Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: Black_Yoshi1230 on May 06, 2012, 01:47:58 am
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OK, this is probably going to present a pain in the ass more than anything else, until I can get my hands on more technical data at the moment...
The first day I tried Age of Aquarius, it was with FSOpen 3.16.12r (it came with the FSOpen Installer), and it worked like a charm (against all advice, I played it on the same account as the one I used for Derelict and stock FS2, but only the stock FS2 save data got trashed). Needless to say, the game was just beautiful...
...now I am trying to play War in Heaven with 3.16.14 RC5 NO-SSE (as Heaven doesn't support .12), only to keep crashing through the first mission (NOT the cutscene, but the first combat sortie as Noemi in convoy defense). Like another post in this section, I get the "84 warnings" message box. I did start a fresh account to play Heaven, after reading about how painful it was to deal with the one account issue.
I followed the installation directions for the current release of War in Heaven (went to the download links, downloaded them, and replaced whatever the FS2 Open Installer had with the fresh files).
With 3.16.14 RC6 NO-SSE, I don't get the "84 warnings/errors" message box, but still I get crashing some part during breaks. The message box says: "FreeSpace 2 Open has stopped working." (This is from Windows 7.)
To be honest, I keep using time compression to accelerate the plot (well, mainly until the voices are done), and the line it keeps crashing at the most is "We've had anti-Trebuchet ACM training. We can do this." (This is following the discussion about how other GTVA forces in the system may be targeting other assets in Sol.)
Other instances of the crash are in the dialogue breaks (between when enemy fighters show up). The farthest I was able to go once was when the Ironhide was endangered, and during that mission, I called for a support ship to repair in the first break (I did a jackass move that killed my hull down to 34%). I quit because it died and I was about three kilometers away when it happened, which was a regrettable decision.
My specs: HP Pavilion dv6-6c43cl with Win7-64 Home Premium (2nd-gen i5 2450M, 8 gigs of RAM, unknown Intel Graphics, but can run the Blue Planet advanced visuals).
If all else fails, just re-download the whole package? I honestly feel that this mod would be worth investing my time in. Funnily enough, I was thinking of doing one voiced line (well, depending on what's open for the casting call).
The fs2 crash was what Win7 said. The specs are what is carried out by the FS2_Open launcher. I figure there's another way to show you what keeps happening in the program... I need to find the page for it.
[attachment deleted by a ninja]
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Can you please post an fs2_open.log as described here (http://www.hard-light.net/forums/index.php/topic,56279.msg1180359.html#msg1180359)? That should help us solve the problem.
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Funnily enough, I was able to get through the first mission. Now it crashed through the second mission.
Also, here's another thing to consider:
Any missions that had at least two major cruisers were prone to crashing (the cutscene when the Lucifer utterly wrecked the Orion crashed on the first playback in Aquarius was the first instance)... and every four missions or so, the game crashed (I guess I should run Aquarius from its respective folder, because I ran it from Heaven). I don't know what this means, but I hope it could help.
Edit: I used FS2_Open 3.6.14 RC6 NO-SSE.
[attachment deleted by ninja]
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against all advice, I played it on the same account as the one I used for Derelict and stock FS2, but only the stock FS2 save data got trashed
Hence the advice to not play different campaigns with the same pilot file (for now).
Initializing OpenGL graphics device at 1280x600 with 16-bit color...
Could you crank your colors to 32-bit from the Launcher (Video tab)? Probably not the reason for your issues, but 16-bit colors have never done anything good.
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==========================================================================
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 2 Open version: 3.6.13.8748
Passed cmdline options:
-spec_exp 8.2
-spec_static 3.5
-spec_point 8.6
-spec_tube 1.0
-ambient_factor 70
-env
-mipmap
-missile_lighting
-glow
-spec
-normal
-3dshockwave
-cache_bitmaps
-no_vsync
-ballistic_gauge
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod blueplanet2,blueplanet,mediavps_3612
-window
Building file index...
