Hard Light Productions Forums
General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: Marcov on May 16, 2010, 11:47:18 am
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Your fs2_open.log: (possibly the most important thing ever)
So, again, after a long time of playing FS2, I've recently installed FSO 3.6.10 and the Ancient Shivan War. And, of course:
"fs2_open.log is a file generated by debug builds. It contains all sorts of useful information that we need in order to help you. That is why you should follow the instructions below and provide us with that file when asking for help. Creating an fs2_open.log happens like this:..." etc. etc. etc.
OK, so I've followed everything it has said. To elaborate, 1. I've run FSO debug in windowed mode via the launcher, and all it says is the error
Warning: Weapon explosion 'Mekhu_Impact' does not have an LOD0 anim!
File: Weapons.cpp
Line: 1241
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Then, I run the norma (not the debug) FSO, so that I get the cutscene fine, choose a pilot, then finally:
Error: Could not load in main hall mask 'MainScreen-M'!
(This error most likely means that you are missing required 640x480 interface art.)
File: MainHallMenu.cpp
Line: 1112
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Oh, and all goes black, and anywhere I click exits the game.
For the log, here it is:
[attachment deleted by admin]
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All you need to do is turn up the resolution above 640x480. Easy fix.
Why are so many people having this problem lately? Do people actually play on 640x480?
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Interestingly enough, you're at least the third person within the past few days to complain about that error so I added it to the troubleshooting FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0). Look at the last entry under "General Issues".
And...
hey, where the heck is ASW problems?
Here (http://www.hard-light.net/forums/index.php?topic=67269.0). Threads get pushed onto other pages if new threads arise and are more active. Basic forum functionality.
All you need to do is turn up the resolution above 640x480. Easy fix.
Why are so many people having this problem lately? Do people actually play on 640x480?
Not above 640x480. To 1024x768 or higher. If you run at a resolution lower than 1024x768, the game engine will notice that the 1024x768 interface won't fit and will use the 640x480 interface art. Or will try, but will fail with mods, since they don't supply 640x480 interface art.
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Found root pack 'C:\Games\Freespace 2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\Freespace 2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\Freespace 2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Why are you not using MV_Effects? Just out of curiousity.
OpenGL Vendor : Intel
OpenGL Renderer : Intel 945GM
OpenGL Version : 1.4.0 - Build 7.14.10.4670
I would definitely recommend removing MV_Advanced. that piece of **** that Intel calls a GPU just can't handle it. It should be fine with just MV_Assets and MV_Effects, but MV_Advanced? Not a good idea.
Interestingly enough, you're at least the third person within the past few days to complain about that error so I added it to the troubleshooting FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0). Look at the last entry under "General Issues".
All you need to do is turn up the resolution above 640x480. Easy fix.
Why are so many people having this problem lately? Do people actually play on 640x480?
Not above 640x480. To 1024x768 or higher. If you run at a resolution lower than 1024x768, the game engine will notice that the 1024x768 interface won't fit and will use the 640x480 interface art. Or will try, but will fail with mods, since they don't supply 640x480 interface art.
It's an issue with completely new installs. The Launcher will default to 640x480@16bpp as the default resolution, if the registry settings for FS2 are not set. If the user doesn't change it, well....
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Why are you not using MV_Effects? Just out of curiousity.
Was just about to ask the same thing.
It's an issue with completely new installs. The Launcher will default to 640x480@16bpp as the default resolution, if the registry settings for FS2 are not set. If the user doesn't change it, well....
Ah. But still, it does work so that if the resolution is lower than 1024x768, the game will try to use the 640x480 interface art, right?
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FINALLY, it is FIXED (thanks to the FAQ :)), I just have to avoid the buggy Launcher...
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Ah. But still, it does work so that if the resolution is lower than 1024x768, the game will try to use the 640x480 interface art, right?
On retail FS2, and mods that do not use a custom mainhall. It's rather easy to break that one so that this error appears. The lesson here is that if you don't plan on creating 640x480 interface art, your mainhall.tbl should copy the low-res definitions from the retail mainhall.tbl.
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if you don't plan on creating 640x480 interface art, your mainhall.tbl should copy the low-res definitions from the retail mainhall.tbl.
