF (27)
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)
Frame 2179 too long!!: frametime = 2.980 (2.980)
Frame 2179 too long!!: frametime = 0.372 (0.372)
Frame 2179 too long!!: frametime = 0.270 (0.270)
Frame 2179 too long!!: frametime = 0.287 (0.287)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Oct 17 02:09:29 2009
==========================================================================
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: 3.6.11
Passed cmdline options:
-spec_exp 11
-ogl_spec 50
-spec_static .8
-spec_point .6
-spec_tube .4
-ambient_factor 5
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-no_emissive_light
-normal
-3dshockwave
-post_process
-bloom_intensity 75
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod postproc,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\postproc\' ... 14 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 6 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 39 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13246 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : ATI Radeon HD 3600 Series
OpenGL Version : 2.1.8918
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_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Initializing Shaders Manager...
Loading and compiling main shaders...
Compiling main shader -> null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
Compiling main shader -> b-v.sdr (b-v.sdr) / b-f.sdr (b-f.sdr) ...
Compiling main shader -> b-v.sdr (b-v.sdr) / bg-f.sdr (bg-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lb-f.sdr (lb-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lbg-f.sdr (lbg-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lbgs-f.sdr (lbgs-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lbs-f.sdr (lbs-f.sdr) ...
Compiling main shader -> le-v.sdr (le-v.sdr) / lbgse-f.sdr (lbgse-f.sdr) ...
Compiling main shader -> le-v.sdr (le-v.sdr) / lbse-f.sdr (lbse-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lbgn-f.sdr (lbgn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lbgsn-f.sdr (lbgsn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lbn-f.sdr (lbn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lbsn-f.sdr (lbsn-f.sdr) ...
Compiling main shader -> lne-v.sdr (lne-v.sdr) / lbgsne-f.sdr (lbgsne-f.sdr) ...
Compiling main shader -> lne-v.sdr (lne-v.sdr) / lbsne-f.sdr (lbsne-f.sdr) ...
Compiling main shader -> lf-v.sdr (lf-v.sdr) / lfb-f.sdr (lfb-f.sdr) ...
Compiling main shader -> lf-v.sdr (lf-v.sdr) / lfbg-f.sdr (lfbg-f.sdr) ...
Compiling main shader -> lf-v.sdr (lf-v.sdr) / lfbgs-f.sdr (lfbgs-f.sdr) ...
Compiling main shader -> lf-v.sdr (lf-v.sdr) / lfbs-f.sdr (lfbs-f.sdr) ...
Compiling main shader -> lfe-v.sdr (lfe-v.sdr) / lfbgse-f.sdr (lfbgse-f.sdr) ...
Compiling main shader -> lfe-v.sdr (lfe-v.sdr) / lfbse-f.sdr (lfbse-f.sdr) ...
Compiling main shader -> lfn-v.sdr (lfn-v.sdr) / lfbgn-f.sdr (lfbgn-f.sdr) ...
Compiling main shader -> lfn-v.sdr (lfn-v.sdr) / lfbgsn-f.sdr (lfbgsn-f.sdr) ...
Compiling main shader -> lfn-v.sdr (lfn-v.sdr) / lfbn-f.sdr (lfbn-f.sdr) ...
Compiling main shader -> lfn-v.sdr (lfn-v.sdr) / lfbsn-f.sdr (lfbsn-f.sdr) ...
Compiling main shader -> lfne-v.sdr (lfne-v.sdr) / lfbgsne-f.sdr (lfbgsne-f.sdr) ...
Compiling main shader -> lfne-v.sdr (lfne-v.sdr) / lfbsne-f.sdr (lfbsne-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / null-f.sdr (null-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lg-f.sdr (lg-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / lgs-f.sdr (lgs-f.sdr) ...
Compiling main shader -> l-v.sdr (l-v.sdr) / ls-f.sdr (ls-f.sdr) ...
Compiling main shader -> le-v.sdr (le-v.sdr) / lgse-f.sdr (lgse-f.sdr) ...
Compiling main shader -> le-v.sdr (le-v.sdr) / lse-f.sdr (lse-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lgn-f.sdr (lgn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lgsn-f.sdr (lgsn-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / ln-f.sdr (ln-f.sdr) ...
Compiling main shader -> ln-v.sdr (ln-v.sdr) / lsn-f.sdr (lsn-f.sdr) ...
