Hard Light Productions Forums

Modding, Mission Design, and Coding => The Scripting Workshop => Topic started by: Nuke on May 02, 2010, 03:22:48 pm

Title: my scripts are now on svn
Post by: Nuke on May 02, 2010, 03:22:48 pm
Atmospheric Flight Model
http://nukedspace.fsmods.net/svn/trunk/atmospheric_flight_model/

the model should sort of work in orbital flight modes, atmo is kind of annoying right now
if you want to fly on mars got to the data/models/ dir and extract mars.7z
may require script_include
should be standalone

advanced cockpit features (lots of other cool stuff too)
http://nukedspace.fsmods.net/svn/trunk/cockpitdemo/

should be standalone
note that rtt is currently broke in the cockpit demo under 3.6.13 builds, so panels wont work, use 3.6.12 instead.


nuke ui testing
http://nukedspace.fsmods.net/svn/trunk/nukuitest/

go to lab to test new ui elements
definately requires script include


script include dir (goes in fs root)
http://nukedspace.fsmods.net/svn/trunk/script_include/

this goes in fs root, contains frequently reused script
right now it mainly contains the most recent version of my table parser and the nukui script


post any questions, bugs, patches, ect here
Title: Re: my scripts are now on svn
Post by: Talon 1024 on May 08, 2010, 09:34:53 pm
When I try to start a mission with the cockpit demo, I get this error message:

Code: [Select]
LUA ERROR: [string "global_init.lua"]:306: attempt to index global 'input_tbl' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of: (null)
Function type: (null)
Defined on: 0
Upvalues: 0

Source: (null)
Short source:
Current line: 0
- Function line: 0
------------------------------------------------------------------


------------------------------------------------------------------
LUA Stack:
------------------------------------------------------------------

------------------------------------------------------------------

And when I try to start FSO with the debug build, it gives me this:

Code: [Select]
File 'cockpits.tbl' not found
<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 get the same error message for input.tbl and drones.tbl.

I have the cockpit demo, the atmospheric flight demo, and the UI demo each in it's own mod folder.  The scripts from script_include are in my FSO root directory.

Am I doing anything wrong? And why isn't it finding the required tables?
Title: Re: my scripts are now on svn
Post by: Nuke on May 09, 2010, 02:00:24 am
that whole script include folder needs to be in the fs2 root as if it were a mod (but no data folder, scripts should be directly inside of it). the cockpit demo was converted to standalone and shouldnt need it, however i may have missed something. might make sure those tables are in the correct folder (data\tables). seems to be working on my computer but if your not running on windows or if youve installed it in a non-standard way it might be an issue. best way to make sure everything is where it needs to be is update the folders with your svn client. otherwise its probibly something about your install, also be sure your running at least 3.6.12 rc2.

*edit*

make absolutely sure the name of your mod dir is "cockpitdemo" (no quotes and no space). freespace doesnt let me know what the name of the mod dir is so i have to tell it directly where to look to find the parser script. if the directory name is changed it cant find the parser script, and the new tables cant be parsed (why its nil).
Title: Re: my scripts are now on svn
Post by: Talon 1024 on May 10, 2010, 04:04:51 pm
Do I need to have FS2 installed to a specific directory on my hard drive? I believe I have everything set up correctly, but it's still giving me that error message.
Title: Re: my scripts are now on svn
Post by: Nuke on May 10, 2010, 05:31:32 pm
no, fs2 could be in any directory, its the path from the root freespace directory the mod dir that needs to be exact. im pretty sure the problem is that it cant find the parser script, probably because the path is wrong. another possibility is that it cant find the custom tables (perhaps a bug in cfile). this could be caused by the game running on a different platform, such as linux or osx or if you have a different directory structure than normal. first thing to try is run with vanilla data and run it as a stand alone mod. also a debug log would be nice.


there are a couple things we can try:

if you go to FreeSpace2\cockpitdemo\Data\Scripts and open up global_init.lua in a text editor you should see something like this at the top of the file:

Code: [Select]
--[[===========================]]--
--[[=======include paths=======]]--
--[[===========================]]--

--global (comment before ship)
--script_include_dir = "script_include/"
--local (uncomment and make sure version in mod is up to date to ship)
script_include_dir = "cockpitdemo/data/scripts/"

and change it like so

Code: [Select]
--[[===========================]]--
--[[=======include paths=======]]--
--[[===========================]]--

