Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: LoneKnight on September 16, 2011, 01:24:53 am
-
I've been working on a mission where the Player is hunted in a nebula by enemy "sonar". Without giving away too much, the sonar pings are based on Player speed. When the Player speed is at certain points, different sonar pings. After three of the "high" pings happen, the Player's location begins to be bombed.
Everything works fine and dandy until about 2 minutes into the game, where the sonar sound effects just stop happening. The SEXPs themselves still technically work; if I continue moving too fast, I will get bombed, but there's no indication to the Player since the sound effects completely stopped happening.
I set the Trigger Count to like 999999, but I'm not sure if that has anything to do with the sound effects themselves no longer playing. Here are the scripts:
$Formula: ( when
( or
( < ( current-speed "Alpha 1" ) 1 )
( = ( current-speed "Alpha 1" ) 1 )
)
( play-sound-from-file "Sonar_Low" )
( modify-variable @Sonar[0] 0 )
)
+Name: LowA
+Repeat Count: 1
+Trigger Count: 276447231
+Interval: 4
+Team: 0
$Formula: ( when
( and
( > ( current-speed "Alpha 1" ) 1 )
( < ( current-speed "Alpha 1" ) 50 )
)
( play-sound-from-file "Sonar_Mid" )
( modify-variable @Sonar[0] 0 )
)
+Name: MidA
+Repeat Count: 1
+Trigger Count: 276447231
+Interval: 3
+Team: 0
$Formula: ( when
( or
( > ( current-speed "Alpha 1" ) 50 )
( = ( current-speed "Alpha 1" ) 50 )
)
( play-sound-from-file "Sonar_High" )
( modify-variable
@Sonar[0]
( + @Sonar[0] 1 )
)
)
+Name: HighA
+Repeat Count: 1
+Trigger Count: 276447231
+Interval: 2
+Team: 0
$Formula: ( when
( and
( = @Sonar[0] 3 )
( is-event-true-delay
"MSG_PlayerTracking"
0
)
)
( explosion-effect
( + ( get-object-x "Alpha 1" ) 50 )
( + ( get-object-y "Alpha 1" ) 50 )
( + ( get-object-z "Alpha 1" ) 50 )
200
200
100
50
100
0
2
7
)
( modify-variable @Sonar[0] 2 )
)
+Name: Depth
+Repeat Count: 1
+Trigger Count: 9999999
+Interval: 2
+Team: 0
So, I'm not sure if there is a better way to do this, or if I should simply have these scripts stop operating around 2 minutes, then have another set of the same scripts start working at 2 minutes. That would be a pain considering I'd have no idea of how long it could take the Player to complete the mission.
Any thoughts? Thanks in advance!
-
Ummmmmm.......
Every time when mission time+4
And
Speed =blah
Play ping?
:nervous:
-
Weird weird weird weird.... Maybe you've run across one of those really specific code bugs, because I don't see any logical reason why that would happen.
Sounds have been pretty touchy since 3.6.13 made changes to the sound code. Try reverting to 3.6.12?
-
Or do the smart thing and post an fs2_open.log of a run through the mission.
-
Ugh it throws up this error when I run in Debug. It doesn't even let me load the mission.
Assert: num_to_create == 0
File: missionparse.cpp
Line: 3852
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d.exe! WinAssert + 208 bytes
fs2_open_3_6_12d.exe! parse_wing_create_ships + 2278 bytes
fs2_open_3_6_12d.exe! post_process_ships_wings + 469 bytes
fs2_open_3_6_12d.exe! post_process_mission + 49 bytes
fs2_open_3_6_12d.exe! parse_mission + 1531 bytes
fs2_open_3_6_12d.exe! parse_main + 449 bytes
fs2_open_3_6_12d.exe! mission_load + 215 bytes
fs2_open_3_6_12d.exe! game_start_mission + 198 bytes
fs2_open_3_6_12d.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d.exe! game_process_event + 242 bytes
fs2_open_3_6_12d.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_12d.exe! game_main + 782 bytes
fs2_open_3_6_12d.exe! WinMain + 330 bytes
fs2_open_3_6_12d.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Here's the debug.
