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Hosted Projects - Standalone => Wings of Dawn => WoD Archive => Topic started by: Spoon on August 22, 2010, 02:06:57 pm

Title: RELEASE - Wings of Dawn
Post by: Spoon on August 22, 2010, 02:06:57 pm
(http://a.imageshack.us/img821/214/logowod.png)

A year and some months ago I learned about modelling, texturing, tabling, normal mapping and FRED. I then embarked on a modding journey to create Wings of Dawn. And now, finally. It's here.

Follow the happy go lucky 1st Joint Guardian Angel Strike Force as they go to far away places, meet new alien life forms and then, kill them.


Featuring:
A new universe
Glorious new weapons
A truck ton of custom made models
Hand made .ani's
And all sorts of wonderful content!

Download links:


Mediafire mirror:

Radar Icons:
Radar Icons (http://www.mediafire.com/?xlk6oyza73bostp)
Thanks to Aetheron for going through the effort of adding these.

Sectorgame mirror:
Complete package (http://sectorgame.com/f2s/downloads.php?action=downloads&id=577)

Wings of Dawn requires:


After downloading:


Axem made mission:
Axem in his glory made a stand alone mission for WoD. In which he shows off some cool camera work (again)
Which can be downloaded from Here (http://lazymodders.fsmods.net/releases/missions/WingsOfDawn/axemmission.7z)
Put this into Wings of Dawn/data/missions and play it through the techroom


I strongly hope you will all enjoy this mod and that the ride is as bug free as possible!


Disclaimer: Mission one was in fact the first mission I ever fredded, I apologize if it's too boring  :p
Yes, the LSF ships are suppose to be shiny and reflective like that.





Checksum info for The E's convenience
Code: [Select]
#Found root pack 'G:\Games\Freespace\WoDVP\WoD-Core.vp' with a checksum of 0x70f4a526
#Found root pack 'G:\Games\Freespace\WoDVP\WoD-Sound.vp' with a checksum of 0x7b2cfb6e
#Found root pack 'G:\Games\Freespace\WoDVP\WoD-Visual.vp' with a checksum of 0x52398661
#Searching root pack 'G:\Games\Freespace\WoDVP\WoD-Core.vp' ... 72 files
#Searching root pack 'G:\Games\Freespace\WoDVP\WoD-Sound.vp' ... 96 files
#Searching root pack 'G:\Games\Freespace\WoDVP\WoD-Visual.vp' ... 2679 files
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 22, 2010, 02:07:17 pm
Spoiler:
So, I'm shipping Misuzu and Crystal, who's with me? =o
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 22, 2010, 02:07:53 pm
Spoiler:
So, I'm shipping Misuzu and Crystal, who's with me? =o
Spoiler:
Misuzu x Crystal wooo
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 22, 2010, 02:12:43 pm
Spoiler:
So, I'm shipping Misuzu and Crystal, who's with me? =o

Spoiler:
Oh god, I knew the shipping wars would find me here eventually...

Expect crack pairings list when I'm done.
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 22, 2010, 02:14:58 pm
Finally released, now it's time to start working on:
a). WoD2.
b). VAing and updating graphics for WoD.
:)
Also, for those who don't like FS missiles being everywhere: http://www.mediafire.com/?nr5wjdz1njm
Custom made optional missile replacement pack.
Credits for FoTG team, creator of Renegade Ressurgence, BTRL and Inferno team.
EDIT: Fixed a misapplied credit, shouldn't have posted so late at night.
Title: Re: RELEASE - Wings of Dawn
Post by: ReeNoiP on August 22, 2010, 02:21:09 pm
Finally released, now it's time to start working on:
a). WoD2.
b). VAing and updating graphics for WoD.
:)
Also, for those who don't like FS missiles being everywhere: http://www.mediafire.com/?nr5wjdz1njm
Custom made optional missile replacement pack.
Credits for FoTG team, creator of Rain on Ribos, BTRL and Inferno team.

Is that missile pack purely cosmetic or does it influence gameplay?
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 22, 2010, 02:25:06 pm
Purely cosmetic, I made sure to keep all missiles as close as possible to their original radius.
Title: Re: RELEASE - Wings of Dawn
Post by: Axem on August 22, 2010, 02:26:21 pm
I think whatever you think of this mod, whether its awesome, good, but not great, or just plain trash, the fact that Spoon managed to get this thing started and done in just over a year is an achievement of its own right. Bravo Spoon. I can't wait to see what you make next. :)

/Completely Biased Beta Tester Comments
Title: Re: RELEASE - Wings of Dawn
Post by: ReeNoiP on August 22, 2010, 02:27:06 pm
Purely cosmetic, I made sure to keep all missiles as close as possible to their original radius.

Awesome. "Gets".
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on August 22, 2010, 02:48:56 pm
I'm willing to go out on a limb and say that this creature here represents one of the biggest strides in FreeSpace modding we've ever seen. It's an incredible piece of work - basically a rebuild of FreeSpace gameplay from the ground up - and because it sheds the need to stay true to FreeSpace fluff and gameplay, it can do some very, very impressive things: shielded warships all over the place, faster and gutsier fighter combat, way more species.

I particularly want to single out the armor system and the incredible diversity of the enemy types for commendation. In FreeSpace the relative tactical range is very limited because most of your opponents are fairly similar. In Wings of Dawn you get a fistful of different enemy types all with their own unique tactics and countertactics. It's remarkable.

There's nothing I know of, either released or in the works, that can match Wings of Dawn for sheer chutzpah and unfettered ambition. Spoon had the colossal testicular fortitude to tackle the creation of a brand new universe, and he pulled it off - with enviable flair and attention to detail.

It plays like a stylized, lighthearted hybrid between Master of Orion and Gradius. Download it and be impressed.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 22, 2010, 02:59:33 pm
You humble me with your words Battuta. Thanks man, your post had me grinning from ear to ear  :D
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on August 22, 2010, 03:02:29 pm
Oh and I should mention the creativity and flexibility in the mission design. There's some hilariously creative stuff in here.

Spoiler:
The asteroid run mission had me all excited, and I was playing it and thinking 'this mission would only be better if someone started firing beams in here.

AND THEN THERE WERE BEAMS
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 22, 2010, 03:16:34 pm
dwnloading!!!

Got 6 free hours to finish it.  :cool:
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 22, 2010, 03:18:47 pm
Aww. :(

Quote
Assert: bm_bitmaps[bitmapnum].handle == handle
File: bmpman.cpp
Line: 1103

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 208 bytes
<no module>! bm_get_type + 102 bytes
<no module>! main_hall_init + 549 bytes
<no module>! game_enter_state + 248 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 134 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 22, 2010, 03:23:26 pm
This looks very strange.
I think it's a texture error of an unusual kind, but I didn't encouncered it in WoD.
I've had that error before on a different mod, but I don't remember what exactly caused it.
EDIT: And post the log, please.
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 22, 2010, 03:33:19 pm
screen size?
not inf build?
Title: Re: RELEASE - Wings of Dawn
Post by: The E on August 22, 2010, 03:37:39 pm
screen size?
not inf build?

Wrong.

And wrong.

NGTM-1R: Please post a log, but please generate one with a debug_filter.cfg that has "+bmpman" in it.
Title: Re: RELEASE - Wings of Dawn
Post by: Ravenholme on August 22, 2010, 04:01:01 pm
Currently in a clan (VOLCBAT) game, sadly, but this was my response when I saw the release thread

Oh yessss (http://www.youtube.com/watch?v=VLnWf1sQkjY)
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 22, 2010, 04:23:01 pm
Any body know some magick tricks to speed up this mod? I never suspected Freespace to force me to upgrade my hardy.

I disable all mediavps gfx enhancements and nothing changes in matter of performance.
Title: Re: RELEASE - Wings of Dawn
Post by: MatthTheGeek on August 22, 2010, 04:32:25 pm
That thing is LAGGING
THE LIVING CRAP
OUTA ME.
WiH is less laggy, to be honest. And that means something.
Where did your LODs go ?
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 22, 2010, 04:33:24 pm
NGTM-1R: Please post a log, but please generate one with a debug_filter.cfg that has "+bmpman" in it.

I assume you intend to tell me where to find that since it's not immeditately obvious or anything.

I'd just dump the log I already have on you in retribution for useless instructions, but I know it's not generating a new one properly since the last line in it makes references to JAD.
Title: Re: RELEASE - Wings of Dawn
Post by: The E on August 22, 2010, 04:43:36 pm
Gods, sorry NGTM-1R. Create a new text file with the name "debug_filter.cfg" in your FS2\data directory. Then paste the following into it:

Code: [Select]
+General
+Bmpman

Then run the debug build.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 22, 2010, 04:52:34 pm
All right, here you go.

The main physical symptom is that debug builds simply crash trying to load the mainhall, whereas non-debug builds load a black screen. (I note that in a case of good design or simple luckiness, when that happens clicking anywhere results in the option to exit the game. Kudos to somebody.)

(I also note it may not be playing the full opening video anymore. Or is it supposed to skip the "SPPPOOOONNN!" part after the first time?)

[attachment deleted by ninja]
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 22, 2010, 04:55:11 pm
It plays like a stylized, lighthearted hybrid between Master of Orion and Gradius. Download it and be impressed.

So I'm not the only one around here who knows what Gradius is. I don't feel so lonely now. :D
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 22, 2010, 04:59:43 pm
I can`t shoot in third mission, this very annoying and inappropriate for space sim shooter.
You most do update.
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 22, 2010, 05:07:30 pm
It's supposed to be like that.
It's not like you have anything to shoot at in this mission.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on August 22, 2010, 05:08:04 pm
I can`t shoot in third mission, this very annoying and inappropriate for space sim shooter.
You most do update.


If I'm recalling this right, allowing the player to shoot on that mission could break it.
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 22, 2010, 05:09:33 pm
Thx Dragon. (dzięki. :>)
Title: Re: RELEASE - Wings of Dawn
Post by: The E on August 22, 2010, 05:10:09 pm
All right, here you go.

The main physical symptom is that debug builds simply crash trying to load the mainhall, whereas non-debug builds load a black screen. (I note that in a case of good design or simple luckiness, when that happens clicking anywhere results in the option to exit the game. Kudos to somebody.)

(I also note it may not be playing the full opening video anymore. Or is it supposed to skip the "SPPPOOOONNN!" part after the first time?)

Code: [Select]
Initializing OpenGL graphics device at 640x480 with 16-bit color...
This would be a problem. I'd recommend setting the resolution to 1024x768 at 32 bits of colour depth or higher.
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 22, 2010, 05:10:44 pm
Yes, if you play a mission in this where you can't shoot, it means there's nothing to shoot at. Relax and enjoy, kiddo.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 22, 2010, 05:13:55 pm
I can`t shoot in third mission, this very annoying and inappropriate for space sim shooter.
You most do update.


You can RAM STUFF though :D
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 22, 2010, 05:15:10 pm
This would be a problem. I'd recommend setting the resolution to 1024x768 at 32 bits of colour depth or higher.

Well that was noob thing of me to do.  :nervous: Appears fixed now. Detailed review pending.
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 22, 2010, 05:18:52 pm
Ramming works just good as always. I was asking because Crystal is so self important character so i like to blunt her a little bit. ;>

@AnderofDoom.

Gimme a break Teenager.
Title: Re: RELEASE - Wings of Dawn
Post by: 0rph3u5 on August 22, 2010, 05:19:03 pm
Credits for FoTG team, creator of Rain on Ribos, BTRL and Inferno team.

If hadn't had me interested already now you've me - just to learn how my work is related with this ;)
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 22, 2010, 05:26:46 pm
Ramming works just good as always. I was asking because Crystal is so self important character so i like to blunt her a little bit. ;>

She's a space elf, what would you expect? :P
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 22, 2010, 05:29:11 pm
I took a few missile models from Rain on Ribos.
It has plenty of interesting, although low poly models.
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 22, 2010, 05:33:10 pm
You can RAM STUFF though :D

****, I gotta test that!
Title: Re: RELEASE - Wings of Dawn
Post by: TParis on August 22, 2010, 06:10:01 pm
Downloading now. :)
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on August 22, 2010, 06:14:13 pm
Same thing here. :)
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 22, 2010, 06:24:45 pm
Strange thing happen.

Spoiler:
In mission where objective is protect task force from swarming bugs and droids in the end after jump im piloting different fighter and there is pseuo-plato named EUE Explorer. This should happen?
Title: Re: RELEASE - Wings of Dawn
Post by: 0rph3u5 on August 22, 2010, 06:29:22 pm
I took a few missile models from Rain on Ribos.
It has plenty of interesting, although low poly models.

Okay, I think it is not my campaign (http://www.hard-light.net/wiki/index.php/Rain_on_Ribos_4) you are talking about ... 'cause it didn't feature any models (up until the un-released 3.6.10-update version)...

but let's straighten that out some other time...
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 22, 2010, 06:36:03 pm
Ah, I'm terribly sorry, I shouldn't have wrote that so late at night.
It turns out that RR (name of mod folder from which I took these models) stands for Renegade Ressurgence, not Rain on Ribos (I had to look into ship table to find that out)  :).
I'll correct this mistake immidiately, it appears that Top Ace made it (though I'm not sure, he added a comment to ship table).
Title: Re: RELEASE - Wings of Dawn
Post by: X3N0-Life-Form on August 22, 2010, 06:49:29 pm
I think whatever you think of this mod, whether its awesome, good, but not great, or just plain trash, the fact that Spoon managed to get this thing started and done in just over a year is an achievement of its own right. Bravo Spoon. I can't wait to see what you make next. :)

/Completely Biased Beta Tester Comments

My thoughts exactly :)

Can't remember exactly when I started FREDing, nor when I decided to do my own campaign, but I'd say it was about a year & ½ ago & it's still far from being over (with a significant progress this summer though).

Can't wait to test your mod :P
Title: Re: RELEASE - Wings of Dawn
Post by: SypheDMar on August 22, 2010, 07:05:57 pm
In the Tech Description, there are still typos. :p Pretty fun so far, by the way. The conversations are really cheesy, but that's to be expected.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 22, 2010, 07:08:01 pm
Strange thing happen.

Spoiler:
In mission where objective is protect task force from swarming bugs and droids in the end after jump im piloting different fighter and there is pseuo-plato named EUE Explorer. This should happen?

Yep.
Keep playing.
It will all make sense~
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 22, 2010, 07:37:06 pm
Rage here.
Milkshake is useless when comes to splash some gunboats. She/he just leave me alone to fight hordes of bugs(fighters) with enormous lag, srsly there was no time to optimize bug models?
How i menage to win this mission without upgrading my rig or cheating? HLP going downfall for me.
Oldschool moders go for retirement and new generation have no respect for anything - optimalizaiton,immersion ... all i see is some cheeasy dialogues and and slideshow, some unnecessarly bling blings and more boom and zoom shi**...
Just like in modern hollywood movies. Damn it.

Edit

Changing priority to high in windows task manager give me slightly  better performance and mission seems to be easier now.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 22, 2010, 08:01:31 pm
This is going to be long so I've decided to split it into parts lest my thoughts escape. This covers up to the

Spoiler:
Start of the R&D Silvia Gauntlet mission
THE GOOD
Spoiler:
SPOOON!

I spotted your Itano pun.

MULTIPLE MISSILE TARGETS IN A SINGLE SALVO. WTFAWESOMESAUCE. If there had been nothing else in this spoilerbox sir, you would still have completely justified releasing this campaign in its current state just for that.

Excellent FREDwork over all. Particularly I note that even given different engage orders by the player you've managed to make the AI remember they're escorting something after they carry out the player's orders.

THE BAD
Spoiler:
It's not immediately clear both times you first play as a character just who the player character is.

Text screen delay is a little too short in early missions but gets better later on.

Capital ships with a shield need a graphical representation so I can tell what state their shields are in!

Could have used slightly more proofreading, but not much. Seems to improve the further into the campaign I get.

Some of the ship CB anis appear to have bad green-screen effects. They go see-through at certain angles in their rotation.

There barely even seems to be a point trying to evade Cordi ships in the usual way, and speed actually hurts you fighting them.

THE OMGWTFLOL
Spoiler:
So, uh, Mizuzu and Dawn don't seem to have pants on in the intro movie before pilot selection. We can see pretty low down after all. Just sayin'.

So I spotted When The Dragon Submerges and at least one other track from Gundam Wing. Still holding out for From Uncertainity To Impatience or Rhythm Emotion though.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 22, 2010, 08:05:21 pm
Rage here.
Milkshake is useless when comes to splash some gunboats. She/he just leave me alone to fight hordes of bugs(fighters) with enormous lag, srsly there was no time to optimize bug models?
How i menage to win this mission without upgrading my rig or cheating? HLP going downfall for me.
Oldschool moders go for retirement and new generation have no respect for anything - optimalizaiton,immersion ... all i see is some cheeasy dialogues and and slideshow, some unnecessarly bling blings and more boom and zoom shi**...
Just like in modern hollywood movies. Damn it.