--global (comment before ship)
script_include_dir = "script_include/"
--local (uncomment and make sure version in mod is up to date to ship)
--script_include_dir = "cockpitdemo/data/scripts/"

this might fix the problem.
the other thing you can try is to change this line (at about line 1311) in the same file:

Code: [Select]
dofile(script_include_dir.."parser.lua")

to

Code: [Select]
dofile("cockpitdemo/data/scripts/parser.lua")

make sure it contains the path to parser.lua between the quotes. alternatively, as a last ditch attempt, you could replace the line with the entire contents of parser.lua to the same effect.

to any coders looking at this, we need better facilities for script organization, such as allowing me to run multiple script files per hook without using dofile(). dofile seems to use a path relative to fsroot and there is no way to determine the mod path from scripting. the script include dir is only an interim solution, i had intended it as a place to put frequently used scripts, such as my tbl parser, sorta like how a library in c works. however this is incompatible with  the direction fs2 is going (seprate launcer dir, support for non-admin user, ect).
Title: Re: my scripts are now on svn
Post by: The E on May 10, 2010, 05:54:08 pm
Debug build.

fs2_open.log.

Do it nao.
Title: Re: my scripts are now on svn
Post by: Talon 1024 on May 10, 2010, 10:14:47 pm
Debug build.

fs2_open.log.

Do it nao.
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 40
  -spec_static 2.7
  -spec_point 5.0
  -spec_tube 4.0
  -ambient_factor 80
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod pprocess,cockpitdemo
Building file index...
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fiction_viewer.vp' with a checksum of 0x3b5771b2
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\komet_fs2.vp' with a checksum of 0x5d3b2de5
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\pprocess\' ... 850 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\cockpitdemo\' ... 149 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\' ... 90 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\fiction_viewer.vp' ... 13 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\komet_fs2.vp' ... 18 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoA_fs2.vp' ... 0 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoB_fs2.vp' ... 0 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'd:\' ... 0 files
Found 17 roots and 8115 files.
Setting language to English
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 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     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9800 GT/PCI/SSE2
  OpenGL Version    : 3.1.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
  Shaders Manager initialized.

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.40 NVIDIA via Cg compiler
... 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 'cock-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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'rail_blob_1-wxp.tbm' ...
BMPMAN: Found EFF (rail_blob_1.eff) with 10 frames at 30 fps.
TBM  =>  Starting parse of 'guns-wep.tbm' ...
TBM  =>  Starting parse of 'sepulture-shp.tbm' ...
TBM  =>  Starting parse of 'satyr-shp.tbm' ...
TBM  =>  Starting parse of 'rumrunner-shp.tbm' ...
TBM  =>  Starting parse of 'drone-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
WARNING: "File 'cockpits.tbl' not found" at lua.cpp:7870
Parsing Failed.
WARNING: "File 'drones.tbl' not found" at lua.cpp:7870
Parsing Failed.
WARNING: "File 'input.tbl' not found" at lua.cpp:7870
Parsing Failed.
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 285
WARNING: "File 'cockpits.tbl' not found" at lua.cpp:7870
Parsing Failed.
WARNING: "File 'drones.tbl' not found" at lua.cpp:7870
Parsing Failed.
WARNING: "File 'input.tbl' not found" at lua.cpp:7870
Parsing Failed.
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 'GTA.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_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Mon May 10 23:10:40 2010
I quit the game when I was in the main hall.
Title: Re: my scripts are now on svn
Post by: Nuke on May 11, 2010, 01:22:35 am
Code: [Select]
-mod pprocess,cockpitdemo theres yer problem.

looks like youre trying to use the cockpit mod with another mod. this would definately be an issue, especially if youre trying to run my mod as a secondary mod. if you try to run it by itself, or as the primary, then it should work.
Title: Re: my scripts are now on svn
Post by: iadesdragon on May 12, 2010, 04:39:44 pm
Hi Nuke,

just checked the cockpit demo from SVN. For an unknown reason i cannot select the mod in the campaign selection besides there are nor load errors whatsoever.

it resides in /freepace2/cockpitdemo and everything seems to be quite OK nonetheless i can not switch to the cockpitdemo campaign (should i be able to?)
Title: Re: my scripts are now on svn
Post by: Talon 1024 on May 13, 2010, 06:30:50 pm
The test missions are accessible from the simulator in the tech room.
Title: Re: my scripts are now on svn
Post by: Nuke on May 15, 2010, 07:14:09 pm
there is no campaign file, there are really only a few test missions right now. you can find them in the mission simulator.