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE => Default animation load: SUCCEEDED!!
MISSION LOAD: 'Part 6t'
Using alternate ship type name: Vacuum Station
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Signal Damper
Starting mission message count : 203
Ending mission message count : 203
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
WARNING: "There are multiple dock leaders in the docking group containing the leader Umbilical Dock 17! Setting Umbilical Dock 17 as the sole leader..." at missionparse.cpp:5904
Loading model 'Pillbox.pof'
IBX: Found a good IBX to read for 'Pillbox.pof'.
IBX-DEBUG => POF checksum: 0xeeeda40b, IBX checksum: 0xc2702a0d -- "Pillbox.pof"
Allocating space for at least 0 new ship subsystems ... a total of 200 is now available (0 in-use).
Loading model 'Umb90.pof'
IBX: Found a good IBX to read for 'Umb90.pof'.
IBX-DEBUG => POF checksum: 0x60a0b918, IBX checksum: 0xb2bd5b7e -- "Umb90.pof"
Loading model 'Umbilical.pof'
IBX: Found a good IBX to read for 'Umbilical.pof'.
IBX-DEBUG => POF checksum: 0xbd73ef70, IBX checksum: 0xdad9d02f -- "Umbilical.pof"
Loading model 'cargo2v-01.pof'
IBX: Found a good IBX to read for 'cargo2v-01.pof'.
IBX-DEBUG => POF checksum: 0xce00c37b, IBX checksum: 0x815587fd -- "cargo2v-01.pof"
Submodel 'cargo-b' is detail level 1 of 'cargo-a'
Submodel 'cargo-c' is detail level 2 of 'cargo-a'
Submodel 'cargo-d' is detail level 3 of 'cargo-a'
Loading model 'Dock.pof'
IBX: Found a good IBX to read for 'Dock.pof'.
IBX-DEBUG => POF checksum: 0xf42e615b, IBX checksum: 0xfc264ebc -- "Dock.pof"
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x437b0cfb, IBX checksum: 0xced9c882 -- "fighter2t-03.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcc6ff113, IBX checksum: 0x99680dc1 -- "bonus2t-02.pof"
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x976ffbab -- "fighter01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xc5eced1d, IBX checksum: 0xa550d138 -- "fighter06.pof"
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xb236e2c1, IBX checksum: 0xf717925c -- "fighter2t-02.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x5dac9e8c -- "fighter2t-04.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x1ded4cfa, IBX checksum: 0x991bd889 -- "fighter13.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x1453d51d -- "fighter2t-05.pof"
Loading model 'bomber09.pof'
IBX: Found a good IBX to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x59c15d34, IBX checksum: 0xa3525498 -- "bomber09.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0x10cd349c -- "navbuoy.pof"
ASSERTION: "num_to_create == 0" at missionparse.cpp:3852
Int3(): From c:\temp\fs2_final_export\code\globalincs\windebug.cpp at line 902
-
That seems to be a different error from the one you're noticing but it definitely needs fixing.
One of your wings appears to have too few ships in it.
-
Resolved that. Here's the debug from running the mission:
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE => Default animation load: SUCCEEDED!!
MISSION LOAD: 'Part 6'
Using alternate ship type name: Vacuum Station
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Colonial Fighter
Using alternate ship type name: Signal Damper
Using alternate ship type name: Signal Damper
Using alternate ship type name: Colonial Fighter
Starting mission message count : 203
Ending mission message count : 203
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'Pillbox.pof'
IBX: Found a good IBX to read for 'Pillbox.pof'.
