Hard Light Productions Forums

General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: Daddy_Warhol on January 02, 2008, 08:29:33 pm

Title: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 02, 2008, 08:29:33 pm
I love what you have done with Freespace but I'm having problems.

I have played through all the campaign on FS2_open 3.6.7 without problems until I decided to upgrade to the latest version 3.6.9 complete with the reasonably latest media VPs (3.6.8 Zeta and the even newer ones). Everything seems to go okay until I target a ship or until a ship jumps in (where it is automatically targeted) at which point the game crashes. Any idea how to fix this?

Incidently the game doesn't run at all if I try to use the models VP.

I am running Mac OS X 10.3.9 with 512 MB RAM, G5 1.8 GHz processor and an nVidia 5500.

==========================================================================
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.
==========================================================================
Opened /Users/chrisbaylis/Library/FS2_Open/data/fs2_open.log OK
Passed cmdline options:
  <none>
Building file index...
Searching root '/Users/chrisbaylis/Library/FS2_Open/'
Searching root pack '/Users/chrisbaylis/Library/FS2_Open/data/cache/MV_Core.vp'
Searching root pack '/Users/chrisbaylis/Library/FS2_Open/data/cache/MV_Effects.vp'
Searching root '/Applications/Freespace 2/'
Searching root pack '/Applications/Freespace 2/mp-710_effects.vp'
Searching root pack '/Applications/Freespace 2/mp-710_models.vp'
Searching root pack '/Applications/Freespace 2/mv_core.vp'
Searching root pack '/Applications/Freespace 2/mv_effects.vp'
Searching root pack '/Applications/Freespace 2/mv_models.vp'
Searching root pack '/Applications/Freespace 2/mv_textures.vp'
Searching root pack '/Applications/Freespace 2/Root_fs2.vp'
Searching root pack '/Applications/Freespace 2/smarty_fs2.vp'
Searching root pack '/Applications/Freespace 2/sparky_fs2.vp'
Searching root pack '/Applications/Freespace 2/sparky_hi_fs2.vp'
Searching root pack '/Applications/Freespace 2/stu_fs2.vp'
Searching root pack '/Applications/Freespace 2/tango1_fs2.vp'
Searching root pack '/Applications/Freespace 2/tango2_fs2.vp'
Searching root pack '/Applications/Freespace 2/tango3_fs2.vp'
Searching root pack '/Applications/Freespace 2/tangoA_fs2.vp'
Searching root pack '/Applications/Freespace 2/tangoB_fs2.vp'
Searching root pack '/Applications/Freespace 2/warble_fs2.vp'
Found 21 roots and 11055 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Any
  OpenAL Renderer   : Software
  OpenAL Version    : OpenAL 1.2.1

... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 0, MMX=No
Initializing OpenGL graphics device at 1024x768 with 16-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 16, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA NV34MAP OpenGL Engine
  OpenGL Version    : 1.5 NVIDIA-1.3.42

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_APPLE_client_storage".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".