Found root pack 'C:\FS2Open\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x241c257f
Found root pack 'C:\FS2Open\blueplanet2\bp2-audio1.vp' with a checksum of 0x51171798
Found root pack 'C:\FS2Open\blueplanet2\bp2-core.vp' with a checksum of 0xe386a796
Found root pack 'C:\FS2Open\blueplanet2\bp2-visuals1.vp' with a checksum of 0xd263c407
Found root pack 'C:\FS2Open\blueplanet2\bp2-visuals2.vp' with a checksum of 0xd3552477
Found root pack 'C:\FS2Open\blueplanet\bp-adv-visuals.vp' with a checksum of 0xbba0f03c
Found root pack 'C:\FS2Open\blueplanet\bp-audio1.vp' with a checksum of 0xe79b67ce
Found root pack 'C:\FS2Open\blueplanet\bp-audio2.vp' with a checksum of 0xb50d55b7
Found root pack 'C:\FS2Open\blueplanet\bp-core.vp' with a checksum of 0x6b804787
Found root pack 'C:\FS2Open\blueplanet\bp-visuals1.vp' with a checksum of 0x316467fa
Found root pack 'C:\FS2Open\blueplanet\bp-visuals2.vp' with a checksum of 0x39fe8221
Found root pack 'C:\FS2Open\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\FS2Open\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\FS2Open\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\FS2Open\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\FS2Open\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\FS2Open\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\FS2Open\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\FS2Open\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\FS2Open\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\FS2Open\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\FS2Open\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\FS2Open\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\FS2Open\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\FS2Open\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\FS2Open\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\FS2Open\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\FS2Open\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\FS2Open\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\FS2Open\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\FS2Open\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\FS2Open\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\FS2Open\blueplanet2\' ... 1 files
Searching root pack 'C:\FS2Open\blueplanet2\bp2-adv-visuals.vp' ... 31 files
Searching root pack 'C:\FS2Open\blueplanet2\bp2-audio1.vp' ... 156 files
Searching root pack 'C:\FS2Open\blueplanet2\bp2-core.vp' ... 72 files
Searching root pack 'C:\FS2Open\blueplanet2\bp2-visuals1.vp' ... 641 files
Searching root pack 'C:\FS2Open\blueplanet2\bp2-visuals2.vp' ... 2012 files
Searching root 'C:\FS2Open\blueplanet\' ... 2 files
Searching root pack 'C:\FS2Open\blueplanet\bp-adv-visuals.vp' ... 358 files
Searching root pack 'C:\FS2Open\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\FS2Open\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'C:\FS2Open\blueplanet\bp-core.vp' ... 52 files
Searching root pack 'C:\FS2Open\blueplanet\bp-visuals1.vp' ... 374 files
Searching root pack 'C:\FS2Open\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\FS2Open\mediavps_3612\' ... 2 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\FS2Open\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\FS2Open\' ... 19 files
Searching root pack 'C:\FS2Open\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\FS2Open\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\FS2Open\Root_fs2.vp' ... 157 files
Searching root pack 'C:\FS2Open\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\FS2Open\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\FS2Open\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\FS2Open\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\FS2Open\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\FS2Open\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\FS2Open\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\FS2Open\warble_fs2.vp' ... 52 files
Found 36 roots and 20159 files.
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
Sample rate: 44100 (44100)
EFX version: 1.0
Max auxiliary sends: 1
Playback device: Generic Software on Speakers and Headphones (IDT High Definition Audio CODEC)
Capture device: Integrated Microphone Array (ID
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x600 with 16-bit color...
Initializing WGL...
Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : Intel
OpenGL Renderer : Intel(R) HD Graphics Family
OpenGL Version : 3.1.0 - Build 8.15.10.2476
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".
Unable to find extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
Max texture units: 8 (16)
Max elements vertices: 1200
Max elements indices: 1200
Max texture size: 8192x8192
Max render buffer size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: NO
Using bilinear texture filter.
OpenGL Shader Version: 1.40 - Intel Build 8.15.10.2476
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 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 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'bp2-trigger-sct.tbm' ...
TBM => Starting parse of 'bp2-tcard-sct.tbm' ...
TBM => Starting parse of 'bp2-stupid-sct.tbm' ...
TBM => Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM => Starting parse of 'bp2-csc-sct.tbm' ...
TBM => Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'bp-sdf.tbm' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'bp-mus.tbm' ...
TBM => Starting parse of 'bp2-mus.tbm' ...
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
TBM => Starting parse of 'bp-mfl.tbm' ...
TBM => Starting parse of 'bp2-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-amr.tbm' ...
TBM => Starting parse of 'bp2-amr.tbm' ...
TBM => Starting parse of 'bp-aip.tbm' ...
TBM => Starting parse of 'bp2-aip.tbm' ...
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM => Starting parse of 'mv_core-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
TBM => Starting parse of 'bp-wep.tbm' ...
TBM => Starting parse of 'bp2-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed! Adding it by default.
TBM => Starting parse of 'mv_effects-obt.tbm' ...