IBX-DEBUG => POF checksum: 0xeeeda40b, IBX checksum: 0xc2702a0d -- "Pillbox.pof"
Allocating space for at least 0 new ship subsystems ... a total of 200 is now available (0 in-use).
Loading model 'Umb90.pof'
IBX: Found a good IBX to read for 'Umb90.pof'.
IBX-DEBUG => POF checksum: 0x60a0b918, IBX checksum: 0xb2bd5b7e -- "Umb90.pof"
Loading model 'Umbilical.pof'
IBX: Found a good IBX to read for 'Umbilical.pof'.
IBX-DEBUG => POF checksum: 0xbd73ef70, IBX checksum: 0xdad9d02f -- "Umbilical.pof"
Loading model 'cargo2v-01.pof'
IBX: Found a good IBX to read for 'cargo2v-01.pof'.
IBX-DEBUG => POF checksum: 0xce00c37b, IBX checksum: 0x815587fd -- "cargo2v-01.pof"
Submodel 'cargo-b' is detail level 1 of 'cargo-a'
Submodel 'cargo-c' is detail level 2 of 'cargo-a'
Submodel 'cargo-d' is detail level 3 of 'cargo-a'
Loading model 'Dock.pof'
IBX: Found a good IBX to read for 'Dock.pof'.
IBX-DEBUG => POF checksum: 0xf42e615b, IBX checksum: 0xfc264ebc -- "Dock.pof"
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x976ffbab -- "fighter01.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcc6ff113, IBX checksum: 0x99680dc1 -- "bonus2t-02.pof"
Loading model 'TCD-Gilgamesh.pof'
IBX: Found a good IBX to read for 'TCD-Gilgamesh.pof'.
IBX-DEBUG => POF checksum: 0xc5d12388, IBX checksum: 0xf8015d7e -- "TCD-Gilgamesh.pof"
WARNING: "Couldn't open texture 'debris_1' referenced by model 'TCD-Gilgamesh.pof'" at modelread.cpp:2274
WARNING: "Couldn't open texture 'tcc-aurora-logo' referenced by model 'TCD-Gilgamesh.pof'" at modelread.cpp:2274
WARNING: "Couldn't open texture 'tcc-aurora-1' referenced by model 'TCD-Gilgamesh.pof'" at modelread.cpp:2274
WARNING: "Couldn't open texture 'tcc-aurora-2' referenced by model 'TCD-Gilgamesh.pof'" at modelread.cpp:2274
WARNING: "Couldn't open texture 'tcc-aurora-3' referenced by model 'TCD-Gilgamesh.pof'" at modelread.cpp:2274
WARNING: "Couldn't open texture 'tcc-aurora-4' referenced by model 'TCD-Gilgamesh.pof'" at modelread.cpp:2274
WARNING: "Not all subsystems in model "TCD-Gilgamesh.pof" have a record in ships.tbl. This can cause game to crash. List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem detail0 in model was not found in ships.tbl!
Subsystem dish01 in model was not found in ships.tbl!
Potential problem found: Unrecognized subsystem type 'intake08', believed to be in ship TCD-Gilgamesh.pof
Subsystem intake07 in model was not found in ships.tbl!
Potential problem found: Unrecognized subsystem type 'intake10', believed to be in ship TCD-Gilgamesh.pof
Potential problem found: Unrecognized subsystem type 'intake09', believed to be in ship TCD-Gilgamesh.pof
Potential problem found: Unrecognized subsystem type 'intake05', believed to be in ship TCD-Gilgamesh.pof
Potential problem found: Unrecognized subsystem type 'intake04', believed to be in ship TCD-Gilgamesh.pof
Potential problem found: Unrecognized subsystem type 'intake06', believed to be in ship TCD-Gilgamesh.pof
Potential problem found: Unrecognized subsystem type 'intake02', believed to be in ship TCD-Gilgamesh.pof
Potential problem found: Unrecognized subsystem type 'intake01', believed to be in ship TCD-Gilgamesh.pof
Potential problem found: Unrecognized subsystem type 'intake03', believed to be in ship TCD-Gilgamesh.pof
Subsystem Radar_Post01 in model was not found in ships.tbl!