The test missions are accessible from the simulator in the tech room.

i take it this means you got it to work, and if this is the case what meathod did you use?
Title: Re: my scripts are now on svn
Post by: iadesdragon on May 17, 2010, 10:27:53 am
Jep, works now.

The single mission feature is somewhat hidden in the menu. Took me a little while to find it.

Anyway... playing a little bit with the demo mission helped me a lot on thinking about the MFDs and the rocking seat :-)

Still working hard on defining the stuff...

Title: Re: my scripts are now on svn
Post by: rscaper1070 on August 24, 2010, 06:10:10 pm
I'm at a loss. Here's my files: Freespace2/cockpitdemo/data/cache,effects,hud,maps,missions,models,scripts,tables. I have Freespace2/script_include. I can get to the tech room but when I pick a mission it breaks before loading all the way.


Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod cockpitdemo
  -window
Building file index...
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
Found root pack 'g:\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'g:\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'g:\tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack 'g:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\cockpitdemo\' ... 176 files
Searching root 'C:\Games\FreeSpace2\' ... 18 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:\' ... 7 files
Searching root pack 'g:\tango2_fs2.vp' ... 15 files
Searching root pack 'g:\tango3_fs2.vp' ... 10 files
Searching root pack 'g:\tangoB_fs2.vp' ... 0 files
Searching root pack 'g:\warble_fs2.vp' ... 52 files
Found 16 roots and 7273 files.
AutoLang: Language auto-detection successful...
Setting language to English
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 1360x768 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 4300/4500 Series
  OpenGL Version    : 3.3.10061 Compatibility Profile Context