TBM => Starting parse of 'bp2-obt.tbm' ...
TBM => Starting parse of 'mv_core-shp.tbm' ...
TBM => Starting parse of 'radar-shp.tbm' ...
TBM => Starting parse of 'mv_effects-shp.tbm' ...
TBM => Starting parse of 'mv_assets-shp.tbm' ...
TBM => Starting parse of 'bp-shp.tbm' ...
TBM => Starting parse of 'bp2-shp.tbm' ...
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
The "door" animation type name is deprecated. Specify "fighterbay" instead.
The "door" animation type name is deprecated. Specify "fighterbay" instead.
The "door" animation type name is deprecated. Specify "fighterbay" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated. Specify "turret-firing" instead.
Particle effect for impact spew disabled on ship 'Moon Landscape'.
Particle effect for damage spew disabled on ship 'Moon Landscape'.
TBM => Starting parse of 'mv_core-hdg.tbm' ...
TBM => Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% 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 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM => Starting parse of 'mv_effects-str.tbm' ...
TBM => Starting parse of 'bp-str.tbm' ...
TBM => Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 435
TrackIR Init Failed - 1
Compiling video-processing shader ...
Loading built-in default shader for: video-v.sdr
Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file '2_LoadingBGM01.png'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
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: 0xe7aa5a55 -- "warp.pof"
300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'bp2-01.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Brie
Using callsign: Kassim
Using callsign: Laporte
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 11th Tactical Assault
Using callsign: 11th Tactical Assault
Using callsign: 101st Sidewinders
Using callsign: 101st Sidewinders
Using callsign: 101st Sidewinders
Using callsign: 11th Tactical Assault
Using callsign: 103rd Archers
Using callsign: 103rd Archers
Using callsign: 500th Helldivers
Using callsign: 500th Helldivers
Using callsign: 500th Helldivers
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 42nd Pythons
Using callsign: 500th Helldivers
Using callsign: 500th Helldivers
Using callsign: 500th Helldivers
Using callsign: 103rd Archers
Using callsign: 103rd Archers
Using callsign: 101st Sidewinders
Starting mission message count : 294
Ending mission message count : 298
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'FtUhlan.pof'
IBX: Found a good IBX to read for 'FtUhlan.pof'.
IBX-DEBUG => POF checksum: 0xa2610dfb, IBX checksum: 0x848a3cc5 -- "FtUhlan.pof"
Submodel 'Uhland' is detail level 3 of 'Uhlana'
Submodel 'Uhlanc' is detail level 2 of 'Uhlana'
Submodel 'Uhlanb' is detail level 1 of 'Uhlana'
Loading model 'Torrent.pof'
IBX: Found a good IBX to read for 'Torrent.pof'.
IBX-DEBUG => POF checksum: 0x8a9221fb, IBX checksum: 0x2e125f81 -- "Torrent.pof"
Allocating space for at least 25 new ship subsystems ... a total of 200 is now available (25 in-use).
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xb236e2c1, IBX checksum: 0x153c31b5 -- "fighter2t-02.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x207ec69a -- "fighter2t-05.pof"
Loading model 'gate.pof'
Potential problem found: Unrecognized subsystem type 'vortexa', believed to be in ship gate.pof
Potential problem found: Unrecognized subsystem type 'path01', believed to be in ship gate.pof
IBX: Found a good IBX to read for 'gate.pof'.
IBX-DEBUG => POF checksum: 0x41681466, IBX checksum: 0x260bf8bf -- "gate.pof"
Loading model 'kadmos.pof'
IBX: Found a good IBX to read for 'kadmos.pof'.
IBX-DEBUG => POF checksum: 0x2bb9b07f, IBX checksum: 0x1349759e -- "kadmos.pof"
Loading model 'florence2.pof'
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship florence2.pof
IBX: Found a good IBX to read for 'florence2.pof'.
IBX-DEBUG => POF checksum: 0x4f280215, IBX checksum: 0xc1a533bb -- "florence2.pof"
Loading model 'liberty.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship liberty.pof
IBX: Found a good IBX to read for 'liberty.pof'.
IBX-DEBUG => POF checksum: 0x64cd4467, IBX checksum: 0xe556dd3e -- "liberty.pof"
Submodel 'detail-1b' is detail level 1 of 'detail-1a'
Submodel 'detail-1c' is detail level 2 of 'detail-1a'
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xd02b1bbd, IBX checksum: 0xf53ed53f -- "Bomber2T-03.pof"
Loading model 'pfighter01.pof'
IBX: Found a good IBX to read for 'pfighter01.pof'.