Subsystem weapons in model was not found in ships.tbl!
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship TCD-Gilgamesh.pof
WARNING: "Invalid subobj_num or model_num in subsystem 'dish' on ship type 'ITN Carrier'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4780
WARNING: "Invalid subobj_num or model_num in subsystem 'RadarPost' on ship type 'ITN Carrier'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4780
WARNING: "Invalid subobj_num or model_num in subsystem 'intake11' on ship type 'ITN Carrier'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4780
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xb236e2c1, IBX checksum: 0xf717925c -- "fighter2t-02.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x5dac9e8c -- "fighter2t-04.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x1ded4cfa, IBX checksum: 0x991bd889 -- "fighter13.pof"
Loading model 'bomber09.pof'
IBX: Found a good IBX to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x59c15d34, IBX checksum: 0xa3525498 -- "bomber09.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xc5eced1d, IBX checksum: 0xa550d138 -- "fighter06.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x1453d51d -- "fighter2t-05.pof"
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x437b0cfb, IBX checksum: 0xced9c882 -- "fighter2t-03.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0x10cd349c -- "navbuoy.pof"
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI gas with size 128x127 (0.8% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x1ea4886c -- "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'
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
ANI shieldft-04 with size 112x93 (27.3% wasted)
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shield-b09 with size 112x93 (27.3% wasted)
WARNING: "Ship 'ITN Carrier' does not have subsystem 'dish' linked into the model file, 'TCD-Gilgamesh.pof'." at ship.cpp:14454
WARNING: "Ship 'ITN Carrier' does not have subsystem 'RadarPost' linked into the model file, 'TCD-Gilgamesh.pof'." at ship.cpp:14454
WARNING: "Ship 'ITN Carrier' does not have subsystem 'intake11' linked into the model file, 'TCD-Gilgamesh.pof'." at ship.cpp:14454
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'Blip.pof'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x43fcc9bb -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x957ed0d8 -- "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: 0x4fcb12af, IBX checksum: 0xf2c2dadd -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x0af34c8d -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x6082d46a -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x7ca80db9 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x7c28aa13, IBX checksum: 0xd4a071fb -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0x35d0ce51 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0xb6f923bc -- "stilettoII.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x9097924b -- "cmeasure01.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x40f5c0fb -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI gas.ani with size 128x127 (0.8% wasted)
ANI shield-f01.ani with size 112x93 (27.3% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldft-04.ani with size 112x93 (27.3% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shield-b09.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1506/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 241, Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading
Class: gtf ulysses
FRM: 1
FE: 1
Class: gtf hercules
FRM: 1
FE: 1
Class: gtf hercules mark ii
FRM: 1
FE: 1
Class: gtf ares
FRM: 1
FE: 1
Class: gtf erinyes
FRM: 1
FE: 1
Class: gtf loki
FRM: 1
FE: 1
Class: gtf pegasus
FRM: 1
FE: 1
Class: gtf perseus
FRM: 1
FE: 1
Class: gtf myrmidon
FRM: 1
FE: 1
Class: sf mara (terrans)
FRM: 1
FE: 1
Class: gtb artemis
FRM: 1
FE: 1
Class: gtb artemis d.h.