I tried that with ASW just for the kicks just now and it works, except that when the game tries to draw the 1024x768 interface onto a 640x480 area, the right side and the bottom are prominently missing 384 pixel rows and 288 pixel columns, respectively. I'm hoping that most people would just discover the part about upping the resolution in the FAQ, if they experience the issue.
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if you don't plan on creating 640x480 interface art, your mainhall.tbl should copy the low-res definitions from the retail mainhall.tbl.
I tried that with ASW just for the kicks just now and it works, except that when the game tries to draw the 1024x768 interface onto a 640x480 area, the right side and the bottom are prominently missing 384 pixel rows and 288 pixel columns, respectively. I'm hoping that most people would just discover the part about upping the resolution in the FAQ, if they experience the issue.
Errm. Let me guess, you copied the parts using the hires interface art. Let me copy BP's current mainhall.tbl as an illustration on how to fix this issue here:
; Main hall 0
; GR_640
$Main Hall
+Bitmap: MainHall1
+Mask: MainHall1-m
+Music: Titan
+Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2
+Intercom sound: 38 ;; SND_MAIN_HALL_INT1
+Intercom sound: 39 ;; SND_MAIN_HALL_INT2
+Intercom sound: 40 ;; SND_MAIN_HALL_INT3
+Intercom pan: 0.0 ;; pan for intercom sound 0
+Intercom pan: 0.0 ;; pan for intercom sound 1
+Intercom pan: 0.0 ;; pan for intercom sound 2
+Num Misc Animations: 3 ;; MAX is 10, if you need more, you need to get a programmer
+Misc anim: mainwalk ;; anim for misc anim 1
+Misc anim: mainflyby ;; anim for misc anim 2
+Misc anim: maincrane ;; anim for misc anim 3
+Misc anim delay: -1 15000 20000 ;; time until we will next play a misc anim, min delay, max delay
+Misc anim delay: -1 9000 30000 ;; time until we will next play a misc anim, min delay, max delay
+Misc anim delay: -1 5000 9000 ;; time until we will next play a misc anim, min delay, max delay
+Misc anim coords: 176 70 ;; coords for misc anim 1
+Misc anim coords: 325 0 ;; coords for misc anim 2
+Misc anim coords: 0 195 ;; coords for misc anim 3
+Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed)
+Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed)
+Misc anim mode: 1 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed)
+Misc anim pan: -0.5 ;; pan for anim 1
+Misc anim pan: -0.2 ;; pan for anim 2
+Misc anim pan: 0.0 ;; pan for anim 3
+Misc anim sounds: 1 21 ;; # sounds, sound number for each, anim 1
+Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2
+Misc anim sounds: 2 26 31 ;; # sounds, sound number for each, anim 3
+Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 1
+Misc anim trigger: 2 1 245 ;; # of triggers, frame to play sound on, anim 2
+Misc anim trigger: 2 1 150 ;; # of triggers, frame to play sound on, anim 3
+Misc anim handles: 1 ;; # sound handles
+Misc anim handles: 2 ;; # sound handles
+Misc anim handles: 2 ;; # sound handles
+Misc anim flags: 1 ;; # sound flags
+Misc anim flags: 2 ;; # sound flags
+Misc anim flags: 2 ;; # sound flags
+Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer
+Door anim: mainexit ;; door anim 1
+Door anim: mainbarracks ;; door anim 2
+Door anim: mainreadyroom ;; door anim 3
+Door anim: maintechroom ;; door anim 4
+Door anim: mainoptions ;; door anim 5
+Door anim: maincampaign ;; door anim 6
+Door coords: 437 370 539 425 ;; door 1, coords and center of anim
+Door coords: 28 8 110 61 ;; door 2, coords and center of anim
+Door coords: 269 187 339 230 ;; door 3, coords and center of anim
+Door coords: 381 335 404 367 ;; door 4, coords and center of anim
+Door coords: 86 349 174 412 ;; door 5, coords and center of anim