  Max texture units: 4
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
Unable to parse scripting.tbl!  Code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 37 frames at 20 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
couldn't find pcx for Subach HL-7
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
found ani Subach_AniBitmap for Subach HL-7, with 6 frames and 5 fps
couldn't find pcx for Subach HL-D
found ani Subach_AniBitmap for Subach HL-D, with 6 frames and 5 fps
couldn't find particle pcx for Akheton SDG
found ani Akheton_Particle for Akheton SDG, with 11 frames and 25 fps
couldn't find particle pcx for Morning Star
found ani Morningstar_Particle for Morning Star, with 21 frames and 10 fps
couldn't find particle pcx for MorningStar D
found ani Morningstar_Particle for MorningStar D, with 21 frames and 10 fps
couldn't find pcx for Prometheus R
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
found ani PrometheusR_AniBitmap for Prometheus R, with 12 frames and 5 fps
couldn't find pcx for Prometheus S
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
found ani Prometheus_AniBitmap for Prometheus S, with 12 frames and 5 fps
couldn't find pcx for Prometheus D
found ani Prometheus_AniBitmap for Prometheus D, with 12 frames and 5 fps
couldn't find particle pcx for Maxim
found ani Maxim_Particle for Maxim, with 21 frames and 10 fps
couldn't find particle pcx for Maxim D
found ani Maxim_Particle for Maxim D, with 21 frames and 10 fps
couldn't find pcx for UD-8 Kayser
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
found ani Kayser_AniBitmap for UD-8 Kayser, with 4 frames and 5 fps
couldn't find particle pcx for UD-8 Kayser
ANI Kayser_Particle with size 80x80 (37.5% wasted)
found ani Kayser_Particle for UD-8 Kayser, with 7 frames and 30 fps
couldn't find pcx for UD-D Kayser
found ani Kayser_AniBitmap for UD-D Kayser, with 4 frames and 5 fps
couldn't find particle pcx for UD-D Kayser
found ani Kayser_Particle for UD-D Kayser, with 7 frames and 30 fps
couldn't find pcx for Circe
found ani Circe_Bitmap for Circe, with 20 frames and 15 fps
couldn't find particle pcx for Lamprey
ANI Lamprey_Particle with size 86x86 (32.8% wasted)
found ani Lamprey_Particle for Lamprey, with 9 frames and 20 fps
couldn't find pcx for Shivan Light Laser
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
found ani Alouqua_AniBitmap for Shivan Light Laser, with 6 frames and 20 fps
couldn't find particle pcx for Shivan Heavy Laser
found ani Shivan_Laser_Stream for Shivan Heavy Laser, with 11 frames and 35 fps
couldn't find particle pcx for Shivan Mega Laser
found ani Shivan_Laser_Stream for Shivan Mega Laser, with 11 frames and 35 fps
couldn't find particle pcx for Hornet
found ani hornet_trail for Hornet, with 14 frames and 30 fps
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
WARNING:  Animation trigger #0 on subsystem '', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem '', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 378
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.874 (0.874)
Frame  0 too long!!: frametime = 0.324 (0.324)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 3815331129, IBX checksum: 1118895696 -- "fighter01.pof"
tga: Couldn't open 'red_glow_small.tga'
tga: Couldn't open 'cyan_glow_small.tga'
tga: Couldn't open 'yellow_glow_small.tga'
tga: Couldn't open 'green_glow2_small.tga'
tga: Couldn't open 'red_glow_small.tga'
Frame  0 too long!!: frametime = 0.415 (0.415)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.701 (0.701)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum:  270367776, IBX checksum: 1417990831 -- "warp.pof"
 256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3636355033, IBX checksum: 2897472872 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 203
Ending mission message count : 244
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 3069302688, IBX checksum: 4197641134 -- "fighter2t-05.pof"
tga: Couldn't open 'red_glow_small.tga'
tga: Couldn't open 'green_glow2_small.tga'
tga: Couldn't open 'blue_glow4_small.tga'
tga: Couldn't open 'yellow_glow_small.tga'
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum:   14019180, IBX checksum: 1465236054 -- "freighter04.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum:  953640549, IBX checksum: 1704438812 -- "fighter2v-01.pof"
ANI 2_lock1 with size 53x53 (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 96x96 (25.0% wasted)
ANI toggle1 with size 20x20 (37.5% wasted)
ANI weapons1 with size 20x20 (37.5% wasted)
ANI weapons1_b with size 20x20 (37.5% wasted)
ANI 2_toparc1 with size 60x60 (6.2% wasted)
ANI 2_toparc2 with size 24x24 (25.0% wasted)
ANI 2_toparc3 with size 29x29 (9.4% wasted)
ANI 2_leftarc with size 252x252 (1.6% wasted)
ANI 2_rightarc1 with size 252x252 (1.6% wasted)
ANI 2_reticle1 with size 24x24 (25.0% wasted)
ANI targhit1 with size 21x21 (34.4% wasted)
ANI energy1 with size 41x41 (35.9% wasted)
ANI targetview1 with size 156x156 (39.1% wasted)