  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) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  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 'cock-sct.tbm' ...
WARNING: "Could not load lua script file 'global_init.lua'" at scripting.cpp:1013
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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'rail blob 1-wxp.tbm' ...
WARNING: "Weapon explosion 'rail_blob_1' does not have an LOD0 anim!" at weapons.cpp:180
TBM  =>  Starting parse of 'guns-wep.tbm' ...
TBM  =>  Starting parse of 'showship-shp.tbm' ...
TBM  =>  Starting parse of 'sepulture-shp.tbm' ...
TBM  =>  Starting parse of 'satyr-shp.tbm' ...
TBM  =>  Starting parse of 'rumrunner-shp.tbm' ...
TBM  =>  Starting parse of 'drone-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 229
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)
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 = 0.275 (0.275)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'bomber09.pof'
IBX: Found a good IBX to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0xf3d36073, IBX checksum: 0xc0071265 -- "bomber09.pof"
Submodel 'bomber09b-hull' is detail level 1 of 'bomber09a-hull'
Submodel 'bomber09c-hull' is detail level 2 of 'bomber09a-hull'
Submodel 'bomber09d-hull' is detail level 3 of 'bomber09a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Frame  0 too long!!: frametime = 0.482 (0.482)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.384 (0.384)
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...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'killin zods'
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 'satyr_gt.pof'
IBX: Found a good IBX to read for 'satyr_gt.pof'.
IBX-DEBUG => POF checksum: 0xec6a3c09, IBX checksum: 0xdba4d624 -- "satyr_gt.pof"
Potential problem found: Unrecognized subsystem type 'pilot_stick', believed to be in ship satyr_gt.pof
Potential problem found: Unrecognized subsystem type 'throttle', believed to be in ship satyr_gt.pof
Potential problem found: Unrecognized subsystem type 'gunner_stick', believed to be in ship satyr_gt.pof
Potential problem found: Unrecognized subsystem type 'uv_stick', believed to be in ship satyr_gt.pof
Potential problem found: Unrecognized subsystem type 'gatling', believed to be in ship satyr_gt.pof
Loading model 'rumrunner.pof'
IBX: Found a good IBX to read for 'rumrunner.pof'.
IBX-DEBUG => POF checksum: 0x64846af0, IBX checksum: 0xa20e1ceb -- "rumrunner.pof"
Potential problem found: Unrecognized subsystem type 'gatling021', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling022', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling031', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling032', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling041', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling042', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling051', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling052', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling011', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'gatling012', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'door1', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'arm_door1', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'plate_door1', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'door2', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'arm_door2', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'plate_door2', believed to be in ship rumrunner.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship rumrunner.pof
Allocating space for at least 29 new ship subsystems ...  a total of 200 is now available (29 in-use).
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0x9a05e0c5, IBX checksum: 0xd9a8bac9 -- "cruiser02.pof"
Submodel 'bodybabyb' is detail level 1 of 'bodybabya'
Submodel 'bodybabyc' is detail level 2 of 'bodybabya'
Submodel 'bodybabyd' is detail level 3 of 'bodybabya'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01c' is detail level 2 of 'turret01a'
Submodel 'biggun01b' is detail level 1 of 'biggun01a'
Submodel 'biggun01c' is detail level 2 of 'biggun01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret02c' is detail level 2 of 'turret02a'
Submodel 'biggun02b' is detail level 1 of 'biggun02a'
Submodel 'biggun02c' is detail level 2 of 'biggun02a'
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x2c599cfc, IBX checksum: 0x52fb0dce -- "cruiser2V-01.pof"
Submodel 'vcruiserb' is detail level 1 of 'vcruisera'
Submodel 'vcruiserc' is detail level 2 of 'vcruisera'
Submodel 'vcruiserd' is detail level 3 of 'vcruisera'
Loading model 'AWACS2V-01.pof'
IBX: Found a good IBX to read for 'AWACS2V-01.pof'.
IBX-DEBUG => POF checksum: 0xd71e3a1d, IBX checksum: 0xdee0551a -- "AWACS2V-01.pof"
Found live debris model for 'radara'
Found live debris model for 'radara'
Found live debris model for 'radara'
Found live debris model for 'radara'
Submodel 'awac2vb' is detail level 1 of 'awac2va'
Submodel 'awac2vc' is detail level 2 of 'awac2va'
Submodel 'awac2vd' is detail level 3 of 'awac2va'
Submodel 'radarb' is detail level 1 of 'radara'
Submodel 'radarc' is detail level 2 of 'radara'
Submodel 'radarb-destroyed' is detail level 1 of 'radara-destroyed'
Submodel 'radarc-destroyed' is detail level 2 of 'radara-destroyed'
Loading model 'fighter09.pof'
IBX: Found a good IBX to read for 'fighter09.pof'.
IBX-DEBUG => POF checksum: 0x5cd5d194, IBX checksum: 0xb5fe257a -- "fighter09.pof"
Submodel 'fighter09b-hull' is detail level 1 of 'fighter09a-hull'