IBX-DEBUG => POF checksum: 0xbc3ad812, IBX checksum: 0xc5dbc284 -- "pfighter01.pof"
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01d' is detail level 3 of 'thruster01a'
Loading model 'fgstrikebmb.pof'
IBX: Found a good IBX to read for 'fgstrikebmb.pof'.
IBX-DEBUG => POF checksum: 0x2c385027, IBX checksum: 0xa68dc912 -- "fgstrikebmb.pof"
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01d' is detail level 3 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02d' is detail level 3 of 'thruster02a'
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13bb548d, IBX checksum: 0xad039fff -- "bomber2t-01.pof"
Submodel 'bomb0x-d' is detail level 3 of 'bomb0x-a'
Submodel 'bomb0x-c' is detail level 2 of 'bomb0x-a'
Submodel 'bomb0x-b' is detail level 1 of 'bomb0x-a'
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x437b0cfb, IBX checksum: 0x7a6fa692 -- "fighter2t-03.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0xf7820816 -- "navbuoy.pof"
OpenGL: Created 512x512 FBO!
Loading model 'htsb.pof'
Model htsb.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'htsb.pof'.
IBX-DEBUG => POF checksum: 0x817cd0e6, IBX checksum: 0xe35865e5 -- "htsb.pof"
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'ast03.pof'
IBX: Found a good IBX to read for 'ast03.pof'.
IBX-DEBUG => POF checksum: 0xb6dfc8cb, IBX checksum: 0xb3f451e7 -- "ast03.pof"
Loading model 'ast02.pof'
IBX: Found a good IBX to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 0xa423ee95, IBX checksum: 0x27e2f891 -- "ast02.pof"
Loading model 'ast01.pof'
IBX: Found a good IBX to read for 'ast01.pof'.
IBX-DEBUG => POF checksum: 0x3caacd7a, IBX checksum: 0x3e8c4d69 -- "ast01.pof"
=================== 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: 0xc0ade8e6 -- "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: 0x16765db6 -- "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'
Loading model 'uefsupport.pof'
IBX: Found a good IBX to read for 'uefsupport.pof'.
IBX-DEBUG => POF checksum: 0x63b67740, IBX checksum: 0xcc358647 -- "uefsupport.pof"
Allocating space for at least 105 new ship subsystems ... a total of 400 is now available (169 in-use).
About to page in ships!
ANI shieldft-02 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 shieldbt-03 with size 112x93 (27.3% wasted)
ANI shieldbt-01 with size 112x93 (27.3% wasted)
ANI shieldkulas with size 112x93 (27.3% wasted)
ANI shieldRhea with size 112x93 (27.3% wasted)
ANI shieldlancer with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'avenger3.pof'
Model avenger3.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'avenger3.pof'.
IBX-DEBUG => POF checksum: 0x8855f87f, IBX checksum: 0x08b235f9 -- "avenger3.pof"
Loading model 'VulcanGUN.pof'
Model VulcanGUN.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'VulcanGUN.pof'.
IBX-DEBUG => POF checksum: 0x67299b6b, IBX checksum: 0xa705cb68 -- "VulcanGUN.pof"
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "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'
BMPMAN: Found EFF (Particle_Yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (Particle_Blue.eff) with 11 frames at 22 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x5a0fae49 -- "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: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x19816d20 -- "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'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0x21dd34b9 -- "stilettoII.pof"
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x77d1d113 -- "belial.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'Longbow.pof'
IBX: Found a good IBX to read for 'Longbow.pof'.
IBX-DEBUG => POF checksum: 0x9ed18a4a, IBX checksum: 0xab339ee0 -- "Longbow.pof"
Loading model 'dirk1pod.pof'
Model dirk1pod.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'dirk1pod.pof'.
IBX-DEBUG => POF checksum: 0xc39767db, IBX checksum: 0xc8c3d73f -- "dirk1pod.pof"
Loading model 'InterceptorT.pof'
IBX: Found a good IBX to read for 'InterceptorT.pof'.
IBX-DEBUG => POF checksum: 0x8d57e22a, IBX checksum: 0x34f751a7 -- "InterceptorT.pof"
Loading model 'DirkPodHC.pof'
Model DirkPodHC.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'DirkPodHC.pof'.
IBX-DEBUG => POF checksum: 0x1a57e9d9, IBX checksum: 0xd238d70f -- "DirkPodHC.pof"
Loading model 'hellfire.pof'
IBX: Found a good IBX to read for 'hellfire.pof'.