ANI targetview2 with size 96x96 (25.0% wasted)
ANI targetview3 with size 20x20 (37.5% wasted)
ANI damage1 with size 25x25 (21.9% wasted)
ANI support1 with size 24x24 (25.0% wasted)
ANI objective1 with size 21x21 (34.4% wasted)
ANI wingman1 with size 53x53 (17.2% wasted)
ANI wingman2 with size 53x53 (17.2% wasted)
ANI wingman3 with size 53x53 (17.2% wasted)
ANI netlag1 with size 30x30 (6.2% wasted)
ANI head1 with size 132x132 (48.4% wasted)
ANI time1 with size 23x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum:  131622925, IBX checksum: 3836428134 -- "starfield.pof"
ANI debris01 with size 38x38 (40.6% wasted)
ANI debris02 with size 19x19 (40.6% wasted)
ANI debris04 with size 27x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shield-f06 with size 93x93 (27.3% wasted)
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 1238331005, IBX checksum: 2457856499 -- "fighter06.pof"
pcx: Couldn't open 'fighter06-02b.pcx'
tga: Couldn't open 'red_herc_glow.tga'
tga: Couldn't open 'blue_herc_glow.tga'
ANI shieldft-05 with size 93x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 3683740669, IBX checksum: 1166874074 -- "support2t-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 1325078389, IBX checksum: 3408912271 -- "corvette2t-01.pof"
tga: Couldn't open 'corvette2t-01b.tga'
tga: Couldn't open 'tcov4a-alpha.tga'
tga: Couldn't open 'tcov4aint.tga'
tga: Couldn't open 'corvette2t-01c.tga'
tga: Couldn't open 'corvette2t-01a.tga'
ANI shieldfv-01 with size 93x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 3033145745, IBX checksum: 3021869180 -- "support2v-01.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 1005959262, IBX checksum:  142466067 -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
This mission requires 226 Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum:  807301244, IBX checksum:  267808579 -- "hornet.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 4051743095, IBX checksum: 2044427190 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 2582055991, IBX checksum:  520789698 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum:  807301244, IBX checksum:  267808579 -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 2575899787, IBX checksum: 2590605671 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 3466514753, IBX checksum: 2052224130 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 2155204485, IBX checksum: 3945845571 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 3857917235, IBX checksum: 3129813154 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum:   74550608, IBX checksum: 3303028288 -- "harbinger.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 2538545483, IBX checksum: 1220593298 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 2383342928, IBX checksum: 1894391379 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
ANI 2_lock1.ani with size 53x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
ANI toggle1.ani with size 20x20 (37.5% wasted)
ANI weapons1.ani with size 20x20 (37.5% wasted)
ANI 2_toparc1.ani with size 60x60 (6.2% wasted)
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
ANI targhit1.ani with size 21x21 (34.4% wasted)
ANI energy1.ani with size 41x41 (35.9% wasted)
ANI targetview1.ani with size 156x156 (39.1% wasted)
ANI targetview2.ani with size 96x96 (25.0% wasted)
ANI targetview3.ani with size 20x20 (37.5% wasted)
ANI damage1.ani with size 25x25 (21.9% wasted)
ANI support1.ani with size 24x24 (25.0% wasted)
ANI objective1.ani with size 21x21 (34.4% wasted)
ANI wingman1.ani with size 53x53 (17.2% wasted)
ANI wingman2.ani with size 53x53 (17.2% wasted)
ANI wingman3.ani with size 53x53 (17.2% wasted)
ANI netlag1.ani with size 30x30 (6.2% wasted)
ANI head1.ani with size 132x132 (48.4% wasted)
ANI time1.ani with size 23x23 (28.1% wasted)
ANI debris01.ani with size 38x38 (40.6% wasted)
ANI debris02.ani with size 19x19 (40.6% wasted)
ANI debris04.ani with size 27x27 (15.6% wasted)
ANI shield-f06.ani with size 93x93 (27.3% wasted)
ANI shieldft-05.ani with size 93x93 (27.3% wasted)
ANI shieldfv-01.ani with size 93x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1304/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 932,  Estimated count = 1250
================================================
ANI cb_sm1-01_a.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 200x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 17.381 (17.381)
ANI cursor.ani with size 24x24 (25.0% wasted)
No cached palette file
No cached palette file
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
ANI iconfighter2t-05 with size 28x28 (12.5% wasted)
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Frame  0 too long!!: frametime = 0.572 (0.572)
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Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  96.628
Title: Re: FS2 crashes when I target a ship
Post by: FUBAR-BDHR on January 02, 2008, 10:09:38 pm
Well I might as well ask this to speed up the process. 