FRM: 1
FE: 1
Class: gtb medusa
FRM: 1
FE: 1
Class: gtb ursa
FRM: 1
FE: 1
Class: gtb zeus
FRM: 1
FE: 1
Class: gtb boanerges
FRM: 1
FE: 1
Class: gtdr amazon
FRM: 1
FE: 1
Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5
Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: gtc fenris
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtc leviathan
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtsc faustus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtg zephyrus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5
Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5
Class: gtd orion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gtd hades
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5
Class: gtcv deimos
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: gtc aeolus
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: ntf iceni
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: ntf boadicea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5
Class: gti ganymede
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5
Class: gtsg watchdog
FRM: 1
FE: 1
Class: gtsg cerberus
FRM: 1
FE: 1
Class: gtsg alastor
FRM: 1
FE: 1
Class: gtep hermes
FRM: 1
FE: 1
Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10
Class: gtsg mjolnir
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gvf seth
FRM: 1
FE: 1
Class: gvf horus
FRM: 1
FE: 1
Class: gvf thoth
FRM: 1
FE: 1
Class: gvf serapis
FRM: 1
FE: 1
Class: gvf tauret
FRM: 1
FE: 1
Class: gvb sekhmet
FRM: 1
FE: 1
Class: gvb osiris
FRM: 1
FE: 1
Class: gvb bakha
FRM: 1
FE: 1
Class: gvf ptah
FRM: 1
FE: 1
Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: gvg anuket
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5
Class: gvc aten
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gvc mentu
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gvcv sobek
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: gvd typhon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gvsg ankh
FRM: 1
FE: 1
Class: gvsg edjo
FRM: 1
FE: 1
Class: gvep ra
FRM: 1
FE: 1
Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5
Class: gvd hatshepsut
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: sf dragon
FRM: 1
FE: 1
Class: sf basilisk
FRM: 1
FE: 1
Class: sf manticore
FRM: 1
FE: 1
Class: sf aeshma
FRM: 1
FE: 1
Class: sf mara
FRM: 1
FE: 1
Class: sf astaroth
FRM: 1
FE: 1
Class: sb nephilim
FRM: 1
FE: 1
Class: sb taurvi
FRM: 1
FE: 1
Class: sb nahema
FRM: 1
FE: 1
Class: sb seraphim
FRM: 1
FE: 1
Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5
Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: sc rakshasa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: sd demon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: sd ravana
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: sd lucifer
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: ssg trident
FRM: 1
FE: 1
Class: ssg belial
FRM: 1
FE: 1
Class: ssg rahu
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5
Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5
Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100
Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300
Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050
Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175
Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75
Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950
Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950
Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650
Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105
Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175
Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550
Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375
Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100
Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375
Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200
Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000
Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000
Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200
Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400
Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750
Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600
Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000
Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000
Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200
Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400
Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40
Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
No briefing music is selected, so play first briefing track: Brief1
AUDIOSTR => Successfully opened: FS2_Brief_01.ogg
ANI 2_BriefMap with size 918x400 (21.9% wasted)
Entering brief_init()
entering common_select_init()
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-02 with size 32x28 (12.5% wasted)
ANI iconbonusherc with size 32x28 (12.5% wasted)
ANI iconfighter2t-04 with size 32x28 (12.5% wasted)
ANI iconfighter13 with size 32x28 (12.5% wasted)
ANI iconfighter2t-03 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconHornet with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
Frame 0 too long!!: frametime = 25.542 (25.542)
Loaded user_o.wav
Loaded commit.wav
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
entering common_select_close()
weapon_select_close() returning without doing anything
ship_select_close() returning without doing anything
Entering brief_close()
Entering game at time = 35.400
AUDIOSTR => Successfully opened: Sonar_Low.wav
Loaded boom_3.wav
Loaded Inst2.wav
Loaded ship_a3.wav
Loaded ship_a1.wav
Loaded ship_a2.wav
Requested main shader not found: 0x6.
Regenerating local nebula!
Requested main shader not found: 0x6.
Loaded cue_voice.wav
Requested main shader not found: 0x6.
AUDIOSTR => Successfully opened: Sonar_Mid.wav
Loaded ship_p.wav
Requested main shader not found: 0x6.
AUDIOSTR => Successfully opened: Sonar_High.wav
Loaded T_flyby1.wav
AUDIOSTR => Successfully opened: Sonar_High.wav
Regenerating local nebula!
Loaded aburn_1f.wav
AUDIOSTR => Successfully opened: Sonar_High.wav
Regenerating local nebula!