Stop torrenting porn in the background or something. It runs fine on this computer and it's a four-year-old piece of crap on its last legs.
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 22, 2010, 08:14:41 pm
NGTM-1R
Ati?
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 22, 2010, 11:03:13 pm
NGTM-1R
Ati?

Yes.
Title: Re: RELEASE - Wings of Dawn
Post by: Scourge of Ages on August 22, 2010, 11:17:45 pm
OMGsweet! This is going to be awesome!
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 22, 2010, 11:30:26 pm
****, it's longer than I expected (probably because I spent 40min reading the tech descriptions and stuff).

Good work so far, only one little bug to report:

Spoiler:

mission inside the atmosphere where you need to get to the nav marker to help the escaping convoy.

I missed the deadline and I still got to progress in the campaign, check the campaign file.. the condition might be wrong.

Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 23, 2010, 12:00:18 am
Spoiler:

mission inside the atmosphere where you need to get to the nav marker to help the escaping convoy.

I missed the deadline and I still got to progress in the campaign, check the campaign file.. the condition might be wrong.


Strange, I think Spoon actually found that bug, or was it the one after it? Not sure.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 23, 2010, 05:10:00 am
In the Tech Description, there are still typos. :p Pretty fun so far, by the way. The conversations are really cheesy, but that's to be expected.
I'll play the "not a native speaker" card here and shift the blame completely on my proofreaders  :p
And cheesy dialogue, in my mod?! Impoooossible!

Rage here.
Milkshake is useless when comes to splash some gunboats. She/he just leave me alone to fight hordes of bugs(fighters) with enormous lag, srsly there was no time to optimize bug models?
How i menage to win this mission without upgrading my rig or cheating? HL-*more inane ranting.*

I'm sorry gramps. I know that back in the day you could play every game with a pentium 3. But if your rig cannot handle 900-1400 poly models in an asteroid field that uses retail asteroid models in 2010, you might want to consider upgrading  :p

****, it's longer than I expected (probably because I spent 40min reading the tech descriptions and stuff).

Good work so far, only one little bug to report:

Spoiler:

mission inside the atmosphere where you need to get to the nav marker to help the escaping convoy.

I missed the deadline and I still got to progress in the campaign, check the campaign file.. the condition might be wrong.
Thanks for your bug report. Yes I confirmed this, its a bad case of me forgetting to add a repeat link the campaign file. I have updated the WoD-Core file in the opening page. This should now be Fixed.

Not much spoiler going on here, so I'll just remove those tags :)
This is going to be long so I've decided to split it into parts lest my thoughts escape. This covers up to the

Spoiler:
Start of the R&D Silvia Gauntlet mission
THE GOOD

SPOOON!

I spotted your Itano pun.

MULTIPLE MISSILE TARGETS IN A SINGLE SALVO. WTFAWESOMESAUCE. If there had been nothing else in this spoilerbox sir, you would still have completely justified releasing this campaign in its current state just for that.

Excellent FREDwork over all. Particularly I note that even given different engage orders by the player you've managed to make the AI remember they're escorting something after they carry out the player's orders.
:D

Quote from: NGTM-1R
THE BAD

It's not immediately clear both times you first play as a character just who the player character is.

I agree. I came to realize this too late in the production process to make a change to it. I will learn from this mistake

Quote from: NGTM-1R
Text screen delay is a little too short in early missions but gets better later on.

Capital ships with a shield need a graphical representation so I can tell what state their shields are in!
(http://i36.tinypic.com/i3xl5l.png)
I know its small and not ideal but this little icon on your hud can tell your target capship's shield status.

Quote from: NGTM-1R
Could have used slightly more proofreading, but not much. Seems to improve the further into the campaign I get.

Some of the ship CB anis appear to have bad green-screen effects. They go see-through at certain angles in their rotation.

There barely even seems to be a point trying to evade Cordi ships in the usual way, and speed actually hurts you fighting them.
I know what you mean about the CB anis you speak of. Its a case of me using a batch command thingy in photoshop to process all the indiviual images. It took forever even with the automated process. So I decided to just shrug and roll with this effect, because editing all those frames by hand would mean a release in 2011  :blah:

Quote
THE OMGWTFLOL
So, uh, Mizuzu and Dawn don't seem to have pants on in the intro movie before pilot selection. We can see pretty low down after all. Just sayin'.

So I spotted When The Dragon Submerges and at least one other track from Gundam Wing. Still holding out for From Uncertainity To Impatience or Rhythm Emotion though.
Strike witches taught me that pants are optional (but no, rest assured they are still wearing pants :p )
And hate to disappoint but Rhythm Emotion and From Uncertainity To Impatience have not been used
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 23, 2010, 05:30:11 am
My rig can handle better looking games with more pollys, so cut the crap and start optimalization  :P
Besides even when i turn off completly mediavps features, performance do not get any better.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 23, 2010, 05:36:26 am
How heavy is "Der Hauptfeldzug von FreeSpace 2" ("Main Freespace 2 Camapign" in german) armor?

There seem to be some minor conflicts with a german version of FS2 I guess  :lol:

[attachment deleted by ninja]
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 23, 2010, 05:46:41 am
Spoon must have used some high number at the end of this line instead of -1, I didn't spotted it, because I have english version.
WoD wasn't tested with german version of FS.
It should be patched, so all custom descriptions will have -1 as a line indicator.
This should prevent such problems.
Also, I think that animated textures used by WoD are the main cause of slowdowns.
I think that it'd be best to do both graphical upgrade and downgrade packs, so WoD will be more customizable.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 23, 2010, 06:15:57 am
How heavy is "Der Hauptfeldzug von FreeSpace 2" ("Main Freespace 2 Camapign" in german) armor?

There seem to be some minor conflicts with a german version of FS2 I guess  :lol:
Hmmm, if I were to venture a guess, I'd say it to be between medium and very heavy  :p

Spoon must have used some high number at the end of this line instead of -1, I didn't spotted it, because I have english version.
Also, I think that animated textures used by WoD are the main cause of slowdowns.
Only Spoon didn't. You can check for yourself, there is a nice little -1 right there.
This issues is out of my control, I don't have a german version and I did all I could to make it compatible.
And oh yes, surely. These 6 frame 128^ animated glowmaps must be the cau-  wat  :sigh:
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 23, 2010, 06:29:09 am
Terribly sorry for this whole performance whining issue. Problem was on my side and this problem was too "over" overclocked GPU on direct 3d never had problem with this,but when comes to opengl and Freespace as it is now this was crucial for performance downfall.  Again sorry  :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 23, 2010, 06:31:16 am
Just checked, there really is a "-1" there.
I don't know what happened then, this was the only possible cause I knew about.
So, I have no idea how "Heavy Reflective" (or "Heavy" if it was the atmospheric mission) could change into "Der Hauptfeldzug von FreeSpace 2".
TBH, I prefer playing english version of FS.
Title: Re: RELEASE - Wings of Dawn
Post by: robot_house on August 23, 2010, 06:33:23 am
Wow..it's so anime-ish...hahaha...not that there's anything wrong with that. :) It seems like a lot of work went into this campaign, what with the attention to little details and such. I especially enjoyed reading the tech descriptions. I can appreciate someone taking the time to write all new ones from scratch, not to mention the character profiles for each character and system descriptions for each system. I make it a point to read extra info like that in any game I play. 

Btw what is the name of the song played during the main screen? Lol it's stuck in my head now after listening to it loop over and over again while reading the tech descriptions. I think it should be the one called mainhall.ogg. Not sure which one it is though, probably 1 or 2.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 23, 2010, 07:03:17 am
utops, apology accepted  :p

Wow..it's so anime-ish...hahaha...not that there's anything wrong with that. :) It seems like a lot of work went into this campaign, what with the attention to little details and such. I especially enjoyed reading the tech descriptions. I can appreciate someone taking the time to write all new ones from scratch, not to mention the character profiles for each character and system descriptions for each system. I make it a point to read extra info like that in any game I play. 

Btw what is the name of the song played during the main screen? Lol it's stuck in my head now after listening to it loop over and over again while reading the tech descriptions. I think it should be the one called mainhall.ogg. Not sure which one it is though, probably 1 or 2.
Glad to hear I didn't write all that stuff for nothing 
Too bad I don't have the level 85 writing skills that Battuta has though, I hope it wasn't too much of a pain to read it :p

The first mainhall track is from the Dancouga nova OST1, Headquarters. The second mainhall track is the instrumental version of Crystal energy (the second OP from Mai Otome), I hacked that one up a bit.
Title: Re: RELEASE - Wings of Dawn
Post by: ReeNoiP on August 23, 2010, 07:26:36 am
Spoiler:
Just finished escorting the convoy in low orbit/atmosphere. Nice attention to detail with figuring out what the helmet is for  :P. So far I love it, especially the weapons, music and fast gameplay (seeing 12 fighters in a wing is pretty scary when you are used to 4).

Also very nice work on the head anis. Did you do all the art yourself?
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 23, 2010, 07:57:26 am
I do say Spoon this is a quality product.
Title: Re: RELEASE - Wings of Dawn
Post by: BustRobot on August 23, 2010, 08:21:44 am
First off, let me say well done on creating a very good campaign. It was immersive, well thought out, and the missions were excellent all around. One thing I've found with a number of mods for Freespace - based on said Universe or not - is that they try to go for a feeling of dread or scale but don't quite manage it. This, on the other hand, really does, particularly in the scale/epic department. Besides that, as a massive weaboo myself, I liked the animu feel of things.

You've created a Universe and done it well.

The only issues I do have are somewhat minor. First off is the civillian ships. Most likely a far lower priority than warships, I admit, but seeing these brand new ships designs, and later finding stock FS ships for the civillians spoilt the illusion just a little, if only because they are easily recognizeable as FS ships.
My only other real issue was in the final mission.
Spoiler:
While an excellent mission, flying an Aestival - a jerky ship with a lot of acceleration to say the least - through the bowls of a massive mothership wasn't the most enjoyable experience. I kept turning too far, crashing into walls, etc. It would've been nice to do the mission without those problems.

Also, nice touch with the LSF Rance. That had me laughing my ass off! "Gahahahahahaha! Advance!"
When do we get to see Rance using his Hyper Weapon on the Cordi Queen?

I have only one question: Would you mind providing the soundtrack for download? I wouldn't mind having it on my Winamp.  ;)
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 23, 2010, 08:23:07 am
God damn Cordi ships are demonic spiders. D:




I didn't get a cameo. I guess I wasn't cool enough. :(






So four tries in and I still can't get past the first mission with the Zy fighters. It's frustrating how I've had absolutely zero problem with any of the other missions until this one which just seems to get me every time.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 23, 2010, 11:13:51 am
Quote
TBH, I prefer playing english version of FS.
So do I, but better german than not at all. At least I got the english voice files, though the written texts are still german (finally no more "your stu_fs2.vp has the wrong number of files, so it must be corrupted" ;) ).
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 23, 2010, 11:15:33 am
Ask somebody for english Strings.tbl.
I got it from "Twilight" mod (it's a nice mod, unrelated to that Twilight).
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 23, 2010, 12:02:19 pm
God damn Cordi ships are demonic spiders. D:

I didn't get a cameo. I guess I wasn't cool enough. :(

So four tries in and I still can't get past the first mission with the Zy fighters. It's frustrating how I've had absolutely zero problem with any of the other missions until this one which just seems to get me every time.
Orly? (http://i38.tinypic.com/200r89f.png)
In M16, stay close to the fleet. Don't let yourself get lured into the open.

Also very nice work on the head anis. Did you do all the art yourself?
Yes, and I still have much to learn/practice  :p

First off, let me say well done on creating a very good campaign. It was immersive, well thought out, and the missions were excellent all around. One thing I've found with a number of mods for Freespace - based on said Universe or not - is that they try to go for a feeling of dread or scale but don't quite manage it. This, on the other hand, really does, particularly in the scale/epic department. Besides that, as a massive weaboo myself, I liked the animu feel of things.

You've created a Universe and done it well.
Great to hear, Thanks  :D

The only issues I do have are somewhat minor. First off is the civillian ships. Most likely a far lower priority than warships, I admit, but seeing these brand new ships designs, and later finding stock FS ships for the civillians spoilt the illusion just a little, if only because they are easily recognizeable as FS ships.
My only other real issue was in the final mission.
Spoiler:
While an excellent mission, flying an Aestival - a jerky ship with a lot of acceleration to say the least - through the bowls of a massive mothership wasn't the most enjoyable experience. I kept turning too far, crashing into walls, etc. It would've been nice to do the mission without those problems.
I understand that. Its just that after creating 20+ ships all by myself I couldn't get myself to model ships that would only appear in one mission. :(
You'll have to forgive my lazyiness.
I was personally afraid that the last mission was a bit on the easy side (I'm a mouse/keyboard user myself). I guess I was wrong. Sorry about that o:

Also, nice touch with the LSF Rance. That had me laughing my ass off! "Gahahahahahaha! Advance!"
When do we get to see Rance using his Hyper Weapon on the Cordi Queen?
Glorious  :D
I honestly expected nobody on HLP would get it. +10 internet points (dont spend it all in one place) for you my dear sir.

I have only one question: Would you mind providing the soundtrack for download? I wouldn't mind having it on my Winamp.  ;)
You already have all those tracks on your pc, you can extract them from the .vp with http://www.hard-light.net/wiki/index.php/Category:Tools a vp viewer tool. I'd point you to other sites with the soundtracks and say a naughty word starting with a T but then Fury might get angry at me  :p

Norbert, see attachment

[attachment deleted by ninja]
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 23, 2010, 01:28:58 pm
SPOOOON!

What the hell is with your fascination with all-aspect enemies dammit!  :hopping:
Title: Re: RELEASE - Wings of Dawn
Post by: PeterX on August 23, 2010, 01:30:09 pm
It another universe a ´fully new(old) thing  :p :yes:
The first 3 missions i played are running perfect,for more i´d not more time. Prepairing for night shift  :hopping:

Peter
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 23, 2010, 01:38:46 pm
SPOOOON!

What the hell is with your fascination with all-aspect enemies dammit!  :hopping:
I'm not quite sure I follow, all aspect what? Missiles?

@PeterX, I hope you'll enjoy it :)
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on August 23, 2010, 01:40:03 pm
Okay, I finished your campaign, and I feel I should quote the good General on how I feel:
Quote from: General Battuta
AND
I
JIZZED
IN
MY PANTS
I didn't really jizz in my pants, but almost.

I have two requests:

1. Sequel!

2. That picture Tempest drew involving Crystal in a schoolgirl uniform and a Cordi Warrior. ;7
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 23, 2010, 01:51:10 pm
Many thanks for the String.tbl  <3
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 23, 2010, 02:34:25 pm
I'm not quite sure I follow, all aspect what? Missiles?

@PeterX, I hope you'll enjoy it :)

Mainly, I'm getting really sick of opponents who are not unable to hurt me when I'm in their aft arc. :P
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 23, 2010, 02:56:41 pm
Mainly, I'm getting really sick of opponents who are not unable to hurt me when I'm in their aft arc. :P
Heh  (:<

Many thanks for the String.tbl  <3
No problemo

Okay, I finished your campaign, and I feel I should quote the good General on how I feel:
Quote from: General Battuta
AND
I
JIZZED
IN
MY PANTS
I didn't really jizz in my pants, but almost.

I have two requests:

1. Sequel!

2. That picture Tempest drew involving Crystal in a schoolgirl uniform and a Cordi Warrior. ;7
Awesome, glad you liked it  :D
1. Might take some time
2. That picture is drifting somewhere in space, you could ask Tempest to draw you a new one but that might cost you money  :p

Title: Re: RELEASE - Wings of Dawn
Post by: 0rph3u5 on August 23, 2010, 04:12:45 pm
After I finished the campaign this afternoon, I've to say that was a whole lot of fun and it is well made (though not entirely my stiyle)... :yes:

I'm looking forward to see a sequel (indeed there is a plot line growing in my mind for that but nevermind me)...

BTW your new universe has me tempted to introduce this community to "Teufelsmond"... maybe I'll do...
Title: Re: RELEASE - Wings of Dawn
Post by: Ravenholme on August 23, 2010, 06:06:13 pm
Oh yes, I've already said what I think on IRC.

But to reiterate - this is an amazing piece of work easily in my top 5 mods/campaigns for Freespace 2. Absolutely brilliant atmosphere and gameplay, and truly sets itself apart from the FS2 verse.

I want to see a sequel :D

(Oh, and I love that I got a cameo :D)
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 23, 2010, 07:17:07 pm
From
Spoiler:
The start of the R&D set to the end of the Cordi missions

THE GOOD

Spoiler:
The Ray3-E is probably the only time I've ever taken a lighter over a heavier version of an existing fighter. It feels like the Perseus, which might have something to do with that.

So we finally see the Challenger fire a beam cannon, and it is indeed awesome, proving every bit as cool as their vaguely Zentraedi look says it should.

The screenname change sequence at first appeared to be a bug, then I realized what was going on. :P

Infi is made of SOLID METAL AWESOME. Having always been a heavy fighter/bomber pilot at heart, strapping into a ship that more or less amounts to a mini-Sathanas is a hell of a lot of fun. Also, dynamically zero'd semi-tracking primaries. I remember when the SCP team told me you couldn't do either of those.