IBX-DEBUG => POF checksum: 0x095d2434, IBX checksum: 0xbf74030a -- "hellfire.pof"
Loading model 'hellfireEXT.pof'
Model hellfireEXT.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'hellfireEXT.pof'.
IBX-DEBUG => POF checksum: 0x80933ea9, IBX checksum: 0xb4bff5af -- "hellfireEXT.pof"
BMPMAN: Found EFF (missilespew01.eff) with 20 frames at 30 fps.
Loading model 'GBU-240.pof'
IBX: Found a good IBX to read for 'GBU-240.pof'.
IBX-DEBUG => POF checksum: 0xb388876a, IBX checksum: 0x7eebd3b1 -- "GBU-240.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "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 (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% 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 toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% 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 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.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 shieldbt-03.ani with size 112x93 (27.3% wasted)
ANI shieldbt-01.ani with size 112x93 (27.3% wasted)
ANI shieldkulas.ani with size 112x93 (27.3% wasted)
ANI shieldRhea.ani with size 112x93 (27.3% wasted)
ANI shieldlancer.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 2267/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 678, Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading
Received post for event GS_EVENT_FICTION_VIEWER during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_FICTION_VIEWER (66) in state GS_STATE_START_GAME (52)
Frame 0 too long!!: frametime = 20.526 (20.526)
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_FICTION_VIEWER (53)
Someone passed an extension to bm_load_animation for file 'CB_Solaris.eff'
BMPMAN: Found EFF (CB_Solaris.eff) with 220 frames at 22 fps.
Frame 0 too long!!: frametime = 0.272 (0.272)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'Dirk1TECH.pof'
Model Dirk1TECH.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'Dirk1TECH.pof'.
IBX-DEBUG => POF checksum: 0xf5646d37, IBX checksum: 0x400509a3 -- "Dirk1TECH.pof"
Loading model 'hellfireTECH.pof'
Model hellfireTECH.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'hellfireTECH.pof'.
IBX-DEBUG => POF checksum: 0x8c777831, IBX checksum: 0xab24a941 -- "hellfireTECH.pof"
ANI icont-cap with size 97x54 (15.6% wasted)
ANI Fadeicont-Cap with size 97x54 (15.6% wasted)
ANI Fadeicont-Cap.ani with size 97x54 (15.6% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI icont-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser.ani with size 70x18 (43.8% wasted)
ANI iconu-cruiser with size 83x36 (43.8% wasted)
ANI Fadeiconu-cruiser with size 83x36 (43.8% wasted)
ANI Fadeiconu-cruiser.ani with size 83x36 (43.8% wasted)
ANI iconu-bigshipw with size 175x50 (21.9% wasted)
ANI Fadeiconu-bigshipw with size 175x50 (21.9% wasted)
ANI Fadeiconu-bigshipw.ani with size 175x50 (21.9% wasted)
ANI IconU-fighterw with size 75x72 (43.8% wasted)
ANI FadeiconU-FighterW with size 75x72 (43.8% wasted)
ANI FadeiconU-FighterW.ani with size 75x72 (43.8% wasted)
ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode.ani with size 90x90 (29.7% wasted)
Frame 0 too long!!: frametime = 0.486 (0.486)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_WEAPON_SELECTION (21) in state GS_STATE_SHIP_SELECT (11)
Frame 0 too long!!: frametime = 0.283 (0.283)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_WEAPON_SELECT (16)
Entering game at time = 58.856
Your install looks good...try setting the color to 32-bit as JeffVader suggested, disable -window, disable -cache_bitmaps and -snd_preload. Instead of using time acceleration to skip dialogue, can you use the built-in checkpoint system?
My fear is that your video hardware may not be powerful enough.
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This is not a problem on your end. The blue planet 2 mod is based on the first one and it uses some of the tbl files for ships weapons, etc etc. The thing is that when you launch blue planet 2 and the second one has extra ships and weapons and stuff, it has its own tbl file. The bp2 mod is searching for the bp1 ships and guns but it cant find them in the tbl file of bp2 because the bp1 tbl file isnt in use. The bp2 tbl-s override them.
Where did i get the info: i installed fsport33 and fsport_str and wanted to add a ship to str. I created a ships.tbl in str cause it did not have one and added my ship. My ship worked great but it gave me an error that 28 ship classes weren't to be found. I took the original fsport ships.tbl, added my ship to that and sticked that file in the str vp file. WORKED LIKE A CHARM.
# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*
# modname: Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112: Location of a 255x112 bmp you wish to display in the launcher
# infotext: Text that will appear in the launcher
# website: Link to your website
# forum: Link to your forum
[launcher]
modname = Blue Planet 2;
image255x112 = bplogo.bmp;
infotext = Eighteen months after Age of Aquarius, the UEF/GTVA war enters its final, apocalyptic phase.
website = http://blueplanet.hard-light.net;
forum = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist = ;
secondarylist = blueplanet,mediavps_3612;
Blue planet is in the secondarylist of the bp2 mod and bp2 overrides the tbl files of bp1. Then the bp2 searches for the ship classes from bp1 in the bp2 tbl. Why? The bp1 campaing is included in bp2's campaign room + some ships from bp1 are used like the orion.
Someone should tell Darius to include all tbl data from bp1 to bp2 or make both mods work by them selfs without each other.
Hope this helps :)
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No, you're incorrect - BP1 and BP2 are set up so that if correctly installed there are no errors and all data is loaded properly. Believe me, we're not amateurs (well, we are, but you know what I mean!) BP2 uses a modular table system so that it can use the BP1 tables at the same time as the BP2 tables.
Whatever happened to you is the result of an incorrect install.
e: To be more precise, the reason you're confused is because you're using .tbl files, but Blue Planet uses .tbm, which are modular.
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Where did i get the info: i installed fsport33 and fsport_str and wanted to add a ship to str. I created a ships.tbl in str cause it did not have one and added my ship. My ship worked great but it gave me an error that 28 ship classes aren't to be found. I took the original fsport ships.tbl, added my ship to that and sticked that file in the str vp file. WORKED LIKE A CHARM.
Congratulations, you have just ignored all good modding practices and created a support nightmare. Modular tables are there for the very reason that users do not have to do this kind of stupid ****.
Someone should tell Darius to include all tbl data from bp1 to bp2 or make both mods work by them selfs without each other.
As Battuta said, we have very good reasons for setting up BP the way it is. One is that we actually know what we are doing. The second is to avoid having to duplicate a lot of the data from BP1 in the BP2 packages. The third is so that we can easily identify setup errors.
In short, please lurk more, and try to read the wiki's modding pages.
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Where did i get the info: i installed fsport33 and fsport_str and wanted to add a ship to str. I created a ships.tbl in str cause it did not have one and added my ship. My ship worked great but it gave me an error that 28 ship classes weren't to be found. I took the original fsport ships.tbl, added my ship to that and sticked that file in the str vp file. WORKED LIKE A CHARM.
And if you'd used a tbm instead of a tbl, you could have skipped that second part entirely.
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Ok guys. Sorry for the trouble. Just trying to help.
There is one silly thing now, i ran bp2 today and evreything was ok. No errors :blah:
I dont get it. And the only thing i installed was the fsport_str (silent threat reborn).
Edit: Thanks for the info on the tbl and tbm files. I did fixed that now and made a tbm file. Works fine. Thanks again.
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Whatever happened to you is the result of an incorrect install.
Um, who, me or nanox?
There is one silly thing now, i ran bp2 today and evreything was ok. No errors :blah:
I dont get it. And the only thing i installed was the fsport_str (silent threat reborn).
Wait, which build of FSOpen are you using? And can I see your FS2 root folder (screenshot will do)?
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Did the above suggestions have any effect? Your install looks fine, that comment was directed at nanox.
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Um... yeah, the game is being less crash-prone now (well, on the debug build, the non-debug version crashes through dialogue still). I might just wait for either the definitive final release of Blue Planet or the final version of FS_Open 3.16.14.
However, I'm getting a massive FPS drop when a cap ship is in view (regardless of resolution, I fiddled with most 16:9 and 4:3 resolutions, NOT 16:10 as I get complete system lag on my laptop), like the thread here: http://www.hard-light.net/forums/index.php?topic=80775.20
Yeah, 13 to 25 FPS facing a ship, but 40 to 55 facing away, especially in open space.
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Randomly, why are you running in 16bits color depth ? I don't think that's the reason of your slowdowns, but you should turn to 32bits.
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Here is my root folder Black_Yoshi1230. Hope it helps.
As for fsopen, it is 3.6.14 RC 6
[attachment deleted by ninja]
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Um... yeah, the game is being less crash-prone now (well, on the debug build, the non-debug version crashes through dialogue still). I might just wait for either the definitive final release of Blue Planet or the final version of FS_Open 3.16.14.