Submodel 'fighter09c-hull' is detail level 2 of 'fighter09a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x171eca80, IBX checksum: 0x01e7a547 -- "fighter2v-01.pof"
Submodel 'fightv01d' is detail level 3 of 'fightv01a'
Submodel 'fightv01c' is detail level 2 of 'fightv01a'
Submodel 'fightv01b' is detail level 1 of 'fightv01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Loading model 'fighter2v-03.pof'
IBX: Found a good IBX to read for 'fighter2v-03.pof'.
IBX-DEBUG => POF checksum: 0xffc4ab85, IBX checksum: 0xe2ce8c82 -- "fighter2v-03.pof"
Submodel 'fighter2v-03b' is detail level 1 of 'fighter2v-03a'
Submodel 'fighter2v-03c' is detail level 2 of 'fighter2v-03a'
Submodel 'fighter2v-03d' is detail level 3 of 'fighter2v-03a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
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 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 to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0xc0ea10ea -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x72cadd2d -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
About to page in ships!
ANI shield-f09 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
ANI shieldbv-01 with size 112x93 (27.3% wasted)
ANI shield_satyr with size 112x93 (27.3% wasted)
Loading model 'invisible.pof'
IBX: Found a good IBX to read for 'invisible.pof'.
IBX-DEBUG => POF checksum: 0x0169960a, IBX checksum: 0x3b6c041d -- "invisible.pof"
Loading model 'heimdallr.pof'
IBX: Found a good IBX to read for 'heimdallr.pof'.
IBX-DEBUG => POF checksum: 0x13131046, IBX checksum: 0x174cb83f -- "heimdallr.pof"
Loading model 'helvete.pof'
IBX: Found a good IBX to read for 'helvete.pof'.
IBX-DEBUG => POF checksum: 0x96b8797a, IBX checksum: 0x15412dbc -- "helvete.pof"
Loading model 'megatherion.pof'
IBX: Found a good IBX to read for 'megatherion.pof'.
IBX-DEBUG => POF checksum: 0xe218006b, IBX checksum: 0x116ce836 -- "megatherion.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x5954eb22 -- "hornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0xe6bac331 -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0x8bde2e21 -- "Tempest.pof"
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x0f07cd0b, IBX checksum: 0x07f68a54 -- "NewHornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0xbe4be1af -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x32caa81e, IBX checksum: 0x3d08480a -- "crossbow.pof"
Submodel 'realcrossbow-b' is detail level 1 of 'realcrossbow-a'
Submodel 'realcrossbow-c' is detail level 2 of 'realcrossbow-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0xb54424c9, IBX checksum: 0xa84f2852 -- "trebuchet.pof"
Submodel 'trebuchet-b' is detail level 1 of 'trebuchet-a'
Submodel 'trebuchet-c' is detail level 2 of 'trebuchet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'taga.pof'
IBX: Found a good IBX to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0xe7f2c055, IBX checksum: 0x87af927b -- "taga.pof"
Submodel 'tagareal-b' is detail level 1 of 'tagareal-a'
Submodel 'tagareal-c' is detail level 2 of 'tagareal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x810a6fad, IBX checksum: 0xdec44d11 -- "tagb.pof"
Submodel 'tagbreal-b' is detail level 1 of 'tagbreal-a'
Submodel 'tagbreal-c' is detail level 2 of 'tagbreal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x8075cf85, IBX checksum: 0x1d2f07d9 -- "piranha.pof"
Submodel 'piranhareal-b' is detail level 1 of 'piranhareal-a'
Submodel 'piranhareal-c' is detail level 2 of 'piranhareal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xeae5c02c, IBX checksum: 0xcfa495cf -- "stilettoII.pof"
Submodel 'stiletto2-b' is detail level 1 of 'stiletto2-a'
Submodel 'stiletto2-c' is detail level 2 of 'stiletto2-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xb04aa201, IBX checksum: 0x2242bdbd -- "infyrno.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
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Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x6890e668, IBX checksum: 0x4b930da9 -- "belial.pof"
Submodel 'belialreal-b' is detail level 1 of 'belialreal-a'
Submodel 'belialreal-c' is detail level 2 of 'belialreal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
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Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0x8f89fcfa, IBX checksum: 0x8098009e -- "helios.pof"
Submodel 'helios-b' is detail level 1 of 'helios-a'
Submodel 'helios-c' is detail level 2 of 'helios-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'EMPulse2.pof'
IBX: Found a good IBX to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0xe4696156, IBX checksum: 0x94c5ef22 -- "EMPulse2.pof"
Submodel 'empulse-b' is detail level 1 of 'empulse-a'
Submodel 'empulse-c' is detail level 2 of 'empulse-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x51a56331 -- "cmeasure01.pof"
Loading model 'Drone.pof'
IBX: Found a good IBX to read for 'Drone.pof'.
IBX-DEBUG => POF checksum: 0xdf6aec11, IBX checksum: 0x19d4738d -- "Drone.pof"
No subsystems found for model "Drone.pof".
Loading model 'grenade.pof'
IBX: Found a good IBX to read for 'grenade.pof'.
IBX-DEBUG => POF checksum: 0xd8ad27ca, IBX checksum: 0x148d8781 -- "grenade.pof"
Loading model 'decoy.pof'
IBX: Found a good IBX to read for 'decoy.pof'.
IBX-DEBUG => POF checksum: 0xffbbbd62, IBX checksum: 0x6dfdc75f -- "decoy.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x4b30798e -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x5ba55a34 -- "debris02.pof"
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ERROR: Verify failure: Vbuf0 != NULL