Cutscene isn't bad.

THE BAD
Spoiler:
There are a few times I want to reach into the screen and slap someone for hitting one of the anime cliches like they're in a Rumiko Takahashi work.

My wingmen are a bunch of wankers, as after the HLP squadron leaves me a perfect number of targets for a disable attempt with some backup plans, the wingmen contribute directly to me failing the mission several times because they don't know what they're doing and blow the crap out of the remaining Cordi ships!

Aestivals are difficult or impossible to control with the keyboard because of their responsiveness. I had to switch to mouse to shoot people effectively and use keyboard for gross manuvering.

I'm pretty sure I missed a loading screen because the mission loaded rapidly. I have no idea who was in it except for being a non-main-character-girl.

THE OMGWTFLOL

Spoiler:
Nordera ships seem to have very low MOI values and are easily pushed around by the player's weapons, particularly when attacked from above or below. I would have expected them to be fairly massive and hard to knock around given what's been said about them.

Extreme Malevolent Peril is the actual name of a mission. wtf

A Cordi Soldier and a Cordi Warrior with a heart between them for a loading screen. Double wtf

Nordera: the Orkyest FreeSpace race yet. I'm honestly surprised none of them busts out a WAAAAAAAAAGGGGGGGHHHHH at some point.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 23, 2010, 07:29:28 pm
Finished.
Spoiler:
Let's get the bad things out of the way first. The mission were you test the Prometheus Frame in a planetary blockade mission crashed twice on me. Then I tried to run it in a Debug build, but got no crash (though the 4 FPS shown on screen were wrong.... 4 SPF - Seconds per Frame - would be more fitting). Anyway after that I tried it again with normal build and it worked :wtf:
And now the last mission.... that was a bit too hard for my taste. Guns everywhere and neither shield nor hullregeneration (according to the techroom, that ships hull should regenerate). But despite a lot of cursing and at least 7 tries !!on very easy!! I finally made it.

Spoiler:
In the first two missions I had an "identity crisis". Okay alpha one is this name, alpha two is that... so which one am I? I played through mission two without knowing who I am playing as... only noticed that I'm playing Misuzu (most of the time anyway) in mission three. Would be nice to change the dialogue of the first two briefings in a way that you can read out of the text who you are, without having to check the ship selection screen for the only ship you can change.

Apart from that I only noticed a few grammer mistakes (no spelling mistakes sprung into my eye). Once I do another playthrough, I'll collect them and post them if you'd like.

And that's it. No more bad things, which is pretty amazing for a one-man-show like this. Apart from the mission mentioned before I had no performance problems.

Now to the good things :)
This mod is a gem. It made a lot of fun to play it. And it managed to set up a very desperate atmosphere, but always with a glimmer of hope on the horizon and a bit of humor to lift the spirit.
Spoiler:
The little "hacking" in mission two was hilarious, as were the joke about the red crystal ships not being faster and the Hard Light squadron :lol:
And I think I'm in love with the Ray MK III-E . That it has only one primary bank hurts a bit, as does the missing gliding, but I still love it. Keep your stupid Kaze, just gimme my custom Ray :D I think I like it even a little more than the Kentauri from WiH.
I also liked the crystal beings a lot (though their name doesn't seem to stick in my mind. I read it and forget it almost immediately). Translucent ships with free floating spheres as turrets. That's definately something I havn't seen before in FreeSpace.
And flying inside the shields to blow, whatever is below it, up is just great!

A mod I can definately recommend to others.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 23, 2010, 07:40:56 pm
The Aestival's hull does regenerate, but it does so slowly enough that it's not going to tank fire. You have to get out of the way and let it regen.

Spoiler:
The trick to the last mission is remember that you can reverse-thrust almost as fast as you can forward. Keep yourself moving back and forth to mess with the guns, but you don't have to come off-target to do it.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 23, 2010, 08:05:38 pm
And now, to the end.

THE GOOD

Spoiler:
Did I mention Infi was awesome? It's true.

THE BAD

Spoiler:
SPOOOOON! YOU BROKE INFI!

I have now offically concluded that missiles are useless in this mod.

The last real Infi mission is either betraying a problem with the Ravager's model or Infi's zeroing, as at ranges under six hundred meters they cannot be hit with Infi's guns.

The player starts the final mission of the mod heading towards a collision with the side of the GA's hanger.

The end cutscene ships did weird tumbles before entering subspace.

THE OMGWTFLOL

Spoiler:
Dragon Slave. I c wut u did thar. (Though like all other missiles it's basically useless.) I also c wut u did thar with Infi's teleporter.

The first cutscene for the flagship assault had the anti-fleet turret firing about 120 degrees off-axis from where it was pointed.

I figured Mobile Doll's Eyes would be too good to pass up if something like that happened. :P

Oh hey, Challengers have doors for their guns. I would never have known that if not for the cutscene before the Guardian Angel warps in.
Title: Re: RELEASE - Wings of Dawn
Post by: Dark RevenantX on August 23, 2010, 09:00:10 pm
Lol'd at the LSF Rance.

Also: DarkRevenant has been killed by Axem.  :mad: :hopping:

More: And that Star Control II Orz chatter by the motherships...
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 24, 2010, 12:55:27 am
Spoiler:
Where are your crack pairings, Nightmare? =o
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 24, 2010, 01:00:00 am
Spoiler:
Where are your crack pairings, Nightmare? =o

Oh yeah.

Let's open with the obvious ones: Dawn x Infi, Cordi Queen x Crystal

Then we move on to "wait they never shared a exchanged line but het is ew": Justice x Scar
(Oh god I've tainted myself. I will now self-terminate in shame.)

And for the finale of this Crack Pairings Theatre, the completely out the bloody window: Crystal's Aesti x Cordi Queen
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 24, 2010, 01:23:20 am
My reactions:
Intro: is this Galaxy Angel?
Couple of missions in: this is Galaxy Angel!
Spoiler:
Dawn is rediscovered
: is this Blue Planet?
Spoiler:
New races aplenty!
: this is Blue Planet!
Pilots' Tech Room entries: scratch everything, this is Strike Witches!

Overall: it was awesome! The ship design was really nice, and the effects were eyegasms. Comedy aplenty, and I like that.

My only quarrels against Wings of Dawn were:
The Pilots' Tech Room entries don't have art for the characters that have images. I don't really want to go through the loading screens to take a look (but I can always open the .vps, right?)
Spoiler:
The Flagship navigation mission was a bit tedious
'What are you watching, Jellyfish?' asked my sister during one of the most 'revealing' loading screens. But that was totally my fault.
Title: Re: RELEASE - Wings of Dawn
Post by: CommanderDJ on August 24, 2010, 04:15:31 am
I haven't even finished it, but the universe you've created is amazing! It's a nice contrast to FS's no-nonsense mood, really lightens it up a bit. I can see why you called the strike force "happy go lucky", coz they really show it! The characters are really good, and also
Spoiler:
it's a nice change to be fighting tons of other species as opposed to just one!

Brilliant work!
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 24, 2010, 04:55:15 am
Quote
Spoiler:
The trick to the last mission is remember that you can reverse-thrust almost as fast as you can forward. Keep yourself moving back and forth to mess with the guns, but you don't have to come off-target to do it.
Spoiler:
Once inside the generator room there's no problem, though I used the lateral thrusters at least as much as going back and forward. What cost me a lot of health was flying through that narrow twisting tunnel.
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 24, 2010, 05:37:10 am
Just finished it. Super awesome.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 24, 2010, 10:45:00 am
Reading these reviews makes me a happy camper and makes it feel that all that time and effort has not gone to waste
Thanks everyone  :D

And to adress a few things:
Quote from: NGTM-1R
Nordera ships seem to have very low MOI values and are easily pushed around by the player's weapons, particularly when attacked from above or below. I would have expected them to be fairly massive and hard to knock around given what's been said about them.
It's mostly the VX-153 primary and the HEDR-3 secondary that can push opponents around. I can't say I really noticed other weapons being able to push Nordera fighters around.

Quote from: NGTM-1R
Spoiler:
The first cutscene for the flagship assault had the anti-fleet turret firing about 120 degrees off-axis from where it was pointed.
Its an oddity that happens on occasions. I dont know whats causing it exactly, some times it points correctly, some times its off.

Quote from: NGTM-1R
Spoiler:
The end cutscene ships did weird tumbles before entering subspace.
How is this a bad thing? I thought it looked quite funny  :p

Quote from: Jellyfish
Pilots' Tech Room entries: scratch everything, this is Strike Witches!
You found me out  o:

Quote from: Jellyfish
'What are you watching, Jellyfish?' asked my sister during one of the most 'revealing' loading screens. But that was totally my fault.
  :lol:

More: And that Star Control II Orz chatter by the motherships...
Star Controll has been a major inspiration for me, I couldn't resist doing a bit of Orz there :p

Quote from: -Norbert-
Let's get the bad things out of the way first. The mission were you test the Prometheus Frame in a planetary blockade mission crashed twice on me. Then I tried to run it in a Debug build, but got no crash (though the 4 FPS shown on screen were wrong.... 4 SPF - Seconds per Frame - would be more fitting). Anyway after that I tried it again with normal build and it worked
That's odd. But good that it worked out eventually.
Title: Re: RELEASE - Wings of Dawn
Post by: utops on August 24, 2010, 12:54:45 pm
Read this too.


I like it, despite my early problems and hate toward anime cliché i digest it with joy.
Can wait for sequel and more soft and big breasts~
and awww you made me reinstall my old favorite game: Shogo:MAD
Thx ^_^

Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 24, 2010, 06:35:28 pm
Quote from: NGTM-1R
Spoiler:
The last real Infi mission is either betraying a problem with the Ravager's model or Infi's zeroing, as at ranges under six hundred meters they cannot be hit with Infi's guns.
Spoiler:
Forgot to reply to this. The Ravager model is mostly fine. The shots miss at close range because the prometheus frame is quite large. when a smaller fighter gets up close and personal, its simply out of the firing arc of the gunpoints.


It's good to hear that even someone with a dislike for anime can like WoD, utops :)
Title: Re: RELEASE - Wings of Dawn
Post by: ssmit132 on August 24, 2010, 08:07:30 pm
Quite enjoying this campaign, you've done an excellent job here Spoon.

More: And that Star Control II Orz chatter by the motherships...
Star Controll has been a major inspiration for me, I couldn't resist doing a bit of Orz there :p
I noticed a lot of homages to Star Control, I especially liked that you put some of the music remixes in there.
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on August 25, 2010, 01:26:16 pm
What is up with Life of a Test Pilot A? So far on this mod the only times where frames are affected are the immensely large battles, but in this mission I'm doing absolutely nothing and I'm getting five frames, and if the framerate does go up and I switch windows, it goes back to five frames, which is something that has never happened to me on any other mod, or Vanilla / Retail.

Could be the nebula bloom, does have an awful lot of nebulae scattered about.

Otherwise, I'm having fun with it.
Title: Re: RELEASE - Wings of Dawn
Post by: Dr. Pwnguin on August 25, 2010, 06:47:14 pm
Gave me a perfect excuse to use the new Twin-fan cooling thing for my laptop, nice work :)
Title: Re: RELEASE - Wings of Dawn
Post by: asyikarea51 on August 26, 2010, 05:37:02 am
No in-depth-review-just-random-points-down turned in-depth review somewhat, again I couldn't be bothered to play on any hard difficulty. Yes yes it probably looks like another diatribe, I know, I'm sorry. :(

Despite the happy-go-lucky nature of the characters and the usual anime things played out (I didn't even know who the main character was until 3-4 missions in, not even a name), towards the end game everything still went back to FS-style dead-serious attitude resulting in... a bit of emotional clash :doubt:

At that point the only thing I found worth doing was just destroying killing things to the point where the
Spoiler:
last mission in the maze
simply became an annoyance. Maybe my attention span is not as long as I thought it was...

I mean, come on, there is all this "ohohohohoho wheee let's blow **** stuff up (read: one mission had "****ers" in it while another cut back on profanity and it kinda felt unnatural, but I won't nitpick that :nervous:) and then party without a formal debriefing =3 XD lol all them emotes yipee TEXTING!!!" and then "omg while we were partying enjoying life otaku mecha toys fandom and people giving out free
Spoiler:
railguns but no paycheck

for the next birthday party involving another 50 enemy kills, nth fleet next door was totally raeped 30 seconds ago today by x alien race we lost 999,999,999,999,999 down all hands zomg commence planetary evacuation now we're so gonna hit back now etc hey look someone wants an alliance"... my reaction was just:

"WTFLOL"
(my lol does NOT equal fail)

Moving on, I felt that some of equipment is almost borderline cheating even for a new universe while other things were downright useless... but would I have it another way? Don't know, and doubt it. Someone did say the player missiles bordered on useless, that I can agree, somehow it's the AI that gets to score hits this time around. And then there was a fighter which practically plays to Loki fanboys even though the firepower sucks - I had more fun flying it than I did trying to fly that pod-racer thing in Blue Planet, although part of the reason is the complex controls of FS overall. Kudos to weapon variety too, but I find it strange - this mod has more types of weapons, yet I really only used two or three guns IIRC.

Mixed reaction to missions lasting up to ten minutes, but at least things didn't lag hard, and apart from some bad flying at least the lower difficulty levels are survivable. There was one mission I forgot which, I got drawn out nearly 8km and I didn't realise it until I had something to the tune of 15-20 frickin weird objects aiming down at me while EVERYONE was camping back at home waiting for ?SOMETHING? to happen... WTF DAMMIT!!! BOOST BOOST BOOST RUN!!!! (oh btw the afterburner sound is nice) :lol: :nervous:

Spoiler:
Time travel plot was interesting but I'm not going to comment on that. And there was one tech entry that drove me up the wall, but I won't say which one.

One last thing, the mission in which you
Spoiler:
crash the imba fighter gunship into the back of the red alien arse (oh btw variable gun convergence was working already? Wow am I slow :lol:)
I wasn't too fond of the button choices but again this is probably an engine limit... nothing else you can really do aside from simply pressing the correct binded buttons.

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

Still a fun romp overall, and even with all my ranting above I wouldn't really ask for anything changed. Besides, if whatever I tried turned out the same cheesy way as this, wouldn't things then turn out to be hypocritical?

And some cbanis for Dawn and Crystal remind me of two characters from somewhere... and I think I lost music halfway through the campaign like I did in Blue Planet WiH... also, does the Axem avatar always chase the player? :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: Ravenholme on August 26, 2010, 05:46:30 am
No in-depth-review-just-random-points-down turned in-depth review somewhat, again I couldn't be bothered to play on any hard difficulty. Yes yes it probably looks like another diatribe, I know, I'm sorry. :(

Despite the happy-go-lucky nature of the characters and the usual anime things played out (I didn't even know who the main character was until 3-4 missions in, not even a name), towards the end game everything still went back to FS-style dead-serious attitude resulting in... a bit of emotional clash :doubt:

At that point the only thing I found worth doing was just destroying killing things to the point where the
Spoiler:
last mission in the maze
simply became an annoyance. Maybe my attention span is not as long as I thought it was...

I mean, come on, there is all this "ohohohohoho wheee let's blow **** stuff up (read: one mission had "****ers" in it while another cut back on profanity and it kinda felt unnatural, but I won't nitpick that :nervous:) and then party without a formal debriefing =3 XD lol all them emotes yipee TEXTING!!!" and then "omg while we were partying enjoying life otaku mecha toys fandom and people giving out free
Spoiler:
railguns but no paycheck

for the next birthday party involving another 50 enemy kills, nth fleet next door was totally raeped 30 seconds ago today by x alien race we lost 999,999,999,999,999 down all hands zomg commence planetary evacuation now we're so gonna hit back now

To be fair, that's very much an anime thing. Careening between light-hearted happy-go-lucky and crashing occasionally into dead, super seriousness. The point being that things are so bad it's even damped down on their usually high spirits.
Title: Re: RELEASE - Wings of Dawn
Post by: Shivan Hunter on August 26, 2010, 08:27:07 pm
[21:25:02] * Spoon checks HLP again
[21:25:08] <Spoon> *still no new posts*
[21:25:12] <Spoon> come on now...
[21:25:17] <@Axem> for what
[21:25:37] <Spoon> my release thread of course, this is getting more then just a bit depressing

Here is a new post.
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 26, 2010, 08:36:17 pm
WoD-visual

Interface

Crystal steam.jpg
Dawn&misuzu.jpg

Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 26, 2010, 08:55:48 pm
You forgot M22-2
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 26, 2010, 08:58:39 pm
The one that loads so fast its basically a secret image? XD
I would have sworn that spoon put it there to encourage people to look through the interface and find the other two.
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 26, 2010, 09:24:07 pm
SILENCE, YOUS! They must not find Spoonz Sekret Stash (tm) !
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on August 26, 2010, 09:30:41 pm
I already looked. :nervous:

Yum. ;7
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 26, 2010, 10:16:19 pm
The one that loads so fast its basically a secret image? XD
I would have sworn that spoon put it there to encourage people to look through the interface and find the other two.