Compiling main shader -> lne-v.sdr (lne-v.sdr) / lgsne-f.sdr (lgsne-f.sdr) ...
Compiling main shader -> lne-v.sdr (lne-v.sdr) / lsne-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.40
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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....
TBM => Starting parse of 'flak-sct.tbm' ...
TBM => Starting parse of 'velindc-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...
render_target: creating new 1280x1024 FBO
texture_pool: creating new 1280x1024 texture
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)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_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_tech-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 318
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 '242suicide.pcx'
ANI 2_mainwalk with size 209x477 (6.8% wasted)
ANI 2_mainflyby with size 509x189 (26.2% wasted)
ANI 2_maincrane with size 192x116 (9.4% wasted)
ANI 2_mainexit with size 319x174 (32.0% wasted)
ANI 2_mainbarracks with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom with size 231x145 (43.4% wasted)
ANI 2_maintechroom with size 69x119 (7.0% wasted)
ANI 2_mainoptions with size 337x206 (19.5% wasted)
ANI 2_maincampaign with size 308x190 (25.8% wasted)
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)
Frame 0 too long!!: frametime = 2.995 (2.995)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Frame 0 too long!!: frametime = 0.737 (0.737)
Frame 0 too long!!: frametime = 0.423 (0.423)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 0.976 (0.976)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-08.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: NTC Leviathan
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTC Leviathan
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
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: NTB Zeus
Using alternate ship type name: NTB Zeus
Using alternate ship type name: NTB Zeus
Starting mission message count : 205
Ending mission message count : 235
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Allocating space for at least 15 new ship subsystems ... a total of 200 is now available (15 in-use).
Loading model 'TerranSuper.pof'
IBX: Found a good IBX/TSB to read for 'TerranSuper.pof'.
IBX-DEBUG => POF checksum: 0x7a19c79f, IBX checksum: 0x7741f960 -- "TerranSuper.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship TerranSuper.pof
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x13fad0b4, IBX checksum: 0x793319e8 -- "fighter13.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB 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/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0xef71a6a2, IBX checksum: 0x58d8919e -- "corvette2t-01.pof"
Loading model 'bomber09.pof'
IBX: Found a good IBX/TSB to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x053ba5a8, IBX checksum: 0xd1923c7f -- "bomber09.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xcc331676, IBX checksum: 0x3a14455c -- "fighter06.pof"
Loading model 'escapepod01.pof'
IBX: Found a good IBX/TSB to read for 'escapepod01.pof'.
IBX-DEBUG => POF checksum: 0x4a31f88c, IBX checksum: 0xfaf426da -- "escapepod01.pof"
Loading model 'transport01.pof'
IBX: Found a good IBX/TSB to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 0xe911fa84, IBX checksum: 0x469fdbf2 -- "transport01.pof"
Loading model 'install01.pof'
IBX: Found a good IBX/TSB to read for 'install01.pof'.
IBX-DEBUG => POF checksum: 0xd7e97895, IBX checksum: 0x16a32260 -- "install01.pof"
Potential problem found: Unrecognized subsystem type '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: 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/TSB 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 ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
Allocating space for at least 222 new ship subsystems ... a total of 400 is now available (107 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shield-b09 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (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 (GreenBeam2Glow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'MX-50.pof'
IBX: Found a good IBX/TSB to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x80ed0ef6, IBX checksum: 0x79a2a4ec -- "MX-50.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX/TSB 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.)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% 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 shield-f06.ani with size 112x93 (27.3% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shield-b09.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2804/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 602, 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_sm1-08_a with size 440x200 (21.9% wasted)
Frame 0 too long!!: frametime = 17.714 (17.714)
ANI cb_sm1-08_a.ani with size 440x200 (21.9% wasted)
Frame 0 too long!!: frametime = 2.255 (2.255)
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 iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
ANI iconInstall with size 130x91 (28.9% wasted)
ANI FadeiconInstall with size 130x91 (28.9% wasted)
ANI FadeiconInstall.ani with size 130x91 (28.9% wasted)
ANI iconT-vette with size 80x31 (3.1% wasted)
ANI fadeiconT-vette with size 80x31 (3.1% wasted)
ANI fadeiconT-vette.ani with size 80x31 (3.1% wasted)
ANI icont-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser.ani with size 70x18 (43.8% wasted)
ANI icont-freight with size 68x28 (12.5% wasted)
ANI Fadeicont-Freighter with size 68x28 (12.5% wasted)
ANI Fadeicont-Freighter.ani with size 68x28 (12.5% wasted)
ANI iconT-transport with size 40x23 (28.1% wasted)
ANI fadeIconT-transport with size 40x23 (28.1% wasted)
ANI fadeIconT-transport.ani with size 40x23 (28.1% wasted)
ANI icont-bomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW.ani with size 45x73 (43.0% wasted)
Frame 0 too long!!: frametime = 0.587 (0.587)
ANI iconInstall.ani with size 130x91 (28.9% wasted)
ANI iconT-vette.ani with size 80x31 (3.1% wasted)
ANI icont-cruiser.ani with size 70x18 (43.8% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 40.404
render_target: creating new 256x256 FBO
texture_pool: creating new 256x256 texture
texture_pool: creating new 256x256 texture
Compiling special shader -> post-v.sdr / brightpass-f.sdr ...