However, I'm getting a massive FPS drop when a cap ship is in view (regardless of resolution, I fiddled with most 16:9 and 4:3 resolutions, NOT 16:10 as I get complete system lag on my laptop), like the thread here: http://www.hard-light.net/forums/index.php?topic=80775.20
Yeah, 13 to 25 FPS facing a ship, but 40 to 55 facing away, especially in open space.
I think the problem may be your video hardware. :(
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Either I made a bum deal for $650 (OK, I got it from Costco and got a $100 instant rebate so it wasn't $750!), or else I probably have to narrow it down to two things:
1. I probably have to get the new shaders.
2. I hope I'm wrong here, but I wonder since War in Heaven uses Age in Aquarius files, I wonder if I have to scratch the advanced visuals VP from the original Blue Planet folder.
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Definitely kill that, as well as the advanced VP in your MediaVPs folder.
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Guys i have advanced vp-s both in bp folder and mediavps_3612 folders.
However i did download a update for the mediavps_3612 2 days ago. Try that.
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Definitely kill that, as well as the advanced VP in your MediaVPs folder.
Well, having a few less problems now (thankfully it's not as prone to crashes)... but I kinda have to wonder...
... I was able to run Aquarius and stock FS2 just fine with the advanced VPs (well, with Open 3.6.12), I mean, what changed during the creation of Heaven? Was there an even higher system requirement put in place, or have there been a number of factors I missed?
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I'm not sure. It may be the more detailed models patched in, but they should be better-optimized in general. War in Heaven as a whole is a lot more demanding on your CPU due to the increased complexity of the mission space.
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@General Battuta
You think war in heaven is gonna eat up my CPU?
Ok lets see... Freespace 2 with war in heaven mod againts a pc with a Intel i7 2600K Unlocked processor overcloacked on 4.5GHz, 8Gb Ram and Asus (Nvidia) Geforce 560Ti with 1024Mb Ram
What are the odes at that?
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@General Battuta
You think war in heaven is gonna eat up my CPU?
Ok lets see... Freespace 2 with warr in heaven mod againts pc with a Intel i7 2600K Unlocked processor overcloacked on 4.5GHz and 8Gb Ram plus Asus (Nvidia) Geforce 560Ti with 1024Mb Ram
What are the odes at that?
I have pretty much the same setup, and I can run WiH pretty smoothly, but the problem is not that your CPU is underpowered, it's that the FreeSpace engine can create situations with large numbers of collision pairs that would challenge any gaming computer, no matter how powerful.
Diaspora is an example of another mod with the same problem. It's not a matter of having insane graphics - it's just that there are so many physics objects on the scene and the engine just isn't very good at handling these in a smart fashion, so it devours your entire CPU.
Also, uh, FSO is not multithreaded and only ever uses one core, so having a quad core doesn't help. Sorry.
e: Genuinely curious, I haven't tried - what kind of FPS do you get on the bp massive battle mission in the techroom?
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Got some new data from the debug...
... after crashing at least six times in "Darkest Hour" I pretty much resorted to using 800x600 resolution in the debugger of all things (yeah, 1024x768 and the 16:9 resolutions lagged like hell in the debugger). Frequent crashes were on dialogue (strangely enough, the more bombers my team destroyed, the more prone the game was to crash early, so I would have attributed to all the scraps of rubble all over the place).
Now, I could play at 1024x768... so much for the cinematic widescreen experience.
With the new interceptor (yay, it's a sweet ride), I'm getting some common complaints (now at the mission where I have to capture the GTVA repair frigate). The other attached file says it.
I can run WiH pretty smoothly, but the problem is not that your CPU is underpowered, it's that the FreeSpace engine can create situations with large numbers of collision pairs that would challenge any gaming computer, no matter how powerful.
Diaspora is an example of another mod with the same problem. It's not a matter of having insane graphics - it's just that there are so many physics objects on the scene and the engine just isn't very good at handling these in a smart fashion, so it devours your entire CPU.
Also, uh, FSO is not multithreaded and only ever uses one core, so having a quad core doesn't help. Sorry.
No multicore processing? I'm kinda sad of *insert irrelevant ramblings in favor of the Source Engine here* (http://i148.photobucket.com/albums/s26/jeremyboycool/facepalm.gif)
[attachment deleted by ninja]
[attachment deleted by a ninja]
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You aren't trying to play the campaign with a debug build, are you? You need to be playing with a release build to actually run the game with smooth framerates, and most of these errors seem like the type that wouldn't occur in a release build.