+Door coords: 440 134 542 193 ;; door 6, coords and center of anim
+Door sounds: 36 37 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 34 35 ;; door open, door close
+Door sounds: 32 33 ;; door open, door close
+Door sounds: 43 44 ;; screen on, screen off
+Door pan: -0.75 ;; door sound pan
+Door pan: 0.05 ;; door sound pan
+Door pan: 0.07 ;; door sound pan
+Door pan: 0.76 ;; door sound pan
+Door pan: 0.8 ;; door sound pan
+Door pan: 0.09 ;; door sound pan
+Tooltip Y: 469 ;; y coord to draw tooltip text
; GR_1024
$Main Hall
+Bitmap: 2_MainScreen
+Mask: 2_MainScreen-M
+Music: Temeraire
+Num Intercom Sounds: 3 ; MAX is 10, if you need more, you need to get a programmer
+Intercom delay: 8000 15000 ; min and max random delay for intercom sound 0
+Intercom delay: 8000 15000 ; min and max random delay for intercom sound 1
+Intercom delay: 8000 15000 ; min and max random delay for intercom sound 2
+Intercom sound: 1 ; SND_MAIN_HALL_INT1
+Intercom sound: 1 ; SND_MAIN_HALL_INT2
+Intercom sound: 1 ; SND_MAIN_HALL_INT3
+Intercom pan: 0.0 ; pan for intercom sound 0
+Intercom pan: 0.0 ; pan for intercom sound 1
+Intercom pan: 0.0 ; pan for intercom sound 2
+Num Misc Animations: 0 ; MAX is 10, if you need more, you need to get a programmer
+Num Door Animations: 6 ; MAX is 10, if you need more, you need to get a programmer
+Door anim: 2_Exit ; door anim 1
+Door anim: 2_Pilot ; door anim 2
+Door anim: 2_Continue ; door anim 3
+Door anim: 2_Tech ; door anim 4
+Door anim: 2_Option ; door anim 5
+Door anim: 2_Campaign ; door anim 6
+Door coords: 45 15 110 35 ; door 1, coords and center of anim
+Door coords: 205 15 260 35 ; door 2, coords and center of anim
+Door coords: 365 15 430 35 ; door 3, coords and center of anim
+Door coords: 530 15 590 35 ; door 4, coords and center of anim
+Door coords: 685 15 750 35 ; door 5, coords and center of anim
+Door coords: 850 15 910 35 ; door 6, coords and center of anim
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; screen on, screen off
+Door pan: 0.0 ; door 1 sound pan
+Door pan: 0.0 ; door 2 sound pan
+Door pan: 0.0 ; door 3 sound pan
+Door pan: 0.0 ; door 4 sound pan
+Door pan: 0.0 ; door 5 sound pan
+Door pan: 0.0 ; door 6 sound pan
+Tooltip Y: 755 ; y coord to draw tooltip text
; Main hall 1
; GR_640
$Main Hall
+Bitmap: MainHall1
+Mask: MainHall1-m
+Music: Titan
+Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2
+Intercom sound: 38 ;; SND_MAIN_HALL_INT1
+Intercom sound: 39 ;; SND_MAIN_HALL_INT2
+Intercom sound: 40 ;; SND_MAIN_HALL_INT3
+Intercom pan: 0.0 ;; pan for intercom sound 0
+Intercom pan: 0.0 ;; pan for intercom sound 1
+Intercom pan: 0.0 ;; pan for intercom sound 2
+Num Misc Animations: 3 ;; MAX is 10, if you need more, you need to get a programmer
+Misc anim: mainwalk ;; anim for misc anim 1
+Misc anim: mainflyby ;; anim for misc anim 2
+Misc anim: maincrane ;; anim for misc anim 3
+Misc anim delay: -1 15000 20000 ;; time until we will next play a misc anim, min delay, max delay
+Misc anim delay: -1 9000 30000 ;; time until we will next play a misc anim, min delay, max delay
+Misc anim delay: -1 5000 9000 ;; time until we will next play a misc anim, min delay, max delay
+Misc anim coords: 176 70 ;; coords for misc anim 1
+Misc anim coords: 325 0 ;; coords for misc anim 2
+Misc anim coords: 0 195 ;; coords for misc anim 3
+Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed)
+Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed)
+Misc anim mode: 1 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed)
+Misc anim pan: -0.5 ;; pan for anim 1
+Misc anim pan: -0.2 ;; pan for anim 2
+Misc anim pan: 0.0 ;; pan for anim 3
+Misc anim sounds: 1 21 ;; # sounds, sound number for each, anim 1
+Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2