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#133) Reserved word: static
ERROR: error(#273) 1 compilation errors. No code generated
ERROR! Unable to create fragment shader!
Post-processing disabled.
Frame 1 too long!!: frametime = 0.256 (0.256)
Int3(): From c:\users\hery\desktop\postprocessing\code\hud\hudtarget.cpp at line 1815
@The E(forgive the old quote, but it was on the first page..)
I agree, however... till somebody picks up the huge task of writing a new rendering engine, the graphical development of FS2 will stagnate.
For projects like SoL and Diaspora, a new rendering engine will probably be ready too late to be used in the release. (At least in the initial one.)
At least we already got normal maps for all our models, so in the end, the content can be used regardless of the rendering engine.
Detail can be procedurally generated by using fractal algorithms (or psuedo-random number sequences based on shift registers if the detail needs to be reproduceable).Could you point me to any publications on this prodecurally generated details?
Could you point me to any publications on this prodecurally generated details?
I was looking for presentations on multicore programming in gamedev when I came across Crytek explanation of light shafts in Crysis.
http://img4.imageshack.us/img4/7379/screen0053.jpg
This is only an unfinished prototype. I'm currently concentrating (or trying to concentrate) on different parts of FSO code, but this was very easy to implement and I decided to check how it would look like.
Very impressive hery!
I can't wait to see the final implementation.
Btw will it work for animated objects in the background as well?
I.e. a rotating asteroid belt in the background in front of the sun?
I think that would look extremely impressive. :)
Btw will it work for animated objects in the background as well?Currently it works for and only for objects which depth information is saved to the z-buffer. Of course, that may be improved if necessary ;D
I.e. a rotating asteroid belt in the background in front of the sun?
It would, but you'd have to see if it does anything bad to the FPS.It's a post-processing effect, performance loss depends only on the screen resolution (and the effect quality) :D
mv_music-mus.tbm(line 18:
Error: Missing required token: [#Soundtrack End]. Found [#SoundTrack Start] instead.
<no module>! KiFastSystemCallRet
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
Now that would look *awesome* inside the nebula.I think it would look *awesomer* inside an asteroid field.
This problem is not related to the changes I introduced. Which mod is it?
Weapon type "TAG-C" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
Am I right that Hery's code makes use of namespaces?http://quarnos.org/dl/scp_docs/html/namespaceopengl.html
I can't remember where I saw it, but IIRC there was a doxygen-style documentation page with that sort of stuff... Namespaces... maybe a good idea.
That was one of mine (commit note says 'tested by Sushi' :P )
This one just means that for some reason there is a TAG-C (missile that was used for a mechanic dumped from FS2, but left in code and tables, namely SSM missile system) in a mission weaponary pool. As I recall, the only mod that ever used SSM (and still uses it) is a BP: WiH (yes, that's right, you will see SSMs in there), but I think I seen TAG-C available in at least one of stand-alone missions in retail (one if the gauntlets?).Code: [Select]Weapon type "TAG-C" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
I've tried going with an older install now. These problems started occuring after i used the SCP 2.2 Re-release. I don't seem to have any problems now, so take my reported errors with a grain of salt.aahh, what?