File: 3ddraw.cpp
Line: 64
Title: Re: my scripts are now on svn
Post by: Nuke on August 25, 2010, 06:31:45 am
i just tested it on my end and the cockpit demo works with 3.6.12. the cockpit demo doesnt require script_include anymore, as i put a copy of all the required files in the cockpitdemo folder for simplicity (of course this doesnt eliminate the folder name requirement). looks like one of the scripts didnt get loaded. make sure global_init.lua is in \cockpitdemo\data\scripts. un update from svn should fix this. this file should be loaded by the cock-sct.tbm directly, so an error in the script probibly wouldnt have been loaded yet.

also note that this demo doesnt currently work with the campaign missions. this is mainly because i forgot to idiotproof the part of the code that loads the ships cockpit settings. if you load a ship that doesnt have any settings, it will toss up a trying to index nil field error. the missions i provided simply dont give you access to those ships. there should be a couple missions that come with the demo that should work (try "killing zods" or "jack the shivans", "watch my ass" was an attempt to do a mission as the tail gunner, and probably doesn't work very well). you could also make entries for those ships in cockpits.tbl (just be careful because my table parser is not as forgiving as the game's).
Title: Re: my scripts are now on svn
Post by: rscaper1070 on August 25, 2010, 04:27:16 pm
The problem I think was I didn't know about Tortoise so I was using notepad to copy and paste everything and something didn't come through. I have Tortoise now but it's asking me for authorization that I don't have. Is there a Freespace Illuminati password I need to get or do I need to register with Tortoise somehow?
Title: Re: my scripts are now on svn
Post by: Nuke on August 25, 2010, 04:40:13 pm
read access should be public
Title: Re: my scripts are now on svn
Post by: rscaper1070 on August 25, 2010, 04:57:19 pm
I figured it out. I was hitting export instead of checkout. All is well.
Title: Re: my scripts are now on svn
Post by: Nuke on August 26, 2010, 02:13:19 pm
oh goodie, this problem kinda left me scratching my head.
Title: Re: my scripts are now on svn
Post by: Solatar on September 16, 2010, 02:03:12 pm
Atmospheric flight model throws up this error:

Code: [Select]
---------------------------
Error!
---------------------------
LUA ERROR: [string "atmospheric_flight_gh_sim.lua"]:8: attempt to index global 'physics_info' (a nil value)



------------------------------------------------------------------
ADE Debug:

------------------------------------------------------------------
Name: (null)

Name of: (null)

Function type: (null)

Defined on: 0

Upvalues: 0



Source: (null)

Short source:

Current line: 0

- Function line: 0

------------------------------------------------------------------




------------------------------------------------------------------
LUA Stack:

------------------------------------------------------------------


------------------------------------------------------------------


[ This info is in the clipboard so you can paste it somewhere now ]





Use Yes to break into Debugger, No to continue.

and Cancel to Quit
---------------------------
Yes   No   Cancel   
---------------------------
Title: Re: my scripts are now on svn
Post by: Dragon on November 19, 2010, 03:47:14 pm
I've recently tried atmopheric flight model and got this error:
Code: [Select]
__indexer: Argument 3 is the wrong type of userdata; 'vector' given, but 'subsystem' expected

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of: (null)
Function type: (null)
Defined on: 0
Upvalues: 0

Source: (null)
Short source:
Current line: 0
- Function line: 0
------------------------------------------------------------------


------------------------------------------------------------------
LUA Stack:
------------------------------------------------------------------

1: Userdata [ship]
2: String [LastPosition]
3: Userdata [vector]
4: Table w/ no metatable, First key: [__ademembers]
5: Number [0.000000]
6: NIL
------------------------------------------------------------------
On Mars and Mimas missions, most likely also the others.
Title: Re: my scripts are now on svn
Post by: Nuke on November 19, 2010, 07:43:57 pm
what ship did you use?
Title: Re: my scripts are now on svn
Post by: Dragon on November 20, 2010, 03:17:06 pm
Uly and Perseus (defaults).
Title: Re: my scripts are now on svn
Post by: Nuke on November 20, 2010, 05:59:12 pm
yea that shouldnt happen, do the other missions work?
Title: Re: my scripts are now on svn
Post by: Nuke on February 17, 2011, 12:15:04 pm
k i updated the following:
atmospheric flight
script include
ui test

-fixed some pathing issues on all but the cockpit demo (which is somewhat in a non functional state atm and the new features cant be merged without backporting).
-script_include now behaves like a mod and not a dumping ground for loose lua files. in the future each "library" should have its own mod dir and heirarchy.
 ui test gives an example of "library" loading by adding the mod to your secondary list in the mod.ini and calling execute_lua_file().
-removed (commented out) usage of script functions that have not yet been added to trunk from atmospheric flight,
 these were a failed attempt to fix collision issues and the script should run as good as it always has without them.

i may backport the pathing fixes to the cockpit demo, though i might as well finish up the expiremental stuff.

*edit*
cockpitdemo backport complete (i think svn was giving me some crap). cockpit demo now features the new parser and lua file execution features, making it a million times more stable. i still got to search through my code and see what other parts of the cockpit demo may be merged in. looks like theres a lot more organizational code that kinda got started and needs to be finished. note that rtt is currently broke in the cockpit demo under 3.6.13 builds, so panels wont work, use 3.6.12 instead.
Title: Re: my scripts are now on svn
Post by: SeeNeYe on April 11, 2011, 08:04:04 am
 :D Great features there !