+Misc anim sounds: 2 26 31 ;; # sounds, sound number for each, anim 3
+Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 1
+Misc anim trigger: 2 1 245 ;; # of triggers, frame to play sound on, anim 2
+Misc anim trigger: 2 1 150 ;; # of triggers, frame to play sound on, anim 3
+Misc anim handles: 1 ;; # sound handles
+Misc anim handles: 2 ;; # sound handles
+Misc anim handles: 2 ;; # sound handles
+Misc anim flags: 1 ;; # sound flags
+Misc anim flags: 2 ;; # sound flags
+Misc anim flags: 2 ;; # sound flags
+Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer
+Door anim: mainexit ;; door anim 1
+Door anim: mainbarracks ;; door anim 2
+Door anim: mainreadyroom ;; door anim 3
+Door anim: maintechroom ;; door anim 4
+Door anim: mainoptions ;; door anim 5
+Door anim: maincampaign ;; door anim 6
+Door coords: 437 370 539 425 ;; door 1, coords and center of anim
+Door coords: 28 8 110 61 ;; door 2, coords and center of anim
+Door coords: 269 187 339 230 ;; door 3, coords and center of anim
+Door coords: 381 335 404 367 ;; door 4, coords and center of anim
+Door coords: 86 349 174 412 ;; door 5, coords and center of anim
+Door coords: 440 134 542 193 ;; door 6, coords and center of anim
+Door sounds: 36 37 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 34 35 ;; door open, door close
+Door sounds: 32 33 ;; door open, door close
+Door sounds: 43 44 ;; screen on, screen off
+Door pan: -0.75 ;; door sound pan
+Door pan: 0.05 ;; door sound pan
+Door pan: 0.07 ;; door sound pan
+Door pan: 0.76 ;; door sound pan
+Door pan: 0.8 ;; door sound pan
+Door pan: 0.09 ;; door sound pan
+Tooltip Y: 469 ;; y coord to draw tooltip text
; GR_1024
$Main Hall
+Bitmap: 2_MainScreen2
+Mask: 2_MainScreen-M
+Music: Titan
+Num Intercom Sounds: 3 ; MAX is 10, if you need more, you need to get a programmer
+Intercom delay: 8000 15000 ; min and max random delay for intercom sound 0
+Intercom delay: 8000 15000 ; min and max random delay for intercom sound 1
+Intercom delay: 8000 15000 ; min and max random delay for intercom sound 2
+Intercom sound: 1 ; SND_MAIN_HALL_INT1
+Intercom sound: 1 ; SND_MAIN_HALL_INT2
+Intercom sound: 1 ; SND_MAIN_HALL_INT3
+Intercom pan: 0.0 ; pan for intercom sound 0
+Intercom pan: 0.0 ; pan for intercom sound 1
+Intercom pan: 0.0 ; pan for intercom sound 2
+Num Misc Animations: 0 ; MAX is 10, if you need more, you need to get a programmer
+Num Door Animations: 6 ; MAX is 10, if you need more, you need to get a programmer
+Door anim: 2_Exit ; door anim 1
+Door anim: 2_Pilot ; door anim 2
+Door anim: 2_Continue ; door anim 3
+Door anim: 2_Tech ; door anim 4
+Door anim: 2_Option ; door anim 5
+Door anim: 2_Campaign ; door anim 6
+Door coords: 45 15 110 35 ; door 1, coords and center of anim
+Door coords: 205 15 260 35 ; door 2, coords and center of anim
+Door coords: 365 15 430 35 ; door 3, coords and center of anim
+Door coords: 530 15 590 35 ; door 4, coords and center of anim
+Door coords: 685 15 750 35 ; door 5, coords and center of anim
+Door coords: 850 15 910 35 ; door 6, coords and center of anim
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; door open, door close
+Door sounds: 34 35 ; screen on, screen off
+Door pan: 0.0 ; door sound pan
+Door pan: 0.0 ; door sound pan
+Door pan: 0.0 ; door sound pan
+Door pan: 0.0 ; door sound pan
+Door pan: 0.0 ; door sound pan
+Door pan: 0.0 ; door sound pan
+Tooltip Y: 755 ; y coord to draw tooltip text
#End
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Errm. Let me guess, you copied the parts using the hires interface art.
Of... course not. :nervous: Yes.
Well, modding is really not one of my strongest areas of expertise. And the thesis requires too much brain power at the moment, I can't grasp that table ****. Gotta try 'n figure it out later.