I did find one new error, though. This happens in the Straight, No Chaser mission:
(http://h.imagehost.org/t/0643/error.jpg) (http://h.imagehost.org/view/0643/error)
Do notice the corruption on the craft itself, too. Happens the second you start, disappears, happens again, then it's gone. Oh, what the hell, I'm on a roll here: Pilot chat also seems to be missing as command starts talking to themself - *silence* "Say again pilot, another portal?"... *silence*... "Can you locate the Azrael?".
-bloom_intensity X
0 is no bloom, 100 is maximum bloom
Right way would be using a HDR values, but some sort of stencil buffer method could be possible as well.if we could use proper stencil buffers, dontcha think we'd have shadows by now? oh wait :p
Please make this optional. We like it affecting the skybox (that's what a POST processing effect SHOULD do. that's why it's called POST processing)Unless Hery can think of something more clever, perhaps launcher flag to enable/disable skybox post processing would be ok.
==========================================================================
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: 3.6.11.1111
Passed cmdline options:
-spec_exp 11
-ogl_spec 82
-spec_static 10
-spec_point 5.6
-spec_tube 5.5
-ambient_factor 40
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-normal
-3dshockwave
-post_process
-bloom_intensity 100
-ballistic_gauge
-dualscanlines
-orbradar
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-mod mediavps,mediavps
-fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 107 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 107 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 143 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'g:\' ... 0 files
Found 26 roots and 19583 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : Radeon HD 2600 XT (Omega 3.8.442)
OpenGL Version : 2.1.7169 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_density-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of '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 1406
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.329 (0.329)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '242suicide.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)
Frame 0 too long!!: frametime = 0.788 (0.788)
Frame 0 too long!!: frametime = 0.583 (0.583)
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 to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Frame 0 too long!!: frametime = 1.386 (1.386)
Frame 0 too long!!: frametime = 0.801 (0.801)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 2.689 (2.689)
Frame 0 too long!!: frametime = 0.357 (0.357)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
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"
256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX 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: 'Lets go Shopping'
WARNING: "Weapon type "Harpoon#Weak" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping" at parselo.cpp:2368
Using callsign: Pearl
Using callsign: Blackbeard
Using callsign: Stinger
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Allocating space for at least 15 new ship subsystems ... a total of 200 is now available (15 in-use).
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 subsystem type '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
Loading model 'drydock2t-01.pof'
IBX: Found a good IBX to read for 'drydock2t-01.pof'.
IBX-DEBUG => POF checksum: 0xb5f3799e, IBX checksum: 0x9c962822 -- "drydock2t-01.pof"
Potential problem found: Unrecognized subsystem type 'hose01', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose02', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose03', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose04', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece1a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece2a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece3a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece4a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'storage', believed to be in ship drydock2t-01.pof
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece2a'
Found live debris model for 'piece2a'
Found live debris model for 'piece3a'
Found live debris model for 'piece3a'
Found live debris model for 'piece3a'
Found live debris model for 'piece4a'
Loading model 'cruiser01.pof'
IBX: Found a good IBX to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
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 'freighter02.pof'
IBX: Found a good IBX to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Allocating space for at least 9 new ship subsystems ... a total of 400 is now available (202 in-use).
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-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 'fighter13.pof'
IBX: Found a good IBX to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x13fad0b4, IBX checksum: 0x793319e8 -- "fighter13.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"
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 ==================
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"
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shield-f13 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% 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 (TbeamAglow.eff) with 30 frames at 30 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 '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 'NewHornet.pof'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.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 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x45b2275e, IBX checksum: 0x3f9f6258 -- "taga.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.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 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.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 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.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.)
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.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"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% 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 shield-f01.ani with size 112x93 (27.3% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1777/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 400, Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcc6ff113, IBX checksum: 0x99680dc1 -- "bonus2t-02.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x5dac9e8c -- "fighter2t-04.pof"
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x1934a7e5, IBX checksum: 0xd808d8e3 -- "fighter2t-01.pof"
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"
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"
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xf62d5e93, IBX checksum: 0x16ce7cf1 -- "Bomber2T-03.pof"
Loading model 'Bonus2t-01.pof'
IBX: Found a good IBX to read for 'Bonus2t-01.pof'.
IBX-DEBUG => POF checksum: 0xf10b290a, IBX checksum: 0xb56fcc23 -- "Bonus2t-01.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x4fac00b7, IBX checksum: 0x7ae3cbd7 -- "bomber04.pof"
Loading model 'bomber05.pof'
IBX: Found a good IBX to read for 'bomber05.pof'.