What are your system specs?  Graphics card?  Sound? Driver versions for graphics and sound?

How did you install FS2_open and where from? 
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 02, 2008, 10:13:59 pm

I am running Mac OS X 10.3.9 with 512 MB RAM, G5 1.8 GHz processor and an nVidia 5500.


I didn't install FS2 as such, I simply downloaded the zip and ran the program. A cache is automatically created in the library.
Title: Re: FS2 crashes when I target a ship
Post by: FUBAR-BDHR on January 02, 2008, 10:24:30 pm
I ask again where from and how did you download and install it?  System specs?
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 04:30:13 am
I didn't install FS2 as such, I simply downloaded the zip and ran the program. A cache is automatically created in the library.
Does this mean that you have the HotU version? Just curious. It's a working thing.

I have played through all the campaign on FS2_open 3.6.7 without problems until I decided to upgrade to the latest version 3.6.9 complete with the reasonably latest media VPs (3.6.8 Zeta and the even newer ones).
One advice, though I'm not sure if it's related to the problem: use fs2_open_3_6_9 and MediaVPs 3.6.8 Zeta + patches or fs2_open_3_6_10 and MediaVPs 3.6.10 Beta. Mixing them might not be the best idea.
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 09:16:55 am
Well the FS2_open 3.6.9 doesn't open at all without the mediavps. I have tried it with all the 3.6.8 zeta VPs, and with the latest VPs but to no avail. The game crashes the moment a ship is targeted (which means some missions crash in the first instant), or if a rocket is fired. Is that debug spew any good?
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 09:20:00 am
System specs?

Edit: Yaha! I found something awful:

Quote from: Daddy_Warhol's Debug spew
Initializing OpenGL graphics device at 1024x768 with 16-bit color...
32-bit colours are a beautiful, beautiful thing.
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 09:30:21 am
Does that mean I should use 32 bit colours or are 16 bit colours aesthetically displeasing to you?
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 09:39:18 am
Ah, pardon me. You should use 32-bit, since 16-bit might also cause problems.
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 10:19:19 am
Unfortunately I have deleted all the old install, I wanted to start from scratch. However now the game doesn't even begin, the screen just goes black and I have to restart my computer.

I followed the install instructions on your wiki and now my freespace folder contains

1. FS2_open 3.6.9 (+ debug)
2. All the zeta vps bar the advanced effects
3. A folder containing the old movies.

Do you think that could be the problem? The game crashes because it is looking for the videos? I check my library and it hasn't even generated a debug spew. I have however just edited the ini file to 32 bit colour in 1024x768 .
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 10:26:30 am
For starters, it's usually a good idea to have only the retail vp files in the freespace directory, and possibly a cutscene vp. All the others should be in their own subfolders, so you might want to put all the mediavps to \freespace\mediavps. Then, what folder and what old movies does it have? FSO usually handles things so that it searches for the cutscenes in some logical locations and if it doesn't find them, it skips them and continues with its life. So this is something else.

I sometimes had similar issues with other games, when I had F-Secure on my computer. Sometimes, when trying to run a game, it partially started, then the firewall performed a query about the game trying to access the Interwebs, but it was covered by the fullscreen game and the whole **** just froze. If this is the case with you, too, it might be worth a try to manually add the game to the firewall's list of applications.
Title: Re: FS2 crashes when I target a ship
Post by: Wanderer on January 03, 2008, 10:32:22 am
You did try the Mac OS X (3.6.9) versions from here (http://www.hard-light.net/forums/index.php/topic,44374.0.html)?

And if it works with Mac (dunno, i dont use Macs) use '-window' command line to solve the possible popup problem.

EDIT.... You were using Mac, right?
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 10:37:31 am
Yes to wanderer. I downloaded the Mac OS X 3.6.9 but it doesn't work.

My original download from 6 months ago was from here: http://macinfront.macologist.org/mirror/macologist/details.php?file=93

That version seemed to work. But it came without mediaVPs.
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 10:40:52 am
My original download from 6 months ago was from here: http://macinfront.macologist.org/mirror/macologist/details.php?file=93

That version seemed to work. But it came without mediaVPs.
Can't you use that and download the mediavps separately?
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 10:43:14 am
Do I only merely need the latest mac build and the media vps to get this game to work, or do those file shave to be run inside the retail freespace folder?