I have to agree, since the only thing I actually had time to see and realize what I was looking at in that image was pink hair. :P

(I was holding out for a Signum expy. :()
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 26, 2010, 11:58:28 pm
Just finished it, and I loved it.

Want more tentacles for the next release  :p

Spoiler:
fuc***ng cordi, they just got their queen back and made nothing in the final mission...
 I was expecting to see at least a swarm of soldiers as a back up!
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 27, 2010, 12:02:39 am
Spoiler:
fuc***ng cordi, they just got their queen back and made nothing in the final mission...
 I was expecting to see at least a swarm of soldiers as a back up!
Spoiler:
Yeah. I thought the exact same thing. In fact they were such little help that I think I'd have been happier blowing them up.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 27, 2010, 03:52:55 am
Spoiler:
But it was explained in-game that they would open up another frontline. With the enemies between their own and the LSF systems it makes a lot of sense for them to fight elsewere.
What I'd have liked to see is a small detatchment of the CSA coming to help. I know they couldn't send a fleet because they were attacked themselfs, but a few ships would have been nice.
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 27, 2010, 04:10:16 am
Spoiler:
Yeah, where was the CSA anyway? Sitting back home doing a whole load of nothing while good Terran soldiers were dying.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 27, 2010, 07:26:06 am
Spoiler:
At first they were gathering volunteers and preparing to intervene (according to their law, only selfdefense is madatory. Defense of allies and offensives are strickly voluntary).
But before they got their lazy asses in gear they were attacked themselfs. And again a stupid law of theirs kicked in. This one stating that, if they are attacked, the whole military must go on the defensive, including those that wanted to go help the LSF.
Though I'd still have liked to see a small group of CSA ships ignore that stupid law and help out on the LSF front.
Title: Re: RELEASE - Wings of Dawn
Post by: Ravenholme on August 27, 2010, 07:48:50 am
Spoiler:
At first they were gathering volunteers and preparing to intervene (according to their law, only selfdefense is madatory. Defense of allies and offensives are strickly voluntary).
But before they got their lazy asses in gear they were attacked themselfs. And again a stupid law of theirs kicked in. This one stating that, if they are attacked, the whole military must go on the defensive, including those that wanted to go help the LSF.
Though I'd still have liked to see a small group of CSA ships ignore that stupid law and help out on the LSF front.

Crystal and Luna were doing exactly that, though.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 27, 2010, 08:05:20 am
They are part of the JGASF, not the CSA, so that law most likely doesn't apply to them. Matter like that might even have been the reason why it took so long for the Humans and Cyrva to negotiate untill they finallty created the joint academy in the first place.
Title: Re: RELEASE - Wings of Dawn
Post by: Ravenholme on August 27, 2010, 08:51:20 am
They are part of the JGASF, not the CSA, so that law most likely doesn't apply to them. Matter like that might even have been the reason why it took so long for the Humans and Cyrva to negotiate untill they finallty created the joint academy in the first place.

They graduated from a joint Terran-Cyrvan academy, but as with most projects, their rank is probably still held in the CSA, just translated into it's Terran equivalent.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 27, 2010, 10:56:15 am
(http://a.imageshack.us/img3/7360/isaohplease.png)
"Oh please.
First you Terrans have the nerve to reject our rule and guidance. And then only a few years later you mongrels find yourself in exactly the situation we were going to protect you from. And to whom do they start pleading for help when they can't win?

Tsk Tsk, How ungraceful."
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 27, 2010, 11:38:29 am
haha nice :D
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on August 27, 2010, 11:39:37 am
lol service ribbon hairclips.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 27, 2010, 11:42:37 am
Crystal steam.jpg
Dawn&misuzu.jpg

I swear one of these was the 'what are you watching, Jellyfish?' image.

lol service ribbon hairclips.
They sure are creative with their medals. Why wearing them on your chest or stashing them in some box when they make awesome hair decos?
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 27, 2010, 11:43:35 am
(http://a.imageshack.us/img3/7360/isaohplease.png)
"Oh please.
First you Terrans have the nerve to reject our rule and guidance. And then only a few years later you mongrels find yourself in exactly the situation we were going to protect you from. And to whom do they start pleading for help when they can't win?

Tsk Tsk, How ungraceful."
/me develops a deep loathing of Cyrvans.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 27, 2010, 11:46:35 am
There is a reason they're called Space Elves.

They certainly have the elfy insufferablity down.
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on August 27, 2010, 11:50:58 am
They sure are creative with their medals. Why wearing them on your chest or stashing them in some box when they make awesome hair decos?
Sure, but I'd imagine that keeping them nice and even for that inspection would be a real pain in the ass. ;)
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on August 27, 2010, 12:07:29 pm
I started playing it today. I need some rest between massive FRED sprees. :)

I have a potentially redundant question: why you kept FreeSpace speeds? IMHO it would have been much more exciting with higher speeds (as seen in Sushi's mod). :)
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 27, 2010, 12:09:31 pm
I have a potentially redundant question: why you kept FreeSpace speeds? IMHO it would have been much more exciting with higher speeds (as seen in Sushi's mod). :)
Stylistic choice I guess.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 27, 2010, 12:22:20 pm
Well, the speed already feels higher, at least at the beginning.
Cordi fighters are damn hard to hit before you get used to it.
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 27, 2010, 12:29:22 pm
Well, I enjoyed it the way it was, so I'm perfectly fine with the FreeSpace speeds.

So, Mobius, if you like high speeds, then you should be excited about Stellar Assault FSO...whenever that will come out.[/shamelessplug]
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on August 27, 2010, 12:36:05 pm
I think high speeds would have made dogfights much more exciting. :)
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on August 27, 2010, 02:28:15 pm
I think high speeds would have made dogfights much more exciting. :)

They would have also rendered some of the later missions unplayable. Bad idea.
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on August 27, 2010, 02:37:45 pm
I don't think so. If managed correctly, high speeds can work just fine.

Spacecraft don't have to be super-uber fast: a multiplier of 0.5< is well enough, and changes to lock on time and afterburner reserves should prevent most (if not all) problems from occuring. :nod:
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on August 27, 2010, 02:40:30 pm
I don't think so. If managed correctly, high speeds can work just fine.

Spacecraft don't have to be super-uber fast: a multiplier of 0.5< is well enough, and changes to lock on time and afterburner reserves should prevent most (if not all) problems from occuring. :nod:

You don't get it.

When you see some of the later missions you'll understand. Faster ships would have actually made them unplayable. Some of them were bad enough (at least in the beta) as it was due to the collision risk.
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on August 27, 2010, 03:03:04 pm
Well, I'll see and eventually find a "solution".
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 27, 2010, 03:07:52 pm
Yes, pretty much what Battuta said.

Also higher speeds will come with new technological advances etc.
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on August 27, 2010, 03:09:19 pm
I think the subject of the whole unplayable mission due to high speed issue is the A.I.
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 27, 2010, 03:33:00 pm
High speeds (around 300m/s) are doable and can be used, but give rather awkward gameplay.
Autoaim needs to be used, making it nothing special, missiles become main weaponary, gameplay gets very distant from FS and rather difficult to get used to.
It can be done, but WoD is better off with standard speeds, 300m/s speeds are good for mods that try to be realistic. WoD doesn't.
Title: Re: RELEASE - Wings of Dawn
Post by: Sushi on August 27, 2010, 03:41:34 pm
I think the subject of the whole unplayable mission due to high speed issue is the A.I.

This. Much of the AI is hardcoded to the Freespace distance and speed ranges. It will still basically work, but it definitely changes AI behavior and you shouldn't ever be surprised when it breaks.

If I did the Velocity Mod again, I'd do it by shrinking all of the fighters to 50-66% of their current size (if there was a code-based way to do this, I would have done it already). This gives the impression of higher speed without breaking all of the hardcoded AI constants.
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 27, 2010, 03:43:29 pm
These hardcided constants need to be made customizable, it'd certainly help high speed mods (Diaspora could be interested in this).
Title: Re: RELEASE - Wings of Dawn
Post by: Sushi on August 27, 2010, 03:49:34 pm
These hardcided constants need to be made customizable, it'd certainly help high speed mods (Diaspora could be interested in this).

Diaspora is just fine, thank you. :) Our ships are small enough that combat feels plenty fast at Freespace speed ranges.

Making the hardcoded constants customizable is a good idea, but will be quite difficult to implement: there are a LOT of them, scattered all over. Some aren't hardcoded numbers, they're just assumptions that implicitly assume certain things. I'm not at all interested in touching it. :)
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on August 27, 2010, 03:51:48 pm
High speeds (around 300m/s) are doable and can be used, but give rather awkward gameplay.
Autoaim needs to be used, making it nothing special, missiles become main weaponary, gameplay gets very distant from FS and rather difficult to get used to.
It can be done, but WoD is better off with standard speeds, 300m/s speeds are good for mods that try to be realistic. WoD doesn't.

You know, you can actually have something between standard speeds and very high speeds. Increasing speed does not necessarily mean pushing it up to the 300 m/s limit, which is known to cause serious balance issues. <250m/s would work, IMHO.

TBH I feel like high speeds (not the highest possible) fit in an anime-based mod, but it may just me. :)
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 27, 2010, 04:01:18 pm
BTRL ones may be better, since AB hits about 200m/s on fast craft.
But I think that gameplay is just fine, in WoD, armor is good at stopping weapons, while with speeds increasing, balance shifts towards weapons being able to kill in few hits, provided they can land these hits. WoD is fine as it is, no need to increase speeds.
Title: Re: RELEASE - Wings of Dawn
Post by: Thaeris on August 27, 2010, 04:16:53 pm
Heh...

...

You kids are slow. 500-600 m/s is not atypical for max velocities in Stellar Assault. :p

However, this is NOT about other mods - I have no doubt that Spoon has done a fine job balancing the speeds and performances of Wings of Dawn so as to ensure good playability. Although speed caps in space are inherently a tad rediculous (with the exception of pushing past c as well as dealing with the normal exhaust velocity, etc. - rational reasons :) ), making sure a game is playable is a significant issue. And, if you must thus limit the speed... do so responsibly.

:D
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 27, 2010, 04:35:29 pm
Wings and Aces High both use 700m/s on AB as a fairly normal AB speed.
That's around Mach=2.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 27, 2010, 04:46:58 pm
Ah, yes. Fascinating.
Let's just wrap this derailment and shameless self plugs about speeds up. With the conclusion that speeds are the same because:
1.) Collisions.
2.) A.I.
3.) There is nothing wrong with normal speeds.
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 27, 2010, 06:05:33 pm
Also higher speeds will come with new technological advances etc.

so there's a sequel?

:drevil:

+more tentacles!
+less characters!
+more cbanims!
+more lolz
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 27, 2010, 06:41:47 pm
Also higher speeds will come with new technological advances etc.

+less characters!

What. I would say otherwise, because [MAGNUM OPUS].
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 27, 2010, 06:51:15 pm
+less characters!

Please no!
Title: Re: RELEASE - Wings of Dawn
Post by: Axem on August 27, 2010, 07:00:45 pm
I demand more Justice!
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 27, 2010, 07:13:49 pm
I demand more Justice!

For great Justice!
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 27, 2010, 08:15:49 pm
this is madness!
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 27, 2010, 10:50:35 pm
+less characters!

I think you mean you want them developed more, if necessary at the cost of fewer.

The alternative, that you actually mean that unmodified, is too horrible to contemplate.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 27, 2010, 10:59:21 pm
That I can agree with. Even if character development and grimdarking the setting often go hand in hand.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 27, 2010, 11:09:19 pm
Pffft. That's the easy and silly way out. :P
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 27, 2010, 11:20:57 pm
I think you mean you want them developed more, if necessary at the cost of fewer.

sure thing.

then I'll change it:

+less characters!

+more missions! (for characters development sake, of course).
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 28, 2010, 12:24:21 am
What's wrong with a bit of grimdark + emo superkid?
 :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 28, 2010, 12:31:58 am
What's wrong with a bit of grimdark + emo superkid?
 :nervous:

If I wanted the standard setup of something, would I be playing an animesque FS2 campaign?
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 28, 2010, 12:33:54 am
True that.
Though it's kind of a standard within "animesque" too...
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 28, 2010, 01:44:03 am
Actually, standard for this would be dramatic whiplashing back and forth between the extremes.

...which I suppose this campaign did, but in a very understated way.
Title: Re: RELEASE - Wings of Dawn
Post by: RangerKarl on August 28, 2010, 02:04:51 am
Need some damn beam sabers to complement the Gundam combat themesongs!
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 28, 2010, 02:13:50 am
True that.
Though it's kind of a standard within "animesque" too...
Not in lighthearted 'happy-go-lucky' settings like this. And if it happens, it is short lived and has few permanent effects, perhaps even none.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 28, 2010, 06:43:15 am
So hey, I was wondering what you guys thought about the explosion/impact effects in WoD. (The ones I made, not the ones in the mediavp's :P )
Title: Re: RELEASE - Wings of Dawn
Post by: Snail on August 28, 2010, 07:13:23 am
So hey, I was wondering what you guys thought about the explosion/impact effects in WoD. (The ones I made, not the ones in the mediavp's :P )
I thought they were pretty cool. Really helped with the feel.
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on August 28, 2010, 08:48:37 am
the big BOOM missile, (macross like exp) was really cool, I loaded it only to shot at stuff from afar and watch the fireworks
:yes:
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on August 28, 2010, 10:17:16 am
The Infinity's beam turrets kill some of the immersion with the Federation phaser strip sound, I think the Zentradi beam sound would be a good replacement.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 28, 2010, 01:02:52 pm
Or the sound of those big particle beams from Gundam 00 (like Virtue in hyperbust mode or Empress, Gadessa, Alvatore,....).
Title: Re: RELEASE - Wings of Dawn
Post by: Cyker on August 28, 2010, 01:59:29 pm
the big BOOM missile, (macross like exp) was really cool, I loaded it only to shot at stuff from afar and watch the fireworks
:yes:

The treb-esque missiles? I did like the big visible blast, although the first time I shot something I thought something was jumping in/out (The graphic looks a lot like a hyperspace cloud from Frontier/Elite II :lol: )
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 28, 2010, 09:14:26 pm
Well, the non-mediavps effects really helped make the game feel a lot less like FreeSpace, that's for sure.
Title: Re: RELEASE - Wings of Dawn
Post by: ssmit132 on August 29, 2010, 01:09:50 am
I finished playing this a couple of days a go, and I certainly enjoyed it overall :D. A nice refreshing change from the FreeSpace universe (not that I don't like the FreeSpace universe :nervous:).

Spoiler:
I remember when you first showed us pictures of some of the ships that made it into this mod - the Ray III specifically - so it was very nice to finally be able to fly and use them.

I enjoyed the story immensely; the time-travel part was pretty interesting. Nice flow from the 'happy-go-lucky' start to the itty-gritty serious end. I think other people have mentioned this though: sometimes you weren't sure which character you were playing - at the start was the most egregious, but it's not a huge problem.

Overall, the ships were nice and varied between the races, as were the races themselves. The only thing that bugged me a little is that I thought that the Adasya should be rotated so that the beam cannon sphere was at the front, as it seemed a bit awkward moving what looked like sideways to me, but it's only a minor nickpick.

The anime-feel was a nice change too - I don't watch much anime myself, but I do like the distinctive art-style (maybe not so much the fanservice parts :P). The music was GREAT - I've got one of the briefing music tracks playing on Winamp as I type this. It's great that you drew all of the head-ani stuff etc. yourself; you did an excellent job :yes:.

Now, as I said before I noticed quite a lot of Star Control references :) ; I'll make a list of what I remember:
The Orz-speak in Infiltration, nice to see that you got *campers* in :p
The Ur-Quan remix music in the cutscene where the Nordera, Cordi and Fura'ngle (I later spotted the VUX remix music when I went into WoD-Sound.vp
Also, I realised in that cutscene that (since I didn't know of the Zy yet) these three races must be acting as these Hertak guys' battle thralls - and then a little later you actually used the term 'Battle Thralls'
The Fura'ngle seem to me to be a combination of the Chenjesu and Spathi - i.e. crystalline creatures, but extreme cowards.
The Zy's 'RIP AND TEAR' instincts are similar to that of the Ur-Quan, and those instincts not being triggered by the inorganic Fura'ngle is the same as the Ur-Quan's dealings with the Taalo
The Nordera - I'm not quite sure what they're supposed to be based on (if they are based on a Star Control race) but they do the same as the Mycon (if I recall correctly) and actually ask the Hertak to become battle thralls
I'm not sure about the Cordi either, but the way that the Hertak get them on their side (i.e. stealing their queen) seems similar to what the Ploxis did to the Clairconctlar in Star Control 3
Evidentally the Hertak are based upon the Ur-Quan in the way that they enslave other races to be their battle thralls. They use quite a different excuse, but they're doing it for the same end - for self-preservation. (Incidentally the way that the fathers pass their skills on to their offspring reminded me of Pokémon breeding :p.)
The Aluyrean 'Prometheus Frame' seems to be a bit like the Precursor ship used by The Captain in Star Control II, especially how in the end it is sacrificed to stop the big bad's flagship

The only real flaw, I think, was my flying ability :P. I confess, I ended up just using cheats after failing some missions a few times (since I wanted to continue the story), and full on skipped Stage-2 after I died/failed five times - after that, I put the difficulty down for the last three missions. One day I'll go back and complete every mission on Medium.

