Hard Light Productions Forums
General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: benjy85pb on September 17, 2009, 02:54:48 pm
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Well hello there!
I'm going to cut to the chase and get straight to the point as I'm literally dying to want to play the SCP! After suffering some serious nostalgia issues, I decided to re-install Freespace 2 for some old school gaming and when I did I remembered this project. Needless to say, a lot has changed since I last visited the place, but back when I last visited I never tried the SCP mod, but this time round I gave it a try. And so I did... however I've just encountered one major problem that's been stopping me from enjoying the mod!
The thing is, I've installed the MOD using all the walkthrough's that have been pinned and although they have appeared to be installed correctly, the game freezes ever time I want to play it with all those lovely new graphical improvements. Needless to say, it's been frustrating because I've tried all the install methods and nothing seems to rectify the problem and now I'm completely stuck! The game starts and goes to the menu screen and I can choose the campaign, start it and get past the first training mission briefing, however, after that the game freezes. And as I've already stated, no matter which install method I use it freezes, and it's not limited to the SCP mod, but the custom campaigns too. However, the odd one out is the freespace 1 port without the graphical improvements. I did the entire campaign without it crashing once, and this has led to me being utterly clueless on why everything else doesn't want to work!
Well that's the problem I'm having and I'm hoping you guys and point me in the right direction on what I need to do to get things up and running. However, I'd just like to add, much to my embarassment, that I'm a complete and utter noob at modding freespace and I've only ever modded a couple of games over the years. So I'm afraid you're going to be gentle with me on the technical side as I may just embarass myself further!
I really want to play this mod, especially after I got through the whole campaign of the freespace 1 port. I've never played the first freespace and playing it for the first time made me squeal with the utmost joy and I want to do the same with the freespace 2 mod of yours. :)
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Oookaay. Could you tell us a few more details about your Hardware? Some cards are known to have problems when using FSOs shader code; Switching that off might fix this. If it doesn't, could you run a debug build (fs2_open_3_6_10d.exe) and then post the fs2_open.log from your data folder here?
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Sorry for the late reply! Ran out of time to get this information sorted out last night!
Hardware wise I'm running a Radeon x1950 Pro graphics card?
And I've run the debug build and I'm guessing I just have to copy and paste the info in the read-me file here:
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
-spec_exp 15
-ogl_spec 20
-spec_static 1.5
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 35
-env
-missile_lighting
-glow
-spec
-normal
-3dshockwave
-rearm_timer
-targetinfo
-3dwarp
-warp_flash
-mod 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\Root_fs2.vp' with a checksum of 0x747372cc
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\' ... 1 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\' ... 62 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 17 roots and 13140 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 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 X1950 Pro
OpenGL Version : 2.1.8544 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".
Using extension "GL_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of '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...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_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 : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 668
MVE: Buffer underun (First is normal)
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 'hammer.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 = 0.271 (0.271)
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 = 0.600 (0.600)
Frame 0 too long!!: frametime = 0.847 (0.847)
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"
Frame 0 too long!!: frametime = 1.113 (1.113)
I likes me some code tags -- The E
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Hrm. I don't see anything immediately wrong. The_E?
I believe this series of graphics cards is known to have problems with the MediaVPs. Someone could give him those ATI shader .dlls.
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I found two of those shader .dlls in the FAQ section. However, it's not liking the #1 .dlls, it just pops up with an error message saying it's not a valid windows icon and the 2nd one just comes up with a rather stupid picture for some reason...
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You just put them in your /mediavps directory, I believe. No need to run them or anything.
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I didn't try to run them directly, but the FAQ said to put them in the main freespace directory. Not into the mediavp file.
But I did put them in there and run the game, but the game still froze up! However, I haven't tried the second set of .dlls as either the links broken, or because it's supposed to be a gag.
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You just put them in your /mediavps directory, I believe. No need to run them or anything.
Nope, the dlls belong in the main FS2 directory.
I didn't try to run them directly, but the FAQ said to put them in the main freespace directory. Not into the mediavp file.
But I did put them in there and run the game, but the game still froze up! However, I haven't tried the second set of .dlls as either the links broken, or because it's supposed to be a gag.
Those dlls will only work on XP. For Vista, your options are reduced to a) Using the disable GLSL switch in the Launcher's troubleshooting section or b) buying a better card. Sorry. ATi ****ed the driver support for the X1*** series badly.