I can't use the old version on macologist because it requires the old vps. the New VPs require the new fs2 build. Which is what caused my problems. I can't find the old Vps for that old obscure build of FS2. Which is why I'm trying to upgrade. Which is why I'm whinging here.
Title: Re: FS2 crashes when I target a ship
Post by: Wanderer on January 03, 2008, 10:52:50 am
As it seems to be mac related you could try posting to http://www.hard-light.net/forums/index.php/board,113.0.html 'cross-platform development'. Or sending PM to taylor. Especially if the game didnt start at all (no debug spew - no fs2_open.log in data directory - was generated after running debug build).
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 10:59:47 am
I've checked that old forum, all it suggests is using a new test build which also does't work.

Unless the really old VPs can be found, I'm about ready to give up.
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 11:05:16 am
By really old vps, do you mean 3.6.7? Those can still be found at the SCP website's downloads section (http://scp.indiegames.us/download.php?list.2).
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 11:08:22 am
Possibly even older.
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 03:34:59 pm
No, those old downloads are all dead links anyway.
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 03:38:52 pm
Does anyone have the old 3.6.7 media vps lying around?
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 03:41:37 pm
Dang. I just downloaded them, like, on Wednesday, just for kicks. And now they're down. Naturally, I deleted them from my computer after returning to 3.6.8.

Also, a friendly suggestion. You could use the Edit function if you want to add something to your posts afterwards, instead of making new posts.

Edit: Pardon me for using wrong terms. I meant the Modify button on the right side of your post.
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 03:59:57 pm
Any chance of them coming back?
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 04:17:38 pm
Okay I tried it with the latest VP zeta (with patches) in window mode, I now at least get an error message:

Error: mv_models-wep.tbm(3):
Error: Required token = [$Model file:], found [+nocreate]
in weapon: Harpoon.


File: /Users/taylor/src/cvs/fs2_open.pre/code/parse/parselo.cpp
Line 551
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 04:21:04 pm
Sounds like there's an unwanted table file lurking somewhere. Wanna post the contents of your freespace folder and possibly subfolders again?
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 04:55:35 pm
Freespace folder:
tangoB_fs2.vp
FS2_Open
sparky_hi_fs2.vp
tango3_fs2.vp
sparky_fs2.vp
tango2_fs2.vp
smarty_fs2.vp
README OS X.rtf
stu_fs2.vp
Freespace2.dmg
tangoA_fs2.vp
warble_fs2.vp
tango1_fs2.vp
FS2_Open-debug
readme_367.txt
Root_fs2.vp

There's nothing in the data folder except for the videos and pilot files. Nothing of interest in the cache either.
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 03, 2008, 04:59:36 pm
Hmm. All the regular retail vps seem to be there, but what are the tangoA and tangoB? I've never seen them before. Though, according to the Wiki they too are retail files. So the point here is, that I'm now officially out of ideas.
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 03, 2008, 05:28:12 pm
Bugger. Maybe I should upgrad to OS X 10.4?
Title: Re: FS2 crashes when I target a ship
Post by: karajorma on January 04, 2008, 01:46:50 am
Okay I tried it with the latest VP zeta (with patches) in window mode, I now at least get an error message:

Error: mv_models-wep.tbm(3):
Error: Required token = [$Model file:], found [+nocreate]
in weapon: Harpoon.


File: /Users/taylor/src/cvs/fs2_open.pre/code/parse/parselo.cpp
Line 551


Sounds like it's still running FS2_Open 3.6.7 to me.
Title: Re: FS2 crashes when I target a ship
Post by: Daddy_Warhol on January 04, 2008, 10:01:29 am
I have tried running the more recent builds but with no luck. Is there a 3.6.8 version still hanging around?
Title: Re: FS2 crashes when I target a ship
Post by: Jeff Vader on January 04, 2008, 10:49:16 am
Is there even a 3.6.8 build?
Title: Re: FS2 crashes when I target a ship
Post by: Flipside on January 04, 2008, 10:55:18 am
For one terrifying moment, I thought the 'Y' bug had come back to haunt us all.....
Title: Re: FS2 crashes when I target a ship
Post by: karajorma on January 04, 2008, 11:15:42 am
Is there even a 3.6.8 build?

Nope. We went straight from 3.6.7 to 3.6.9