So yes, a very, very good campaign. Keep up the good work!
Title: Re: RELEASE - Wings of Dawn
Post by: Isenduil on August 29, 2010, 03:33:55 am
Awwwww, what a great Mod! ;)

Although i had to restart some missions about a dozen times (and cheat in one ^^), in the end i enjoyed them aaaaalllll xD

I am a Anime fan and (of course ^^) a Sci fi fan, too. Thus i was more than just glad that i haven't seen even one Mecha during the wohle Mod. I know, the Japanese like them a lot... but i don't. That's a great factor i enjoyed this anime stylish mod and somewhat it reminded me at Seikai no Monshu/Senki. Well, i guess thouse space elves are the reaseon for that ^^

About the final mission. At this point i thought "What a pity". Well, not about the mission itself but it was the last one, the end. Damn. Now i think there we miss something. A final battle. Not as huge like as the last mission but a final battle against the emperor himself in a fighter and some escort ships. That would be great :)


And yeah: LSF Rance rocks :lol:



Great work Spoon ^^
Title: Re: RELEASE - Wings of Dawn
Post by: ssmit132 on August 29, 2010, 04:46:44 am
Thus i was more than just glad that i haven't seen even one Mecha during the wohle Mod. I know, the Japanese like them a lot... but i don't.
There was actually one mecha...
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 29, 2010, 04:48:59 am
It wasn't shown in mech mode though, unfortunately FS is incapable of supporting mech movement.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 29, 2010, 06:39:07 am
Awesome  :D
Thanks for the reviews Isenduil, ssmit132!

Quote from: Isenduil
somewhat it reminded me at Seikai no Monshu/Senki. Well, i guess thouse space elves are the reaseon for that ^^
Guilty as charged. Its one of my favorite anime

I'll just add my comments within these tags for a bit
Quote from: ssmit132
Spoiler:
Now, as I said before I noticed quite a lot of Star Control references :) ; I'll make a list of what I remember:
The Orz-speak in Infiltration, nice to see that you got *campers* in :p
The Ur-Quan remix music in the cutscene where the Nordera, Cordi and Fura'ngle (I later spotted the VUX remix music when I went into WoD-Sound.vp
Also, I realised in that cutscene that (since I didn't know of the Zy yet) these three races must be acting as these Hertak guys' battle thralls - and then a little later you actually used the term 'Battle Thralls'
The Fura'ngle seem to me to be a combination of the Chenjesu and Spathi - i.e. crystalline creatures, but extreme cowards.
The Zy's 'RIP AND TEAR' instincts are similar to that of the Ur-Quan, and those instincts not being triggered by the inorganic Fura'ngle is the same as the Ur-Quan's dealings with the Taalo

All of the above are true, well noticed.  :nod:

The Nordera - I'm not quite sure what they're supposed to be based on (if they are based on a Star Control race) but they do the same as the Mycon (if I recall correctly) and actually ask the Hertak to become battle thralls

They are not based on a Star control race but they indeed share the asking to become battle thralls voluntarily.

I'm not sure about the Cordi either, but the way that the Hertak get them on their side (i.e. stealing their queen) seems similar to what the Ploxis did to the Clairconctlar in Star Control 3

True, although its something I came up with myself (It's been a long time ago since I played SC3, I hardly remember anything of that game)

Evidentally the Hertak are based upon the Ur-Quan in the way that they enslave other races to be their battle thralls. They use quite a different excuse, but they're doing it for the same end - for self-preservation.

 :nod:

(Incidentally the way that the fathers pass their skills on to their offspring reminded me of Pokémon breeding :p.)
 :lol:

The Aluyrean 'Prometheus Frame' seems to be a bit like the Precursor ship used by The Captain in Star Control II, especially how in the end it is sacrificed to stop the big bad's flagship

Hmm, didn't thought of that. I guess the comparison is valid, but that was not my intention :p
Title: Re: RELEASE - Wings of Dawn
Post by: Switch on August 29, 2010, 04:06:15 pm
Hey all, been playing for a long time but just registered now. This campaign is amazing, I'm a big fan of the mission design, as well as the entire style of the universe you've clearly put so much work into building here. I've hit a roadblock however, as I'm getting a persistent crash on M16: Holding the Line. It was originally crashing sometime while I was fighting off the first few enemy wings, in response I dropped the resolution down to 1024x768 and turned off most optional launcher flags. That allowed me to get a bit further in the mission, but it's still crashing right around when the two battleaxes jump in. I'm not sure how helpful a debug log would be, since with a debug build it's crashing in a different place, immediately when friendly and enemy forces first engage, but I've attached one anyway.

I'd really appreciate any insight I can get into what's going on here, as I'd love to be able to finish the campaign. Thanks in advance for any help

[attachment deleted by ninja]
Title: Re: RELEASE - Wings of Dawn
Post by: The E on August 29, 2010, 04:26:11 pm
Okay, several notes here.

Code: [Select]
-mod wingsofdawn,mediavps12
You did not follow the install instructions for the 3.6.12 MediaVPs, did you? You had to adjust the WoD mod.ini to make it work, didn't you? If yes, let me give you a piece of advice. Don't. Just don't, unless you really know what you are doing.

Also, you can re-enable all the graphical goodness; it doesn't have to look that ugly. You should be able to play with the advanced mediavps without problem.

As for the failure you are seeing, we'll investigate.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 29, 2010, 04:50:43 pm
We are trying to figure out what your crash is related to Switch.

In the mean time, Axem in his glory made a stand alone mission for WoD. In which he shows off some cool camera work (again)
Which can be downloaded from Here (http://lazymodders.fsmods.net/releases/missions/WingsOfDawn/axemmission.7z)

Put this into Wings of Dawn/data/missions and play it through the techroom  :)
Title: Re: RELEASE - Wings of Dawn
Post by: ubbiout on August 29, 2010, 07:03:09 pm
OK so FS is my favorite game, and I'm really exited to play this campaign because i love amine too...

but I'm having some annoying problems with warning messages, which have presumably culminated into crashing while trying to load the mission >.<

I've actually been plagued by these warning messages in other mods too, so maybe it's a problem with my install. I installed the gog.com version of FS2 and then just used the java installer... should work, right? >.<

some examples of Warning! windows that minimize the game while loading missions:

Mission: Pockets of resistance-MO5
has a 1024x768 loading screen but no 640x480 loading screen!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! parse_mission_info + 2772 bytes
<no module>! get_mission_info + 327 bytes
<no module>! game_start_mission + 89 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

Invalid subobj_num or model_num in subsystem 'gunturret-17' on ship type 'Cordi Mothership'.
Not linking into ship!

(This warning means that a subsystem was present in the table entry and not present in the model
it should probably be removed from the table or added to the model.)

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! subsys_set + 276 bytes
<no module>! ship_set + 2208 bytes
<no module>! ship_create + 1151 bytes
<no module>! parse_create_object_sub + 77 bytes
<no module>! parse_create_object + 193 bytes
<no module>! mission_parse_maybe_create_parse_object + 390 bytes
<no module>! post_process_ships_wings + 93 bytes
<no module>! post_process_mission + 49 bytes
<no module>! parse_mission + 1531 bytes
<no module>! parse_main + 449 bytes
<no module>! mission_load + 215 bytes
<no module>! game_start_mission + 198 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

Ship 'Cordi Mothership' does not have subsystem 'gunturret-17' linked into the model file, 'Cordimothership.pof'.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! ship_page_in + 2371 bytes
<no module>! level_page_in + 48 bytes
<no module>! freespace_mission_load_stuff + 206 bytes
<no module>! game_post_level_init + 182 bytes
<no module>! game_start_mission + 387 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 byte

these occur about twice each, then it crashes! yay! -.-

there was another interesting one... well never mind it just crashes now, can't even get to it T.T

anyways let me know what other information you'll need from me or send me to the proper game installation instructions if that's all it is (i hope)
Thanks!


Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on August 29, 2010, 07:08:38 pm
Make sure your resolution is at least 1024x768. Make sure you're playing on a release build, not a debug build.
Title: Re: RELEASE - Wings of Dawn
Post by: The E on August 29, 2010, 07:10:26 pm
Yeah, if you play it on a regular build, it'll load up. And it'll be faster.
Title: Re: RELEASE - Wings of Dawn
Post by: Switch on August 29, 2010, 07:12:27 pm
The E: I should have mentioned this in my original post, my computer runs Arch Linux and I've been using FS2 Open since before YAL was particularly mature, so I've never bothered with a launcher; I'm managing my settings in a small bash script, so I don't even hang on to mod.ini files. Since I'm keeping track of everything myself, I have a habit of renaming folders to remove underscores and uppercase letters and such so I can type the names faster, I spend a lot of time outside of X, and might only start a session to play freespace. But I'm digressing, I'll rename it back if it might be breaking something in the game

In any event, I really appreciate you guys responding to my call for help right away, let me know if you need any more information from me. I just played Axem's mission, it's impeccable, reminds me that I need to actually get around to playing his Vassago campaign
Title: Re: RELEASE - Wings of Dawn
Post by: ubbiout on August 29, 2010, 07:20:21 pm
Make sure your resolution is at least 1024x768. Make sure you're playing on a release build, not a debug build.

humm... i don't understand how selecting the works on http://www.fsoinstaller.com/downloads.html 's java installer could get me a debug build... >.<
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on August 29, 2010, 07:30:38 pm
Make sure your resolution is at least 1024x768. Make sure you're playing on a release build, not a debug build.

humm... i don't understand how selecting the works on http://www.fsoinstaller.com/downloads.html 's java installer could get me a debug build... >.<

It can. Go to your launcher, make sure you've got a build ending in -r or -release selected, not -d or -debug.
Title: Re: RELEASE - Wings of Dawn
Post by: ubbiout on August 29, 2010, 07:43:45 pm
Make sure your resolution is at least 1024x768. Make sure you're playing on a release build, not a debug build.

humm... i don't understand how selecting the works on http://www.fsoinstaller.com/downloads.html 's java installer could get me a debug build... >.<
[/quote

It can. Go to your launcher, make sure you've got a build ending in -r or -release selected, not -d or -debug.

humm... so H:\Program Files\GOG.com\Freespace 2\fs2_open_3_6_12d_INF.exe
heheh oops xD

sweet, thanks!
and spoon: I LIKE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 29, 2010, 09:31:07 pm
Late, but I just now notice the Guardian Angels used actual weapons against the many aliens instead of trying to J-pop their socks off.
Nice!
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 29, 2010, 11:40:08 pm
instead of trying to J-pop their socks off.

I was sincerely expecting at least the final mission to have a J-pop BGM, but Spoon didn't.
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on August 29, 2010, 11:53:52 pm
instead of trying to J-pop their socks off.

I was sincerely expecting at least the final mission to have a J-pop BGM, but Spoon didn't.

Well, it got a lot more serious at that point...sorta. Jokes were still being passed around even though everyone was dying around them. What a dense bunch if you think about it. O.o
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 30, 2010, 12:17:44 am
As long as you can laugh, you are not defeated.

Or, put another way, if you don't joke you crack and go all PTSD thousand-yard stare and are no good to anybody.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 30, 2010, 09:31:47 am
instead of trying to J-pop their socks off.

I was sincerely expecting at least the final mission to have a J-pop BGM, but Spoon didn't.
I restrained myself  :p :lol:

Quote from: ubbiout
and spoon: I LIKE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Good to hear  :)

Quote from: Switch
I just played Axem's mission, it's impeccable, reminds me that I need to actually get around to playing his Vassago campaign
You should  :nod:
(And Blue Planet too if you haven't already)
Unfortunately I don't know how to resolve the crashes you experience in M16. That mission has given me crashes in the past but those were collision related and went away after I fiddeled around with the asteroid field and jump in locations. Your crash is particle/bitmap related and is something I haven't run into myself so far. Perhaps it is related to linux, but that is just a wild guess on my part.
The only advice I can give you is to get yourself killed in that mission 5 times in a row and select the option to skip this mission and continue to the next. :(
Title: Re: RELEASE - Wings of Dawn
Post by: Darius on August 31, 2010, 04:32:35 am
Jolly jalopies this is so much fun :) :) :) Started playing a couple of days ago and haven't finished, but what I've played so far has been great.

I'm also reminded of Sekai no Monshou, which is my favourite space anime (some of the LSF ship aesthetics remind me of Abh designs; and of course, space elves :P)

I'll continue to savour this over the next few days...
Title: Re: RELEASE - Wings of Dawn
Post by: kir2yar on August 31, 2010, 09:34:02 am
Game crached after i click on the "tech" button (in main menu)


Code: [Select]
Unrecognized command line parameter "-bloom".  Ignoring...
Unrecognized command line parameter "-bloom".  Ignoring...
Future debug output directed to: /home/yar/.fs2_open/data/fs2_open.log
WARNING: "Mission: Exams-M02 has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:685
WARNING: "Mission: Exams-M02 has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:685
WARNING: "Mission: Meet your guardian angel-MO3a has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:685
WARNING: "Mission: Meet your guardian angel-MO3a has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:685
ASSERTION FAILED: "(bm_bitmaps[n].handle == bitmapnum)" at bmpman/bmpman.cpp:2052  bitmapnum = 56, n = 56, bm_bitmaps[n].handle = 90306
Unrecognized command line parameter "-bloom".  Ignoring...
Future debug output directed to: /home/yar/.fs2_open/data/fs2_open.log
ASSERTION FAILED: "(bm_bitmaps[n].handle == bitmapnum)" at bmpman/bmpman.cpp:2052  bitmapnum = 24, n = 24, bm_bitmaps[n].handle = 90274


Edit: Second try

Code: [Select]
ANI cursor.ani with size 24x24 (25.0% wasted)
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_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'Ray.pof'
ASSERTION: "(bm_bitmaps[n].handle == bitmapnum)" at bmpman.cpp:2052  bitmapnum = 1, n = 1, bm_bitmaps[n].handle = 484501

[attachment deleted by ninja]
Title: Re: RELEASE - Wings of Dawn
Post by: The E on August 31, 2010, 09:48:33 am
First, disable the following flags:

Code: [Select]
  -clientdamage
  -mipmap
  -img2dds
  -ingame_join
  -noibx
  -safeloading

None of them are necessary, and may in fact make things worse.

Second, please create a new text file in FS2\data. Name it "debug_filter.cfg". Paste the following text into it:

Code: [Select]
+General
+BmpMan
-parse
+BMP DEBUG

Then run the debug build again, and post the log generated.
Title: Re: RELEASE - Wings of Dawn
Post by: kir2yar on August 31, 2010, 10:12:27 am
Done.

Also I had a crash during the second mission, but I could not repeat it with the debug output. :(

Edit:
By the way, the probability of crach in techroom approximately 50%. From time to time it works fine. Sometimes it crashes the first time. Sometimes it crashes the fourth time.

Edit2:
Do not know if this information is helpful, but just in case:

Code: [Select]
[email protected]:~/.fs2_open/data$ uname -a
Linux yar 2.6.32-24-generic #39-Ubuntu SMP Wed Jul 28 06:07:29 UTC 2010 i686 GNU/Linux

[email protected]:~/.fs2_open/data$ cat /etc/issue
Ubuntu 10.04.1 LTS \n \l

NVidia driver: 195.36.24
GPU: GeForce 7600 GT

[attachment deleted by ninja]
Title: Re: RELEASE - Wings of Dawn
Post by: Cpt. Ritter on August 31, 2010, 08:07:41 pm
So this is probably the only mission pack for FS2 that has me playing ridiculously difficult missions over and over again.

Spoiler:
Like the mission where you got to destroy the cordi motherships from the inside... I must've replayed that thing at least 10 times, trying to get at least 4 of them... :P

Or the final mission... my goodness that was frustrating, but for some reason I couldn't bring myself to skip it. Must say something about the story there, that I didn't want to miss something

Story wise, being a closet anime fan I was utterly engrossed by this. I just couldn't put it down. It was fun and exiting and new... with equally cheesy but lovable dialogue. To say that this project is amazing for a 1 man show is huge understatement. Some of the models may be low detail, some may be even be a bit rough around the edges. I honestly didn't care. Wonderful work mate, I love every minute of this mission set. Also had no issues (aside from a few spelling errors that did not distract from the meaning at all). No technical problems at all.

Spoiler:
Flying inside ships is awesome... now if only we could get Descent's control scheme to work, then I'd be in my element... FS2's current adaption is a bit iffy when it comes to navigating those tight spaces. Must be able to slide, go forward, and bank all at once!!!
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 01, 2010, 03:19:18 am
Quote
FS2's current adaption is a bit iffy when it comes to navigating those tight spaces. Must be able to slide, go forward, and bank all at once!!!