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I'm using Windows XP, but clearly it appears that my graphics card is the problem here. Which, is shame, I was really looking forward to playing it with the enhancements.
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I could swear that people with this card have managed to get it running.
Try running with the -no_glsl flag.
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Indeed they have. benjy, try finding an older driver version (7.1? 7.11? Can't remember which). Extract the atioglxx.dll from that package and put it in your FS2 folder.
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Well, just a quick update, but I've just tried that -no_glsl flag and I've been able to play a whole mission without it freezing up! I've also been able to view the techroom database without it freezing up.
I'm going to play it a bit more to make sure it's not just luck I'm experiencing. I'll check back with you guys if I'm still getting problems.
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Are you seeing the MediaVP graphical improvements?
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Yeah, I'm getting everything! So far it's still running like a dream, everything I downloaded appears to be working. All I can say now is wow, those improvements have really changed the game! Everthing is just so beautiful!
I can't believe that adding that -no_glsl flag would make it run. I see it disabled the GLSL shader support. Does that mean I'm going to be missing some extra graphical content? Or would it not be that noticeable, in terms of what I see?
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You're basically missing the normal maps. You're still getting the high-poly models and upgraded textures.
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Well it all definitely seems to be running perfectly well to me. I thank you two tremendously for helping me getting this working and putting up with my rather horrid noobish-ness in these matters!
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Since you're running Windows XP, I think you should be able to use this:
http://www.mediafire.com/download.php?wijitgmjgbz (http://www.mediafire.com/download.php?wijitgmjgbz)
This is the OpenGL driver DLL file from Catalyst series 6.something and has in the past resulted in good results for some who had problems with later DLL files.
Basically, install the latest Catalyst drivers (or if you already have a good demi-recent set that works for you on other 3D applications, this might not be necessary), then extract the DLL file from the 7zip archive and place it in your root FreeSpace2 directory (should be something like C:\Games\FreeSpace2\ ). This will cause the game executable to use the old OpenGL driver DLL instead of the one that is located in Windows' driver directory (C:\Windows\system32\drivers\ iirc).
Remember to enable GLSL again for testing it, otherwise it makes no sense trying this.
It's worth a try, since normal maps provide a great visual upgrade to many models, and if it does not work, you can always just remove the atioglxx.dll file from your FreeSpace directory and disable GLSL again. Good luck, and tell us how it works out. :)
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Since you're running Windows XP, I think you should be able to use this:
http://www.mediafire.com/download.php?wijitgmjgbz (http://www.mediafire.com/download.php?wijitgmjgbz)
This is the OpenGL driver DLL file from Catalyst series 6.something and has in the past resulted in good results for some who had problems with later DLL files.
Basically, install the latest Catalyst drivers (or if you already have a good demi-recent set that works for you on other 3D applications, this might not be necessary), then extract the DLL file from the 7zip archive and place it in your root FreeSpace2 directory (should be something like C:\Games\FreeSpace2\ ). This will cause the game executable to use the old OpenGL driver DLL instead of the one that is located in Windows' driver directory (C:\Windows\system32\drivers\ iirc).
Remember to enable GLSL again for testing it, otherwise it makes no sense trying this.
It's worth a try, since normal maps provide a great visual upgrade to many models, and if it does not work, you can always just remove the atioglxx.dll file from your FreeSpace directory and disable GLSL again. Good luck, and tell us how it works out. :)
I downloaded the file and did what you said with it and I haven't come across problems with the game. It hasn't froze up and I haven't had anything odd happen whilst playing some missions or in the tech room. It's all functioning perfectly! Thanks very much for the driver. :)
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Great. :)
Just for confirmation, you do see the normal maps now too, right?
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Yes I am... I think. Ok, that doesn't inspire confidence, but the options ticked in the features section of the launcher and it's causing no problems as far as I know.
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Press F2 while in the mainhall to access the shiplab, then turn 'normal maps' on and off under the Render Options menu while looking at the Ulysses. See if you notice a difference.
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Actually, load into the F3 and select "Render Options" and see IF "Disable Normal Maps" is even available.
If you put in the driver file Herra linked, did you remove using -no_glsl?
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Yeah, the option has appeared and I'm definitely getting the normal maps as well. There's definitely a difference when I turn the option on and off.