Did you know that the Source Engine is developed by a large corporation of professionally paid developers, whereas the FS2Open engine is developed by a tiny group of unpaid volunteers working desperately in their spare time? I don't mean to be sarcastic - really, we'd all love to have multithreading - but it's hard.
e: Delete the Blue Planet 2 advanced graphics VP, you shouldn't be using it with Intel integrated graphics. If you want to play this campaign in full resolution with a smooth framerate I'm afraid you'll need a dedicated graphics card.
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You aren't trying to play the campaign with a debug build, are you? You need to be playing with a release build to actually run the game with smooth framerates, and most of these errors seem like the type that wouldn't occur in a release build.
Did you know that the Source Engine is developed by a large corporation of professionally paid developers, whereas the FS2Open engine is developed by a tiny group of unpaid volunteers working desperately in their spare time? I don't mean to be sarcastic - really, we'd all love to have multithreading - but it's hard.
e: Delete the Blue Planet 2 advanced graphics VP, you shouldn't be using it with Intel integrated graphics. If you want to play this campaign in full resolution with a smooth framerate I'm afraid you'll need a dedicated graphics card.
1: Even with the release build, I still had crashiness. I'll try it for the last time.
Edit: See point 3... now I feel like swallowing a bullet. However, landing in the Indus fighterbay results in a crash.
2: Yeah, like a team of 200 guys are at Valve (and according to their leaked handbook, Gabe > every other employee in the company).
3: I mistook that advice as take out the advanced GFX VP from the original Blue Planet folder (if you meant take out ALL Advanced GFX VPs in my FS2Open directory, then I wouldn't be here being an itchy bastard). I mainly play on 16:9, in 1280x600 (black bar effects, cinematic-ish, not having the screen stretch out and eating my processor power). Now I need to find another twelve hundred bucks for a dedicated tower short of begging the mob.
There was one small point I'd like to present: When I scratched out the Advanced GFX MediaVP from my FS2 MediaVP folder, I was playing the mission "Ken," and a big fraction of the Earth background was missing (mainly, the dark, lighted background), along with the scary special effects. It only happened for that mission.
Cripes, I'm asking for an ejection notice. :banghead: In space, no one can hear me rant.
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Definitely kill that, as well as the advanced VP in your MediaVPs folder.
Well, having a few less problems now (thankfully it's not as prone to crashes)... but I kinda have to wonder...
... I was able to run Aquarius and stock FS2 just fine with the advanced VPs (well, with Open 3.6.12), I mean, what changed during the creation of Heaven? Was there an even higher system requirement put in place, or have there been a number of factors I missed?
I think your original install with AoA was old enough that the mediavps were still using per-vertex lighting. That means lighting is calculated once per corner on the model, and by most means, should be playable on even an intel card. Newer mediavps installations/executables (and definitely the WiH package) use per-pixel shading, which calculates lighting once per visible pixel of a model. This will invariably tank/rape intel processors, except maybe the HD3000. (Edit: I realize that you have an HD3000. I guess that it's not good enough. Probably anything under a ATI 4650M will not be good enough to play at high resolutions)
Anyways, slowdowns with capships in view are most likely due to the GPU choking on the high demands of the per-pixel shaders if there are a lot of ship pixels in view. Getting a better CPU will do nothing for you.
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I guess the best option would be to find all of my shader files and kill them? Or disable them at least? Or play in 4:3?
Yeah, I kinda realized that my laptop pretty much does almost everything entertainment-wise on medium or high sans post-2011 FS2. Every other mod hasn't given me the amount of grief that Heaven has (ironically enough, I'm in system-wise hell).
I felt sad enough that I had to go to my power options and set the graphics power plan to "maximum performance" with my charger plugged in. On average, I bought myself another minute and a half against crashes.
Final Edit:
I had to kill a lot of the custom FS2 graphics settings... it works like a charm in 16:9 resolutions. Rarely any crashing. One question, though: What the heck is with the massive star density out in deep space? I mean, I get it if it's astronomically correct or not, but still...
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[quote author=Black_Yoshi1230 link=topic=80771.msg1607989#msg1607989 date=1336891190
Final Edit:
I had to kill a lot of the custom FS2 graphics settings... it works like a charm in 16:9 resolutions. Rarely any crashing. One question, though: What the heck is with the massive star density out in deep space? I mean, I get it if it's astronomically correct or not, but still...
[/quote]
The Sol skyboxes were done up by local astronomy nut Herra to more accurately represent what you'd actually see in space.