You can (provided the ship can do all those things, like the Aestival - or however that Cyrva fighter is spelled). For example I have the lateral thrust put on the coolie-hat of my joystick and glide-while-pressed on another joystick button. And the acelerate/deceleate and afterburner on the keyboard for my left hand.
Though I can't really compare it to Descent, since I never played any of them.
Title: Re: RELEASE - Wings of Dawn
Post by: Shivan Hunter on September 01, 2010, 05:22:38 am
Spoiler:
[06:17:31] <DarthGeek|WoD> just tried to disable some cordi motherships if you know what I mean
[06:17:37] <SDM> :o
[06:17:39] <DarthGeek|WoD> Got 6 down to 1% reactor
[06:17:51] <DarthGeek|WoD> so I could take each down with 1 shot
[06:18:05] <DarthGeek|WoD> still only managed 4 before "Oh crap I'd better get out of here"
[06:18:10] <SDM> Oh. Turns out I didn't know what you meant.
[06:18:16] <DarthGeek|WoD> jeex those Cordi ships are made of paper
[06:18:20] <DarthGeek|WoD> jeez*
[06:18:31] <SDM> Eh, I'll continue my little project.
[06:18:47] <DarthGeek|WoD> um... I should have warned about the spoiler shouldn't I
[06:18:53] <DarthGeek|WoD> :/

FRAKKING CORDI FIGHTERS SUCKSORZ

Also... in the fighter disabling mission a la "Enter the Dragon", I was almost literally rofling upon hearing the HLPers attack the convoy. "Aardwolf: derp" indeed...
Title: Re: RELEASE - Wings of Dawn
Post by: MaxFreeSpace on September 01, 2010, 07:09:39 pm
I keep getting messages like these when I  continue the campaign, before getting to the briefings.  Generally i just click ok on the message (rather than no or cancel) and they go away and let me play.  Some times there will be as many as ten of them before getting to the briefing.


Code: [Select]
Mission: Pockets of resistance-MO5
has a 1024x768 loading screen but no 640x480 loading screen!
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! parse_mission_info + 2772 bytes
fs2_open_3_6_12d_INF.exe! get_mission_info + 327 bytes
fs2_open_3_6_12d_INF.exe! game_start_mission + 89 bytes
fs2_open_3_6_12d_INF.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d_INF.exe! game_process_event + 242 bytes
fs2_open_3_6_12d_INF.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_12d_INF.exe! game_main + 782 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

or


Invalid subobj_num or model_num in subsystem 'gunturret-18' on ship type 'Cordi Mothership'.
Not linking into ship!

(This warning means that a subsystem was present in the table entry and not present in the model
it should probably be removed from the table or added to the model.)

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! subsys_set + 276 bytes
fs2_open_3_6_12d_INF.exe! ship_set + 2208 bytes
fs2_open_3_6_12d_INF.exe! ship_create + 1151 bytes
fs2_open_3_6_12d_INF.exe! parse_create_object_sub + 77 bytes
fs2_open_3_6_12d_INF.exe! parse_create_object + 193 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_maybe_create_parse_object + 390 bytes
fs2_open_3_6_12d_INF.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_12d_INF.exe! post_process_mission + 49 bytes
fs2_open_3_6_12d_INF.exe! parse_mission + 1531 bytes
fs2_open_3_6_12d_INF.exe! parse_main + 449 bytes
fs2_open_3_6_12d_INF.exe! mission_load + 215 bytes
fs2_open_3_6_12d_INF.exe! game_start_mission + 198 bytes
fs2_open_3_6_12d_INF.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d_INF.exe! game_process_event + 242 bytes
fs2_open_3_6_12d_INF.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_12d_INF.exe! game_main + 782 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

and

Ship 'Cordi Mothership' does not have subsystem 'gunturret-17' linked into the model file, 'Cordimothership.pof'.
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! ship_page_in + 2371 bytes
fs2_open_3_6_12d_INF.exe! level_page_in + 48 bytes
fs2_open_3_6_12d_INF.exe! freespace_mission_load_stuff + 206 bytes
fs2_open_3_6_12d_INF.exe! game_post_level_init + 182 bytes
fs2_open_3_6_12d_INF.exe! game_start_mission + 387 bytes
fs2_open_3_6_12d_INF.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d_INF.exe! game_process_event + 242 bytes
fs2_open_3_6_12d_INF.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_12d_INF.exe! game_main + 782 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

When it lets me play, though, the mod is very fun.

I just noticed the earlier post.  Very sorry.  Great game.  Fast service.  Awesome.


Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 01, 2010, 07:18:02 pm
Use a R build (fs2_open_3_6_12r_INF_SSE2.exe), not a D(ebug) build to play

Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on September 01, 2010, 10:03:09 pm
Why do so many people play with debug builds? :/
Title: Re: RELEASE - Wings of Dawn
Post by: kir2yar on September 02, 2010, 04:39:01 am
Why do so many people play with debug builds? :/

Just forget swich to regular build.
Title: Re: RELEASE - Wings of Dawn
Post by: Shivan Hunter on September 02, 2010, 06:41:33 am
Well, I finished it. A good plot with fairly interesting writing (although some of the dialogue just seemed a bit cheesy). Good visuals- excellent weapon effects (EXPLOSIONS!), good models (only models I actually didn't like were the LSF ones. Too shiny, and I'm spoiled by HTL goodness from BP), and an interesting background universe. I like the idea of having several species rather than just a few, and it was really well-executed, although it fell into Planet of Hats territory on a few occasions (still much less than is typical). The gameplay was good and well-balanced except for the insane last mission.

WRITING (7/10)

The plot was engaging, interesting and well-executed. I liked the characters- not many of them were fully developed, but some were quite well developed and had me feeling as if I were actually flying with characters rather than blips on a radar. The only thing I can say I don't like in this department was, as I said before, some cheesy over-excited dialogue in a few places. It seems to me that fighting a losing war against an overpowered enemy and their various battle thralls (had to look that one up btw) lends itself more to a grim outlook than a "happy-go-lucky" bunch of characters like Mizusu and Crystal.  Even so, the characters were believable, and I could look past the rose-tinted glasses they all seemed to be looking through to a dynamic group of well-developed characters.

GAMEPLAY (6.5/10)

I'll be a bit harsh here: missiles are completely and utterly useless. Swarm missiles track a bunch of targets I don't want them to, often (read: nearly always) miss, and are too slow to reasonably chase most smaller craft. I never got a good feel for any of the individual primaries, so I usually just ended up picking them on loadout descriptions alone.

The Ray was a good all-around fighter that I used in a similar fashion to the Perseus. The other available fighters I didn't use much since I was already comfortable with the Ray. That one other fighter- the one you use in
Spoiler:
the mission where you rescue the Corvi Queen
is rediculously maneuverable to the point of being impossible to manage. If I were still using keyboard controls rather than kb & mouse, it would have been impossible to manage.

Other than that, most balancing was well-done. I liked the tactic of going beneath capship shields to attack them.

EXECUTION (8/10)

I'll be serious here: I've never really gotten into anime or anime-styled writing. The first description I heard of WoD was, in fact, along the lines of "anime-like TC in an original universe", and that led me to believe I wouldn't end up liking it. I was pleasantly surprised. It's not just some anime campaign, and although it invokes or plays around with most of the typical anime tropes, it's still an epic FreeSpace campaign in its own right.

OTHER THAN THAT... (11/10)

What really impresses me about WoD is not the campaign itself but what it represents. First off, it's a completely original universe using very few FS assets. No other major campaign to date can make this claim (still waiting for End Project :p). Second, it's a one-man effort on several fronts- effect creation, model creation, tabling/balance, story creation and mission design. Everything necessary for a good campaign was handled excellently by a single person. It's an excellent reminder of the fact that good campaigns certainly don't need to come from giant faceless teams of FREDders contributing to an SVN.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 02, 2010, 07:10:50 am
Thanks for the review  :)

You are like the third person to say that missiles are useless. (http://i56.tinypic.com/30uwemx.gif)
I honestly don't get this, imho missiles in WoD are pretty much all very useful (in contrast with Freespace where only the treb and tempest are of any real use). Use DASM-1's against Cordi. A few well placed volley's of SMHS-15's when jousting toward the enemy can thin out 2-3 enemies before the close range fuzzball begins. A DRG-1LI can take out a whole wing of Sweepers with one hit.
Sounds to me like you people are just using them wrong  :p
Title: Re: RELEASE - Wings of Dawn
Post by: Ravenholme on September 02, 2010, 07:28:59 am
Thanks for the review  :)

You are like the third person to say that missiles are useless. (http://i56.tinypic.com/30uwemx.gif)
I honestly don't get this, imho missiles in WoD are pretty much all very useful (in contrast with Freespace where only the treb and tempest are of any real use). Use DASM-1's against Cordi. A few well placed volley's of SMHS-15's when jousting toward the enemy can thin out 2-3 enemies before the close range fuzzball begins. A DRG-1LI can take out a whole wing of Sweepers with one hit.
Sounds to me like you people are just using them wrong  :p

This missile hate is confusing me too, I found them very useful in the big dogfights.
Title: Re: RELEASE - Wings of Dawn
Post by: Axem on September 02, 2010, 07:31:41 am
CAS-9 = win. :)
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on September 02, 2010, 08:26:48 am
I honestly don't get this, imho missiles in WoD are pretty much all very useful (in contrast with Freespace where only the treb and tempest are of any real use).

Yes because all of us using Harpoons are horrible people your honor. :P Get with the program!

Use DASM-1's against Cordi. A few well placed volley's of SMHS-15's when jousting toward the enemy can thin out 2-3 enemies before the close range fuzzball begins.

I've tried both; the guided weapons are ridiculously ineffective and superior only to guns because it's actually easier to lock a Cordi ship then to bring guns on target and must still be spammed out in ten-missile volleys (remember, they fire two at a time) to have a chance of killing a target. The unguided weapons are hilarously useless (like all missiles) against Nordie ships, who are the only ones you're actually going to hit with them, and unguided missiles against Cordi is a hilarously bad idea when they're already almost impossible to use. The IT-AN-0s are probably the most useful missiles in the game, perversely. Even Infi's missiles aren't that good against any target that you can employ them against. I spammed out my entire load in the Infi-v-20 and killed maybe three hostiles with it. That's awful.

The only missile worth a damn is the cluster, and only against Cordi ships. It's merely adequate if you squint hard against Sweepers or Zy stuff and, well, Nordies will just giggle at it like they do every other.

A DRG-1LI can take out a whole wing of Sweepers with one hit).

There's no place in the whole game to demonstrate this. By the time you encounter Sweepers in their debut mission for the Dragon Slave (i c wat u did thar) you're already too busy dogfighting Nordies to come off-target long enough to test it. You may not even realize there are Sweepers in the area before the merge and then firing one would be stupid.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on September 02, 2010, 08:43:16 am
There's no place in the whole game to demonstrate this. By the time you encounter Sweepers in their debut mission for the Dragon Slave (i c wat u did thar) you're already too busy dogfighting Nordies to come off-target long enough to test it. You may not even realize there are Sweepers in the area before the merge and then firing one would be stupid.

no
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 02, 2010, 11:06:08 am
Quote from: NGTM-1R
Yes because all of us using Harpoons are horrible people your honor. :p Get with the program!
Its not my fault you people want to use an inferior missile that hardly hits anything  :p

Quote from: NGTM-1R
There's no place in the whole game to demonstrate this. By the time you encounter Sweepers in their debut mission for the Dragon Slave (i c wat u did thar) you're already too busy dogfighting Nordies to come off-target long enough to test it. You may not even realize there are Sweepers in the area before the merge and then firing one would be stupid.
The mission after that has a few excellent cases to show it off though

Quote from: NGTM-1R
I've tried both; the guided weapons are ridiculously ineffective and superior only to guns because it's actually easier to lock a Cordi ship then to bring guns on target and must still be spammed out in ten-missile volleys (remember, they fire two at a time) to have a chance of killing a target. The unguided weapons are hilarously useless (like all missiles) against Nordie ships, who are the only ones you're actually going to hit with them, and unguided missiles against Cordi is a hilarously bad idea when they're already almost impossible to use. The IT-AN-0s are probably the most useful missiles in the game, perversely. Even Infi's missiles aren't that good against any target that you can employ them against. I spammed out my entire load in the Infi-v-20 and killed maybe three hostiles with it. That's awful.
It's all a matter of how you deploy them. I've seen a double fired SMHS-15 volley destroy 3 Soldiers at once. The DASM-1 is exactly that, a spammable missile that helps nail hard targets.
The HEDR-3 deals an absurd 250(+40 shockwave) damage to both shields and hull and will knock a Nordera off course (and thus, it is spending its time Not shooting you :P ). When dual fired (4 rockets) and all missiles hit the target, it deals over 2000 damage (which is the total of a Zy fighter's shield) on a target which is not Nordera. It also has a higher velocity than the FS2 tempest.
The Dragonslave (you all see what I did thar :p ) only deals 10% of its damage to you and your allies, shooting one in close range is not that bad of an idea really.
Title: Re: RELEASE - Wings of Dawn
Post by: Shivan Hunter on September 02, 2010, 11:38:07 am
Yes, the HEDR is also the only missile I ever found useful since it was the only missile I could reliably get to hit my target. It didn't help that there were so many different missiles I never got to fully play around with any particular ones, since the newer ones would likely be more powerful. The swarm missiles follow either an incredibly wide corkscrew or an extremely erratic +swarm path. Normally, I'm used to getting close behind my targets to make sure my missiles hit, but here if I'm close at all I know they won't hit because they all fly off on weird angles to begin with. If I increase distance, it's easier for my target to dodge the slow-turning missiles and/or they all fly off on random targets.

I would like a Harpoon equivalent, certainly- but I'd really like the many, many Hornet equivalents to be reliable. Again, the only missile I could accurately rely on to hit my target is the dumbfire HEDR.

I'm not disputing the fact that your missiles are likely very powerful if you can get them to hit smaller targets. It's just that whenever I saw that happen it was due to [pseudo]random chance.
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on September 02, 2010, 11:39:53 am
There was a harpoon like missile, the first one you get to use.
It's quite effective when used on double fire mode.
Title: Re: RELEASE - Wings of Dawn
Post by: Mongoose on September 02, 2010, 04:30:06 pm
Quote from: NGTM-1R
Yes because all of us using Harpoons are horrible people your honor. :p Get with the program!
Its not my fault you people want to use an inferior missile that hardly hits anything  :p
I hit a hell of a lot more targets with Harpoons than I do Tempests, and I'm sure the same is true for NGTM-1R. :p

(Dammit, still need to play this.  WiH overloaded my FS2 faculties for a good week or so.)
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on September 02, 2010, 09:28:23 pm
My kill count increased dramatically using Tempests only compared to using Harpoons. :P
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 02, 2010, 09:37:18 pm
Let's end this FS2 Harpoon VS Tempest discussion here shall we...?
Title: Re: RELEASE - Wings of Dawn
Post by: Inglonias on September 02, 2010, 10:27:32 pm
I have to say that the last mission was fun, but I couldn't beat it. At all. I couldn't find Generator C anywhere!

Make the colors a little less saturated please. It makes it difficult to see!!!  :mad: :mad: :mad:

The Cordi reactor mission was tons of fun. I had several blasts playing it.  :lol:

I must admit, I don't really like anime stuff all that much, but the infinity missions were awesome. I've never had permission from freespace to go absolutely nuts before, and to be able to do so meant I got to go BWA HA HA! DIE DIE DIE UNTIL YOU'RE DEAD!!!!!!! YAHAHAHAHA   :nervous: Am I crazy?  :nod:
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on September 02, 2010, 10:36:39 pm
Its not my fault you people want to use an inferior missile that hardly hits anything  :p

Consider the way I use the Harpoon is completely fire-and-forget and I almost never have to turn back to deal with a target again (I am utterly drawing a blank for an occasion I did), I think you're playing FS1 with Interceptors. :P

The mission after that has a few excellent cases to show it off though

Yes, after we've watched a double strike knock a Bombadier down to 60% and given up on them as Yet Another Useless Missile.

(Also, Ravagers. Don't engage them with missiles. It doesn't work. )

The DASM-1 is exactly that, a spammable missile that helps nail hard targets.

The problem is, nobody loves a Rockeye clone in SP.

The HEDR-3 deals an absurd 250(+40 shockwave) damage to both shields and hull and will knock a Nordera off course (and thus, it is spending its time Not shooting you :P ).

You don't fight them head-to-head anyways, so they're already not shooting at you, and your primaries dispose of them more efficently. (That was one of the things about the campaign I actually rather enjoyed, the lack of gratitous head-to-head-trade-shields-for-kills business.) Like all missiles it's wasted space fighting them; you reserve your missiles for other targets anyways.

When dual fired (4 rockets) and all missiles hit the target, it deals over 2000 damage (which is the total of a Zy fighter's shield) on a target which is not Nordera. It also has a higher velocity than the FS2 tempest.

So? You're never going to hit a Zy fighter with all four. The only effective multiple-fire missile in the mod is Infi's heavy swarmer, and even that goes bad when it suddenly starts deciding to ignore boresight targets.

The Dragonslave (you all see what I did thar :p ) only deals 10% of its damage to you and your allies, shooting one in close range is not that bad of an idea really.