Loaded directive.wav
AUDIOSTR => Successfully opened: Sonar_High.wav
Regenerating local nebula!
Regenerating local nebula!
AUDIOSTR => Successfully opened: Sonar_High.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_High.wav
Regenerating local nebula!
AUDIOSTR => Successfully opened: Sonar_High.wav
Loaded breakup.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
Loaded boom_1.wav
A forever chunk of debris was created from ship with radius 84.718117
A forever chunk of debris was created from ship with radius 84.718117
SHIP DESTROYED: TGas-1 1
SHIP DESTROYED: Station C-01A
A forever chunk of debris was created from ship with radius 84.718117
A forever chunk of debris was created from ship with radius 84.718117
SHIP DESTROYED: TGas-1 5
SHIP DESTROYED: Alpha 3
Loaded Arc_05.wav
Loaded Arc_04.wav
Loaded Arc_03.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
SHIP DESTROYED: Umbilical Dock 9
SHIP DESTROYED: Umbilical 90 2
SHIP DESTROYED: Umbilical Dock 4
Loaded boom_2.wav
SHIP DESTROYED: Umbilical 90 8
SHIP DESTROYED: U.R.A. Moron 1
SHIP DESTROYED: Umbilical Dock 11
SHIP DESTROYED: Umbilical Dock 10
SHIP DESTROYED: Umbilical Dock 12
SHIP DESTROYED: Docking Ring 13
Regenerating local nebula!
SHIP DESTROYED: Umbilical Dock 15
SHIP DESTROYED: Docking Ring 14
SHIP DESTROYED: Umbilical Dock 17
SHIP DESTROYED: Umbilical Dock 18
SHIP DESTROYED: Umbilical Dock 16
SHIP DESTROYED: Umbilical Dock 19
SHIP DESTROYED: Umbilical Dock 20
AUDIOSTR => Successfully opened: Sonar_Low.wav
Loaded Arc_02.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
1031 frames executed in 30.002 seconds, 34.364 frames per second.
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
SHIP DESTROYED: Epsilon 2
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
Loaded beep_2.wav
AUDIOSTR => Successfully opened: Sonar_Low.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_High.wav
AUDIOSTR => Successfully opened: Sonar_High.wav
AUDIOSTR => Successfully opened: Sonar_High.wav
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
AUDIOSTR => Successfully opened: Sonar_Mid.wav
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
Requested main shader not found: 0x6.
AUDIOSTR => Successfully opened: Sonar_Mid.wav
Loaded user_c.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
Loaded beep_4.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
AUDIOSTR => Successfully opened: Sonar_Mid.wav
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
AUDIOSTR => Successfully opened: Sonar_High.wav
Loaded thr_off.wav
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
AUDIOSTR => Successfully opened: Sonar_Mid.wav
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
Loaded beacon.wav
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
WARNING: "Invalid subobj_num or model_num in subsystem 'dish' on ship type 'ITN Carrier'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4780
WARNING: "Invalid subobj_num or model_num in subsystem 'RadarPost' on ship type 'ITN Carrier'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4780
WARNING: "Invalid subobj_num or model_num in subsystem 'intake11' on ship type 'ITN Carrier'. Not linking into ship! (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4780
Frame 6902 too long!!: frametime = 5.090 (5.090)
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
Regenerating local nebula!
Regenerating local nebula!
Loaded fail.wav
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!
Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Loaded main_amb.wav
SOUND => No more audio streams available!
No music file exists to play music at the main menu!
Loaded Camp_on.wav
Loaded Camp_off.wav
Loaded user_c.wav
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Fri Sep 16 21:36:27 2011
Just a guess, but I'm assuming it has to do with the "Can not play music. sexp_start_music called when no music file is set for Sexp_music_handle!
SOUND => No more audio streams available!"
Any idea of what causes that/how to resolve it?