We would really like to implement the RTT feature to our mod but we need it working with 3.6.13 (some features in our mod require it) What are the different problems to solve in order to make it work on this recent release ? Is it a problem of syntax changes in scripts or something else ?

Thanks in advance for your answers.  :pimp:
Title: Re: my scripts are now on svn
Post by: Nuke on April 11, 2011, 12:17:10 pm
it still eludes me why rtt is broke in 3.6.13. some combination of changes it the engine and the way my script works likely caused a bug which breaks rtt. i mantised the issue but when i wrote test scripts to prove it was broke, they worked fine. this bug has really got me scratching my head. what really gets me is that it works perfectly in 3.6.12. as of now i havent managed to get any coder feedback on the issue.

the script is very easy to mod. ships and weapons that utilize certain features need to have entries in the various non-standard tbl files. of course that doesnt really help with the rtt broke (which is required for many of the features). also there are issues with user friendliness, such as certain features should probibly be toggled automatically (such as bringing up the correct radar for multilock missiles, or bringing up the laser designator when a laser guided munition is selected). i also want to make some kind of panel layout system so you dont need more than one texture for the panel gauge.
Title: Re: my scripts are now on svn
Post by: General Battuta on April 11, 2011, 12:17:48 pm
Diaspora's pretty clearly using RTT, ask them.
Title: Re: my scripts are now on svn
Post by: Nuke on April 11, 2011, 12:27:00 pm
ive been using rtt long before diaspora ever did, and as ive wrote several other script that do manage rtt correctly. i would like to take a look at their script to see how it works, but its not like they would just hand it out while its in development (especially after what happened when btrl got leaked). it is unfortunate that my script, which accomplishes many features frequently requested on the scp board, doesn't get as much coder attention as a big name mod. of course at this point the only solution is to rewrite the whole rtt implementation in the script.
Title: Re: my scripts are now on svn
Post by: chief1983 on April 11, 2011, 08:26:18 pm
Is there a Mantis issue with a clear report on this?  I'll bump it to 'Fix for 3.6.14' if so.
Title: Re: my scripts are now on svn
Post by: SeeNeYe on April 11, 2011, 08:44:34 pm
Okay, I see that it's not that easy to solve, hmmm by the way is there a chance some features work on 3.6.13 ? (we just need to render some simple hud information to screen objects in our cockpit, nothing elaborated just straight render)

Maybe the best for us is simply to test it as it is for the moment !

btw thank you all for your hard work on implementing such great features on SCP  :yes:
Title: Re: my scripts are now on svn
Post by: Nuke on April 11, 2011, 09:13:00 pm
unfortunately thats the thing that seems to be broke in 3.6.13. you can probably tell that the radar panel doesn't work. this pretty much illustrates the whole problem:

(http://i213.photobucket.com/albums/cc103/Emperor_of_Nihil/brokertt.jpg)

Is there a Mantis issue with a clear report on this?  I'll bump it to 'Fix for 3.6.14' if so.

yes (#2400), but as of yet i haven't been able to re-create the problem in another script. hudpong2 will rtt the pong game and replace your ship textures with it. i wrote another script that replaces all ship textures in the game with a texture generated from a render from a rearview camera of your ship, and that works as expected. diaspora seems to have it working rtt as well. this only seems to happen in the cockpitdemo from my svn repo (see here (http://www.hard-light.net/forums/index.php?topic=69358.0), but the mod 40 megs due to the required test graphics). ive hit the problem from every angle and im not quite sure whats killing it.
Title: Re: my scripts are now on svn
Post by: Reprobator on April 12, 2011, 02:40:03 am
What about the model and especially the texture preparation for the use of rtt?
I mean do you make a plane  subobject correctly uvmapped for exemple rendering the radar , give it a "black background texture" or is the cockpit a multi sub texture with a different id for each screen?