Well that's great, but how's the player supposed to know it? :P You didn't mention that in its operational intro or anything, and most of us probably fired one, saw the huge shockwave, and decided it was bad idea.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 03, 2010, 03:49:08 am
Quote
I have to say that the last mission was fun, but I couldn't beat it. At all. I couldn't find Generator C anywhere!
Why didn't you just target the Flagship and switch through it's subsystems?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 03, 2010, 06:06:45 am
I have to say that the last mission was fun, but I couldn't beat it. At all. I couldn't find Generator C anywhere!

Make the colors a little less saturated please. It makes it difficult to see!!!  :mad: :mad: :mad:

The Cordi reactor mission was tons of fun. I had several blasts playing it.  :lol:

I must admit, I don't really like anime stuff all that much, but the infinity missions were awesome. I've never had permission from freespace to go absolutely nuts before, and to be able to do so meant I got to go BWA HA HA! DIE DIE DIE UNTIL YOU'RE DEAD!!!!!!! YAHAHAHAHA   :nervous: Am I crazy?  :nod:
You can either target the flagship and hit S a few times to target the reactors. Or follow the waypoints (Which are hotkey'd to F12). After you destroy the first two reactors, a new marker shows up to guide you to the last reactor.

And no, you are probably not crazy :p
Good to see you enjoyed it  :nod:

Quote from: NGTM-1R
The problem is, nobody loves a Rockeye clone in SP.
1. a 'clone' you say? It's hardly alike >_>
2. 'Nobody', is you and the other two people that don't like the missiles?  :p

Quote from: NGTM-1R
So? You're never going to hit a Zy fighter with all four.
Are you speaking for everyone again? :p

Quote from: NGTM-1R
Well that's great, but how's the player supposed to know it?
It's one of those things I'd kinda expect the player to find out. I mean, it should be obvious soon enough when one of your wingmen fires one at a target near you (which happens far more then it should :p ) and you don't immediately turn into a fireball because of it. Or if you just fire one in close range. And would you rather have a line in a briefing saying "Yeah we got those missiles, big boom but don't worry. It has a smart explosion that avoids damaging friendly targets because of magic"?  :p
Or do you want me to assume that every player is a mindless sheep from here on? Everyone one of them afraid to try out things on their own. I'll take them by the hand and explain in detail what kind of weapon combinations are effective against what. And three training missions in which you will be told how to use your missiles.
Title: Re: RELEASE - Wings of Dawn
Post by: Inglonias on September 03, 2010, 10:56:22 am
Thanks for the assist for that last mission, Spoon. I'll try later. Full review now!

The mod itself is nice. I frowned a bit at some of the reused models, but not enough to detract from the enjoyment of the mod all that much.

Story: The story is stock. All been done before. The thing is that none of its been done before in Freespace 2. The mod was a great big experiment, to find a new way to get the plot across. There are a few tropes as per usual with this sort of story all (http://tvtropes.org/pmwiki/pmwiki.php/Main/AliensSpeakingEnglish) of (http://tvtropes.org/pmwiki/pmwiki.php/Main/RobotBuddy) which (http://tvtropes.org/pmwiki/pmwiki.php/Main/TalkingIsAFreeAction) are (http://tvtropes.org/pmwiki/pmwiki.php/Main/AirstrikeImpossible) covered (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoneToTheFuture) by TVTropes, but for an anime style game, it was fun. The custom fighter really made me feel like a worthy ace (and really, when its mentioned that Misuzu isn't paid, she gets to keep the fighter. How's that for payment?!) who deserved it. (For the record, the E was nigh-uncontrollable to me, and the W wasn't too bad. I picked the W) Typos were kept to a minimum, but there was at least one in every mission ("mission" being briefing, in-mission dialogue, and debriefing.)

Gameplay: Enemy forces were nice and varied, though I'm a tad disappointed that
Spoiler:
the Abyss research team took their sweet time getting the EFFING SUPERWEAPON to the field of battle
Each race pissed me off in their own unique way. The Cordi wouldn't stay still, the Nordera wouldn't die, and when they did, it hurt a lot. The Fura'ngle had a lot of bullets, the Zy had a little of everything, and don't even get me started on the Hertak. They had a lot of everything. Thank god for the Infinity Light Fighter.

Graphics: The graphics are shiny, colorful, and everything except realistic which is fine. Angles on Terran and Nordera ships made them seem low-tech, that assault fighter needs less spikes, and I could swear that I could make the Pillager in Spore if I really tried. The shapes of the capital ships seemed a bit generic all around, sadly, and I never did see a Knight or anything other than a Cyrva MWPS (nor do any other Cyrvan ship models exist) which was disappointing.



Title: Re: RELEASE - Wings of Dawn
Post by: praseodym on September 04, 2010, 08:20:53 am
Hello friends,

I get a reproducible crash always in the 2nd mission after 2 minutes regardless of using any fs2_open-3.6.12 build under Lucid Lynx Ubuntu 64 bit. Error message is

Floating Point exception.

Any ideas?
Title: Re: RELEASE - Wings of Dawn
Post by: Inglonias on September 04, 2010, 08:38:37 am
Post a debug log. Maybe we can help you.

Question: What do the lyrics in the theme song mean, and were they made for Wings of Dawn?
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on September 04, 2010, 11:22:27 am
1. a 'clone' you say? It's hardly alike >_>

I gotta spam ten of them out to kill something. That's pretty Rockeye-like. Hell, probably worse.

2. 'Nobody', is you and the other two people that don't like the missiles?  :p

Yes, because so many people have posted to support the missiles. :P I'm pretty sure we're ahead.

Are you speaking for everyone again? :p

It ain't rocket science. Your fighters are much more free with their evasion and decoys. They present smaller targets than FS fighters and engagement ranges in a dogfight are shorter so target movement is exaggerated. I could go on with why this is a perfectly logical idea if you like?

I mean, that's before I take into account my own personal experience.

It's one of those things I'd kinda expect the player to find out. I mean, it should be obvious soon enough when one of your wingmen fires one at a target near you (which happens far more then it should :p ) and you don't immediately turn into a fireball because of it. Or if you just fire one in close range.

It's a heavy missile, like a Treb. You think I'm going to preserve them until after the merge intentionally, or try to fire them after the merge if I have any other option? I don't even think my wingmen have them in their loadouts. Certainly they never fired them.

And would you rather have a line in a briefing saying "Yeah we got those missiles, big boom but don't worry. It has a smart explosion that avoids damaging friendly targets because of magic"?  :p

I hate to tell you, but you wouldn't be the first to invoke that line. And it doesn't have to be magic; it's a smart bomb, it has a number of shaped charges wrapped around the middle, it controls detonation to mimize damage to friendly units. It took me three seconds to describe a workable method of saying "hey this thing won't hurt you" and you're up here acting like it's impossible. It's not my fault you couldn't put in the three seconds! :P

Or do you want me to assume that every player is a mindless sheep from here on? Everyone one of them afraid to try out things on their own. I'll take them by the hand and explain in detail what kind of weapon combinations are effective against what. And three training missions in which you will be told how to use your missiles.

Now you're attacking straw men. You could at least pretend to be arguing with my actual point.

90% is a hell of a lot of damage to take off a weapon when it hits. It would be worthy of mention.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on September 04, 2010, 11:42:32 am
I think the missiles were fine.
Title: Re: RELEASE - Wings of Dawn
Post by: Scourge of Ages on September 04, 2010, 04:40:28 pm
I liked the spammy aspect missiles, as long as I use them on the right targets (not Nordera).
I really like the multi-target, heat-seeking swarm missiles; it's nice to point at an approaching swarm of Cordi, fire a few linked volleys, and know that many of the enemy will explode.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 09, 2010, 09:40:47 am
In case it wasn't obvious, 95% of the missiles are kinetic. (CSA ones being the exception)
Title: Re: RELEASE - Wings of Dawn
Post by: ssmit132 on September 10, 2010, 07:17:13 am
Hmm... just thought of something:
Spoiler:
Why were there anti-jump terrorists? Seems like an odd thing to be against - unless they're like BP's Gefs or something.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 10, 2010, 07:39:21 am
Maybe they thought that Humanity was too immature to be allowed to rampage around the galaxy. Not that far off a guess considering the kind of government on Earth during the time of that mission.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 10, 2010, 01:34:35 pm
Its a group of people that is scared out of their pants that humanity will trigger the attention of all sorts of bad things that might be lurking outside of Sol. At the same time it was a gesture toward the UEF "Why don't you guys fix the **** going in Sol first before trying to go some place else?" Of course a failed one, since they didn't manage to prevent anything from happening.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on September 10, 2010, 01:40:03 pm
Whoa, we totally have mad intertextuality here, man.  :eek2:
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on September 10, 2010, 01:44:59 pm
If I were a terrorist group, I'd be fighting against the goverment not because they want to explore the galaxy, but because they do genetic shenanigans with their people. Or at least their pilots.
And it's not like those genetic enhancements are secret or reserved to their elite or anything. Dawn wasn't anything special and she was enhanced.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 10, 2010, 02:16:01 pm
Well the existence of one terrorist group does not exclude the other  ;)
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on September 10, 2010, 04:26:49 pm
Dawn wasn't anything special and she was enhanced.

It's not clear, I admit, but she might have well volunteered. It's hard to protest voluntary stuff and be taken...

...oh wait. Anti-vaxers.
Title: Re: RELEASE - Wings of Dawn
Post by: Kolgena on September 11, 2010, 01:31:35 am
You know, I like sensitivity, and usually max it out whenever I can, especially in FPSes and such. I even felt that the speed variant of the test fighter was fun and lethal with its turn rate.

Then there was crystal's @*#$. Holy hell. I couldn't control that thing properly. 1cm of motion did me a 180. Had to tone down ingame mouse sensitivity waaaay down before I could manage it without killing myself with collision damage in lots of cases.
Title: Re: RELEASE - Wings of Dawn
Post by: Ravenholme on September 11, 2010, 05:27:32 pm
Glad to see you've got your own forum, finally :D
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 12, 2010, 07:28:33 am
Quote
It's not clear, I admit, but she might have well volunteered.
Quite the contrary, it is very clear.
Quote
Spoiler:
Because she wasn't particularly good at anything (which frustrated her), she volunteered for brain alteration at the Lunar Corps, which came with a chance to become a pilot.
From Dawns Techroom dossier.
Title: Re: RELEASE - Wings of Dawn
Post by: MetalDestroyer on September 12, 2010, 04:19:00 pm
Just finish the campaign. Well, it was awesome despite those ugly ships !! My eyes !!
But since I'm one of those Gundam/Macross/Roboteck fan, I could easily forget those ugly things. :) The final battle was as great as the Final from X Wing Alliance. :)
Can't wait to see a huge visual upgrade (ships design, modeling, and textures) to Wing of Dawn.

Ah, I've forget something. There's 2 fighters were I can't pilot them with my joystick. Their maneuvrability is just too excessive. I had to play with my mouse :(
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 12, 2010, 05:03:11 pm
(http://i52.tinypic.com/15e9tmp.jpg)
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on September 12, 2010, 05:09:25 pm
I thought the Wings of Dawn ships were beautifully elegant. Plus they allowed high-FPS large battles.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on September 12, 2010, 05:15:58 pm
Yeah, I didn't see anything in desperate need of updating here.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on September 12, 2010, 05:18:12 pm
Could use better textures IMO (like, not stock textures taken from google images with a photoshop stained glass filter on top and some hue/saturation regions >.>), but the shapes are fine.
Title: Re: RELEASE - Wings of Dawn
Post by: Quanto on September 12, 2010, 10:19:04 pm
Could use better textures IMO (like, not stock textures taken from google images with a photoshop stained glass filter on top and some hue/saturation regions >.>), but the shapes are fine.

You ask too much. You are more difficult to please than a woman from Connecticut
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on September 12, 2010, 10:28:35 pm
Oh right, yes, everything is good enough! Always!
Noone should ever try to improve anything. Ever!
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on September 12, 2010, 10:46:30 pm
You know, I once pleased a woman from Connecticut. [REDACTED] resulting in ████ deaths and ██ kms rendered uninhabitable for the next century.

But I agree on the texture bump-up. Also, a slight reduce on the reflectiveness would be awesome. More than once I wondered if the JGASF girls use their ships as mirrors.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on September 12, 2010, 10:49:44 pm
Oh right, yes, everything is good enough! Always!
Noone should ever try to improve anything. Ever!

well hello folks my name is droid
i'm here to critique your invention
my number one priority is to avoid
the slightest bit of positive attention!

i left my sense of humor in my other pants
and so i've already arrived at a conclusion
all i need is a second and a single glance
to know this is a terrible delusion!

it'll never work!
it's not good enough!
this notion's berserk!
it's just impossibly tough!

yes i'm droid803
and i'm thoroughly prepared
to inform you, my lad
that this was unready to be shared!

it wasn't complete! it's terribly upsetting!
my rigid disposition permits no work to pass my vetting!
i think it needs more polish! it needs a lot of flair!
it's not ab-so-lutely perfect! it's time to utterly despair!
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on September 12, 2010, 10:56:42 pm
Lack of capitalization!
Clearly that poem is not ready for publishing!

:D
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on September 12, 2010, 11:00:50 pm
Lack of capitalization!
Clearly that poem is not ready for publishing!

:D

**** you

- ee cummings
Title: Re: RELEASE - Wings of Dawn
Post by: Shivan Hunter on September 12, 2010, 11:02:18 pm
lulz.

Although, the textures could stand an update. Most notably, normal maps would be an excellent improvement, but the general style of the LSF ships is rather simplistic, and the "shininess" (that I know Spoon was intending) could be worked in a bit more elegantly.

Now, what I'm saying here is simply that WoD ships could use an update. I'm not saying I expect one, and I'm certainly not saying I'd want Spoon to HTL them all himself. That would be absurd. The release of WoD was an excellent testament to FS development, and Spoon should be commended for it.

So who's up for a WoD Upgrade Project?
Title: Re: RELEASE - Wings of Dawn
Post by: ssmit132 on September 12, 2010, 11:04:23 pm
It's not good enough, you most make update :p

Only joking, I think it's pretty good as is.
Title: Re: RELEASE - Wings of Dawn
Post by: bahijal74 on September 12, 2010, 11:06:46 pm
To be honest it was nice to play it with the ability to not have any slowdown really...i have  a one in a million POS laptop. Updates yeah are nice but what you did with tehs esimple textures alone (maybe nbto simple per se) but still it is enough an dowkre dlovely to add to th eanime feel
Title: Re: RELEASE - Wings of Dawn
Post by: Shivan Hunter on September 12, 2010, 11:09:26 pm
To be honest it was nice to play it with the ability to not have any slowdown really...i have  a one in a million POS laptop. Updates yeah are nice but what you did with tehs esimple textures alone (maybe nbto simple per se) but still it is enough an dowkre dlovely to add to th eanime feel

What?

Honestly, I can not read the last half of your post.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on September 12, 2010, 11:11:54 pm
But I agree on the texture bump-up. Also, a slight reduce on the reflectiveness would be awesome. More than once I wondered if the JGASF girls use their ships as mirrors.

The armor on the majority of LSF ships is reflective. Spoon made full use of armor.tbl.
Title: Re: RELEASE - Wings of Dawn
Post by: bahijal74 on September 12, 2010, 11:26:06 pm
To be honest it was nice to play it with the ability to not have any slowdown really...i have  a one in a million POS laptop. Updates yeah are nice but what you did with tehs esimple textures alone (maybe nbto simple per se) but still it is enough an dowkre dlovely to add to th eanime feel

What?

Honestly, I can not read the last half of your post.
Is good. play well. could use slight upgrade. great job.
lol I enjoy the ability to play with graphics more computer friendly basically. I think spoon did good with what he had and An upgrade while nice isn't needed.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 13, 2010, 07:04:47 am
To be honest it was nice to play it with the ability to not have any slowdown really...i have  a one in a million POS laptop. Updates yeah are nice but what you did with the simple textures alone (maybe not simple per se) but still it is enough and worked lovely to add to the anime feel

What?

Honestly, I can not read the last half of your post.
It's a puzzle!  :p

But yeah, on the subject of textures I have no excuse. I simply have no talent for it. Textures in WoD is certainly a big point that could use improvement I should take some lessons from Quanto. I love the texture style he is using with Stellar assault.

Quote from: Shivan hunter
So who's up for a WoD Upgrade Project?
You have my blessing (;

But I agree on the texture bump-up. Also, a slight reduce on the reflectiveness would be awesome. More than once I wondered if the JGASF girls use their ships as mirrors.