IBX-DEBUG => POF checksum: 0x1e5f9164, IBX checksum: 0x5105ed07 -- "bomber05.pof"
Loading model 'bomber09.pof'
IBX: Found a good IBX to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x053ba5a8, IBX checksum: 0xd1923c7f -- "bomber09.pof"
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0xbbfa68bc, IBX checksum: 0x11e25089 -- "bomber2t-01.pof"
Loading model 'fighter2v-04.pof'
IBX: Found a good IBX to read for 'fighter2v-04.pof'.
IBX-DEBUG => POF checksum: 0x035e02f1, IBX checksum: 0x75e7bb7f -- "fighter2v-04.pof"
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'piranha_tech.pof'
IBX: Found a good IBX to read for 'piranha_tech.pof'.
IBX-DEBUG => POF checksum: 0x4334dee5, IBX checksum: 0xfa7523a6 -- "piranha_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
Loading model 'helios_tech.pof'
IBX: Found a good IBX to read for 'helios_tech.pof'.
IBX-DEBUG => POF checksum: 0x551ec88b, IBX checksum: 0x018a4544 -- "helios_tech.pof"
Loading model 'empulse2_tech.pof'
IBX: Found a good IBX to read for 'empulse2_tech.pof'.
IBX-DEBUG => POF checksum: 0x55e483b3, IBX checksum: 0xde0bbd46 -- "empulse2_tech.pof"
Frame 0 too long!!: frametime = 57.932 (57.932)
Frame 0 too long!!: frametime = 0.622 (0.622)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 85.942
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
Frame 1 too long!!: frametime = 1.270 (1.270)
788 frames executed in 30.005 seconds, 26.262 frames per second.
Frame 1843 too long!!: frametime = 0.371 (0.371)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Frame 1844 too long!!: frametime = 0.363 (0.363)
Frame 1844 too long!!: frametime = 0.625 (0.625)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Feb 13 00:45:00 2010
Unable to find extension "GL_ATI_shader_texture_lod".
-mipmapDitch this.
-mod mediavps,mediavpsWait, wtf? I'm pretty sure you only need one. Loading them twice doesn't make it twice as cool.
QuoteUnable to find extension "GL_ATI_shader_texture_lod".
That's why. That is a required extension for SM3.0 in order to use shaders or post processing. You are going to have a LOT of fun finding a version of atioglxx.dll that will give you SM3.0 capabilities in OpenGL. But until then, remove -normal and -post_process from your command line options and use -no_glsl (just don't forget to remove -no_glsl if you want to test loading the MediaVP shaders, which will show up inbetween the "Using Extension" list and the "Max texture units:")
<HerraTohtori>: it's not that I dislike the idea, but the problem with just multiplying the saturation values globally with a percentage value is problematic because of loss of colour depth and range
<HerraTohtori>: however, if you gave it an exponent value instead, it would probably work better
<HerraTohtori>: if pixel's saturation value is 1, the resulting saturation value would be 1^n = 1
<HerraTohtori>: so full saturated pieces would stay so
<HerraTohtori>: half saturated would end up as 0.5^n, so if n>1 it would have a saturation reduction effect
I've tried going with an older install now. These problems started occuring after i used the SCP 2.2 Re-release. I don't seem to have any problems now, so take my reported errors with a grain of salt.
I did find one new error, though. This happens in the Straight, No Chaser mission:
(http://h.imagehost.org/t/0643/error.jpg) (http://h.imagehost.org/view/0643/error)
Do notice the corruption on the craft itself, too. Happens the second you start, disappears, happens again, then it's gone. Oh, what the hell, I'm on a roll here: Pilot chat also seems to be missing as command starts talking to themself - *silence* "Say again pilot, another portal?"... *silence*... "Can you locate the Azrael?".
Stupid question: can I configure bloom, in any way, aside from its intensity? I want to apply it to glowmaps and nothing else. :(
The download link seems to be dead! Is there an update?No, not from Hery. But, because this feature was added to the SCP SVN; this feature is available in both the official 3.6.12 release (http://www.hard-light.net/forums/index.php?topic=70692.0) and our current trunk nightly builds (http://www.hard-light.net/forums/index.php?board=173.0).