I'm gonna give a try to your cockpit demo ^^

Ediy : find answer in cockpit tbl ^^
Title: Re: my scripts are now on svn
Post by: Nuke on April 12, 2011, 01:02:53 pm
my system probably needs more optimization. i would definitely like to reduce the number of render targets that i use. my initial version used 5, the current version uses at most 3. i probably will limit myself to one camera display at a time (so much for the concept of the gunnery control console in bridge simulation), one hud display at a time and one general panel display (which can be sectioned off with uv mapping). i still need to increase the number of scripted hud gauges available to the hud system. but i need to find a work around for the current issue before i continue dev. so the current setup is subject to change (just keep that in mind).

setup kinda works like this:
-make a polygon and uv map it to take up all the space (you may have to flip and/or mirror the mapping to make it look right).
-assign a texture to it. you can make a fake hud texture (this will serve as a placeholder for hardware that doesnt support rtt) for the panel. this texture will be replaced by the rtt texture during runtime.
-in the cockpits.tbl file, create an entry for the ship(this is only partial). keep in mind this table is parsed by a script, not by the engine, so it lacks some of the debug facilities and behaves somewhat differently than the way engine would normally handle tables. use one of the existing entries as a reference.
-in the panel section you should see something like this:

Code: [Select]
$Panel:
+Texture_Name: panel1
+Texture_Index: 6

this tells the system what texture to replace. you can use name, index or both. index is mostly there so you can use multiple instances of invisible, but im not sure if it works yet. currently its hard coded which panel does what. right now 1 is allocated to radar and 2 of them are setup as keyboard controlled mfds (see input.tbl for commands). im not sure what order they are in so try shuffling around your panel entries till it does what you want. only the first 3 will ever be used (using more may cause a crash). eventually you will be able to set the resolution and panel type (monitor, panel, hud), but this is experimental and may not be on svn yet.

-if you want to use the camera panels you need to setup a $view: entry (at least 1, but you can have as many as you want). they should be self explanatory (read the comments).
-if you want a turret camera, use the +Turret: tag in your $view: entry, with he name of the turret subsystem (only orthogonal-axis multiparts are supported right now). you also need an entry for the turret.
-in the turret entry set the +View: to the name of the view used by that turret (see above). +Lookaim: is not currently implemented. right now turret control override is handled by keystroke (see input.tbl), this switches controls form ship to turret and back again.
-if you want animated cockpit controls use an $animation: entry. all fields should be self explanatory (also see the submodel hierarchy in my models for examples);
-if your ship has a targeting laser, use a $Targeting_Laser: entry. all fields should be self explanitory. only works with LGB weapons defined in drones.tbl, also there is a keyboard command to turn the lasre on/off (this will be made automatic when the weapon is selected in the future).

just remember this is still an alpha. so almost all features are subject to change.
Title: Re: my scripts are now on svn
Post by: Reprobator on April 12, 2011, 01:41:45 pm
Thanks! that's more or less what i understood from reading your script files, table and models,
that's a compliment for you as i'm completely unaware of lua scripting and honestly scripting in general (but sexp) but your script are clear written and well commented.

I hope the issues with rendering hud things with rtt will find a fix :) well i hope for you that all what is not working anymore will find a fix too ^^
Title: Re: my scripts are now on svn
Post by: chief1983 on April 12, 2011, 02:23:26 pm
Ok, I marked that mantis issue to keep an eye on it, but if we could use the nightly builds to have a better idea when this change creeped in, that'd be the best way to figure out what change it was.
Title: Re: my scripts are now on svn
Post by: Nuke on April 12, 2011, 02:36:26 pm
it started happening around the time either hud or go faster was put to trunk.
Title: Re: my scripts are now on svn
Post by: chief1983 on April 12, 2011, 06:38:05 pm
Well, until I can get the cockpit demo running (no idea when that'll be), the only way to narrow down to a specific commit right now would be for you to find a specific build that introduced the change.  So if you want to find out sooner than I'll be able to, start testing nightly builds :)
Title: Re: my scripts are now on svn
Post by: Nuke on April 13, 2011, 01:08:25 am
given the speed of my internet connection, that could take hours :D but i kind of have a general idea of where to start
Title: Re: my scripts are now on svn
Post by: chief1983 on April 13, 2011, 09:35:45 am
Well, if it was go_faster or HUD specifically, you only need to test two builds per commit, the one immediately before and the one immediately after.  If there are gaps with multiple commits made and we need to narrow it down farther I can make you individual 7zip'd builds for faster downloading too.
Title: Re: my scripts are now on svn
Post by: Nuke on April 13, 2011, 12:45:40 pm
this is odd, the build immediately after the go faster commit works fine, but the build immediately before the hud upgrades breaks rtt. so it was something between the 2 antipodes cycles and likely not related to either of them.

*edit* seems i figured wrong what revision go faster was in. which probibly added an hour to the task of narrowing it down. but  narrowed it down to an obvious rage.

works in 6626, but not in 6627. mantising.