The armor on the majority of LSF ships is reflective. Spoon made full use of armor.tbl.
Yes indeed

-Poem-
  :lol: :lol: :lol: :lol: :lol:
Title: Re: RELEASE - Wings of Dawn
Post by: Shivan Hunter on September 13, 2010, 08:10:32 am

Quote from: Shivan hunter
So who's up for a WoD Upgrade Project?
You have my blessing (;


Don't I wish I know how to model/texture/UV anything more than a box. Most of my free time this year will go into getting experience. :(
Title: Re: RELEASE - Wings of Dawn
Post by: Nehemiah on September 19, 2010, 05:00:47 pm
Is anyone else having a problem with an all white background skybox in mission A New Dawn 22-1?  I can barely see a thing in that mission.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on September 19, 2010, 05:30:58 pm
Maybe your graphics card can't handle the hi-res texture?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 19, 2010, 05:43:55 pm
Maybe your graphics card can't handle the hi-res texture?
That skybox has produced some wacky results on my laptop too (I'll post a screenshot of that later).

If it is really unplayable for you, Nehemiah. I could change the skybox for the missions it is in and upload a ('patched') Wod-core.vp for you
Title: Re: RELEASE - Wings of Dawn
Post by: Nehemiah on September 19, 2010, 08:59:06 pm
Maybe your graphics card can't handle the hi-res texture?
That skybox has produced some wacky results on my laptop too (I'll post a screenshot of that later).

If it is really unplayable for you, Nehemiah. I could change the skybox for the missions it is in and upload a ('patched') Wod-core.vp for you

Yeah, if you could patch that, it would be great!  :D
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 20, 2010, 11:33:55 am
Yeah, if you could patch that, it would be great!  :D
http://rapidshare.com/files/420178601/WoD-Core.rar
This has the last missions that used the nebula-starfield replaced with the normal starfield.pof
This should (hopefully) resolve your issue
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on September 20, 2010, 11:42:31 am
Huh. I just noticed the Ray Mk. I has weapon convergence. :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 20, 2010, 12:32:00 pm
Considering how far apart those laser cannon and how small the cordi fighters are, I'm very glad about that.
Title: Re: RELEASE - Wings of Dawn
Post by: Eratharon on September 24, 2010, 12:09:09 pm
Okay, hi everyone, made an account so I could post my review:

Made it through the campaign without a crash or error sign so this is definitely the best for me.  :)

Spoiler:
I really like the new anis you made. It must've taken quite the time. I don't share people's opinion of the missiles, frankly I could use them quite well. The explosion gave me the BOOM sight instead the boom sight so it was as good as the new ones in the new mediavps. The ships are a little too shiny for me but not too much to be an annoyance. I also liked the many species you made especially the crystalline ones. What can I say, I like the color blue. Didn't have any issues with the performance either so that's a good point too. The story was a B+ for me. I like how it went but it was a bit predictable plus I had the "So who is the character I'm playing now?" problem but that got cleared up. The humor was a plus too even if it got a little serious by the end.

All in all an excellent campaign. Thanks for making it, had fun playing it. Next playthrough coming up!
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 24, 2010, 12:26:08 pm
Sweet, thanks for the review  :)
Title: Re: RELEASE - Wings of Dawn
Post by: Eratharon on September 24, 2010, 12:57:11 pm
Er sorry but in my review I forgot the mention a few things:

Spoiler:
The music is awesome and the Easter eggs in the VP files made me drool a little... just a little... no really.


Shut up!
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on September 24, 2010, 01:56:19 pm
Being a good guy, just like me.

And using the big boom missile a lot.

EDIT:

Just kidding, I don't have a clue :p

EDIT 2:

wtf? I was just replaying to this message
How in the bloody hell can you get Crystal in M15?!
and the replay got swapped here?

I think I'm either going crazy or getting too old to difference threads.
Title: Re: RELEASE - Wings of Dawn
Post by: Revan on September 25, 2010, 09:27:15 am
Wow... this could be one of my favorite mods. Do you think about a Stand-Allone-Version? (sry if this has been asked before)
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 25, 2010, 10:41:38 am
Wow... this could be one of my favorite mods. Do you think about a Stand-Allone-Version? (sry if this has been asked before)
:)

And yes, Battuta and Andrewofdoom have been nagging me about making it stand alone for a while now  :p
Maybe some day!
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on September 25, 2010, 04:16:09 pm
Ok, Spoon: Mission 25. Phase 2 of the big battle:

Spoiler:
How... the... hell...?

It is ludicrously difficult to protect those made-of-glass Zy fighters. Either they get evaporated by the Ravagers, or I successfully defend against the Ravagers but then am too busy fighting them to worry about the loyalist Zy! Are their escorts asleep or something? I can't defend against a dozen enemy fighters at once! And of course, wingmen are completely useless in this endeavor. They can't defend a fighter. Even if I sic ALL of them on a SINGLE fighter they can't defend it!

Forget M16, this is the way-the-****-too-difficult mission of the campaign. Although I do find it odd that I haven't seen anyone else complain about it. Am I just missing something obvious?

I love this mod to death, really, it's just this one mission that I despise... I only beat it the first time by sheer luck (I think).
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on September 25, 2010, 04:18:18 pm
Focus wingmen on one fighter and keep an eye on the second.
That should be enough.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 25, 2010, 04:47:36 pm
Ravagers have really potent missiles but they only have limited number of them. One way to defend those Zy fighters is for you to move in ahead and 'absorb' the majority of the missiles. Then focus down the hostile Zy fighters (They can output considerable more damage with their primaries then Ravagers do with their beams) and try to shoot down their missiles while you are at it.


I'm actually more suprised I haven't seen a truck load of complaints about the quick time events  :p
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on September 25, 2010, 11:15:16 pm
Ah ha! Thanks, turns out the Zy are the real threat. I fired a few token Dragon Slaves in the Ravagers' direction and then left them alone to focus on the Zy, and all the friendly ships made it though with 90+ hull integrity (and were promptly laser-blended by the Armageddons, but they'd launched their missiles by that point).
Title: Re: RELEASE - Wings of Dawn
Post by: ReeNoiP on September 26, 2010, 09:27:00 am
What light settings everybody use for the last mission? For me anything that wasn't red was pitch black until I got to the reactor room. Made it kinda hard to see where the tunnels were.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on September 26, 2010, 01:03:02 pm
I'm actually more suprised I haven't seen a truck load of complaints about the quick time events  :p

I figured you'd earned your brief silly "Press X not to die" at that point.
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on September 26, 2010, 01:12:44 pm
Yeah, pretty much.
Title: Re: RELEASE - Wings of Dawn
Post by: Nuclear1 on September 26, 2010, 05:59:56 pm
I'm in love.

Can I have Misuzu? Pleeeeeeeeease? :D

Also the campaign was really really good
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 26, 2010, 06:56:16 pm
Also the campaign was really really good
Thereis absolutely no reason to write that sentence so small! :P

Quote
What light settings everybody use for the last mission? For me anything that wasn't red was pitch black until I got to the reactor room. Made it kinda hard to see where the tunnels were.
I currently use Herra Tohtoris settings from the wiki (http://www.hard-light.net/wiki/index.php/Sample_Lighting_Settings). Whith them I could just shoot into the dark corners to light them up :)
Though pressing F12 helps even more  :P
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on September 27, 2010, 01:26:25 am
Finally got around to playing this. Great stuff, that battle scene at the beginning of pockets of resistance was downright cool, and the atmosphere mission was reasonably convincing. Love the musical selection, though there were a few "It's the Thron-e! Ali Al-Saachez!!!" and "Trans-Am!?" moments  ;)?
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 27, 2010, 04:21:34 am
So I wasn't the only one who felt that way.
And it started right in the first mission.
Jamming -> Music change -> and I was thinking "Okay.... were are the GN-X?" :lol:

I want Trans-Am for my Ray III E!
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on September 27, 2010, 09:07:42 am
I am enjoying WoD a lot. Despite the relatively simple models (some of which I like and others I'm so-so about) the mod reminds me that I need to have fun and WoD has a lot of heart. y
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on September 27, 2010, 09:10:34 am
Yeah, I think the thing I adored most about Wings of Dawn was its willingness to just be fun. It had so much integrity and character to it, and it never forgot it was about the player.
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on September 27, 2010, 10:09:37 am
hahah starting Misuzu. She has a lot of energy (when awake) and is totally awesome to be around, don't meet a lot of girls like that around these days. Just the thing for my addled brain at the end of the day, I think I'll mix a Bloody Mary and play some more.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on September 27, 2010, 10:11:58 am
hahah starting Misuzu. She has a lot of energy (when awake) and is totally awesome to be around, don't meet a lot of girls like that around these days. Just the thing for my addled brain at the end of the day, I think I'll mix a Bloody Mary and play some more.

r u drunk
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on September 27, 2010, 10:39:33 am
sodrunk. ist all the drunks is beautiful and i am not star
Title: Re: RELEASE - Wings of Dawn
Post by: chief1983 on September 27, 2010, 11:04:13 am
It's funny cause for me it's 9:30am.  Hopefully not for you.
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on September 27, 2010, 11:10:21 am
12:09am. You must be on the West Coast, I'm on the other side, you see.
Title: Re: RELEASE - Wings of Dawn
Post by: chief1983 on September 27, 2010, 12:01:50 pm
Midwest actually, but DST.  So you're pretty close :)

Hope you find a hamnyurger.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 27, 2010, 12:09:49 pm
I'm in love.

Can I have Misuzu? Pleeeeeeeeease? :D

Also the campaign was really really good
(http://img529.imageshack.us/img529/6663/grin.png) "Yay, a fan!"

I am enjoying WoD a lot. Despite the relatively simple models (some of which I like and others I'm so-so about) the mod reminds me that I need to have fun and WoD has a lot of heart. y
Which models are giving you the 'meh' feeling?

So I wasn't the only one who felt that way.
And it started right in the first mission.
Jamming -> Music change -> and I was thinking "Okay.... were are the GN-X?" :lol:

I want Trans-Am for my Ray III E!
Finally got around to playing this. Great stuff, that battle scene at the beginning of pockets of resistance was downright cool, and the atmosphere mission was reasonably convincing. Love the musical selection, though there were a few "It's the Thron-e! Ali Al-Saachez!!!" and "Trans-Am!?" moments  ;)?
  :lol:
I had more gundam references planned but it was hard cramming all of that inside the missions.
but I'll let you in on a little secret. There is something very much akin to Trans-am planned for the future

Yeah, I think the thing I adored most about Wings of Dawn was its willingness to just be fun. It had so much integrity and character to it, and it never forgot it was about the player.
  :)
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 27, 2010, 05:59:14 pm
Did the Zy have any contact with the Anyuven... or however Infis constructors were called?
Because I noticed certain similarities in design between the Zy fighters and the Prometheus frame.

There would be the overall shape, but that is quite common among fighters, but there are also those red translucent parts that both designs share. In case of Infi those are the beam cannons, no idea what they are on ty ships though.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 27, 2010, 09:30:13 pm
Did the Zy have any contact with the Anyuven... or however Infis constructors were called?
Because I noticed certain similarities in design between the Zy fighters and the Prometheus frame.

There would be the overall shape, but that is quite common among fighters, but there are also those red translucent parts that both designs share. In case of Infi those are the beam cannons, no idea what they are on ty ships though.
(http://img688.imageshack.us/img688/6096/1204754859139.jpg)
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on September 27, 2010, 10:00:01 pm
Is that the sweet scent of a teaser?
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 28, 2010, 04:38:00 am
Oh no! Does that mean you'll send the Thrones after me?

I wonder about that "Trans-am like" feature you hinted at. Could it be something like the bullet time in "Dark Children" for TBP?
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on September 29, 2010, 04:20:25 am
I'm getting this error:

"Could not load in main hall mask 'MainScreen-M'!

(This error most likely means that you are missing required 640x480 interface art.)
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>"
Title: Re: RELEASE - Wings of Dawn
Post by: Jeff Vader on September 29, 2010, 04:22:43 am
http://www.hard-light.net/forums/index.php/topic,56279.msg1180353.html#msg1180353
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on September 29, 2010, 04:23:31 am
http://www.hard-light.net/forums/index.php/topic,56279.msg1180353.html#msg1180353

Oh sorry yeah I shoulda searched for that first. I'm a goofball.
Thanks a lot man.
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on September 30, 2010, 04:10:13 am
Is the player supposed to be Misuzu? It's not entirely clear to me.

I am enjoying WoD a lot. Despite the relatively simple models (some of which I like and others I'm so-so about) the mod reminds me that I need to have fun and WoD has a lot of heart. y
Which models are giving you the 'meh' feeling?

Just to chime in here, I've only just started and called it a night after failing the convoy escort 8 or so times, but of the ships I've seen I think the biggest meh for me is the hero ship. Or, the flag ship, whatever the name of it is. Of the allied ships it's probably the least interesting. It looks a bit like the SDF-1 or like the Arch Angel from Gundam Seed with it's double-pronged bow, but, it's a little bland. Not because of lack of detail or anything, I get the limitations and that's fine, I just think the basic shape is a bit too boxy and a bit too flat.

I think the allied cruiser and missile frigate are better designs in general.
The bug ship and the low-tech guys ships are pretty good too. The low tech ship reminds me a bit of this miniature starship from the game Full Thrust:

(http://star-ranger.com/images/OUDF/OUcvl.jpg)

Probably pretty far off the mark, but some of the basics of the design are kinda similar. (EDIT - for some reason I thought the side pod on the ship in game was a bit larger, so they're not quite as similar as I thought. But still, reminds me of this ship anyway).



Did you hand animate the inflight messages? Or use flash? It's pretty cool. Not much beyond lip sync but what you do have looks good. Of the new artwork in game it's probably the most impressive for me, mostly because no one's really bothered to do it before. Maybe WCSaga did, can't remember.

Oh, also I thought what you did in the second mission was very cool as well. Though, the one thing I found odd is that the briefing was quite long for a mission that was not. I think it took me longer to read the briefing than play the mission haahha
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 30, 2010, 05:40:17 am
Considering the campaign contains a lot of nods towards various Gundam series, does it really surprise you that the "Guardian Angel" is a bit reminescent of the "Archangel"?

Though it looks more like a ship from an earlier Gundam series. But since I didn't see that series and only know the ship out of sceenshots from a mod (for Homeworld I think), I can't name it.
Or the Phantom Pain from SEED Destiny.
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on September 30, 2010, 06:03:27 am
Yea, sorry Spoon, I won't be able to give 'legit' feedback for a while.

Yes, that shape has quite a lot in common with Gundam base ships - White Base, Argama and others in the tradition, or even the Wing Commander Midway, the dual hanger connected at the back. But I don't know - it's a pure carrier, not much capital ship weaponry (as noted on tvtropes), and that's okay with me.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 30, 2010, 08:10:13 am
True, the Archangel, while being able to carry a few fightes and/or Mobile Suits was mainly a battleship with a lot of firepower.
The Guardian Angel seems to posses only point defense weapons, but has four hangars. She pretty clearly is a fullhearted carrier.
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on September 30, 2010, 10:38:30 am
Is the player supposed to be Misuzu? It's not entirely clear to me.

The player is usually Misuzu, but sometimes Crystal or Dawn depending on the mission.
Title: Re: RELEASE - Wings of Dawn
Post by: Deadly in a Shadow on September 30, 2010, 10:40:55 am

Or Infi in one scene ;)
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on September 30, 2010, 12:24:27 pm
Considering the campaign contains a lot of nods towards various Gundam series, does it really surprise you that the "Guardian Angel" is a bit reminescent of the "Archangel"?

I don't have a problem with it looking like the Archangel, the thing that makes me go a bit meh is that it looks too much like a rectangle both from the top and the side (and probably the front). That being said, I don't want to rag on any of spoon's work, the ships all look pretty good. Just that the hero ship is the least interesting of the lot for me.


True, the Archangel, while being able to carry a few fightes and/or Mobile Suits was mainly a battleship with a lot of firepower.
The Guardian Angel seems to posses only point defense weapons, but has four hangars. She pretty clearly is a fullhearted carrier.

They're both carriers. The difference is that the gundams of Archangel are more powerful on a one-to-one basis and basically cut through any enemy that isn't either a major villian in a mobile suit or a villian's main ship. Consequently there are a lot less of them.

But given the gameplay and what I've seen so far of some of the ships, in my limited experience with anime I'd compare it more to Macross than Gundam.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on September 30, 2010, 04:31:17 pm
For me something that is designed to carry five Mobile Suits isn't called a full carrier.
Even the Dominion only had the three machines of the extended plus a few Strike Daggers. Besides they even refer to the Archangel as a battleship in the series. At least they do in the german translation anyway....
If there is anything like a "battle-carrier" in Gundam SEED then it's the orb masuma class (Kusanagi). That ship was stuffed with Astrays (Hm.... does that name sound familiar? Does this qualify for the TVTropes shoutouts?) plus the Strike Rouge, while still having quite a lot of firepower (lacking only the "Variant" and missile launchers compared to the Archangel).

The Guardian Angel on the other hand can carry a lot of fighters, otherwise you wouldn't be able to choose different fighters for the missions.
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on September 30, 2010, 05:00:44 pm
For me something that is designed to carry five Mobile Suits isn't called a full carrier.

The first aircraft carriers only had a couple of fighters each. As for the Arch Angel if you consider that the major feature of the ship is the launch catapults it seems designed as much as a carrier as a warship.

Anyway, the only comparison to Gundam was the visual look of the ship. Functionally they seem to have very little in common. It looks more like the SDF-1 in any case (with gun deployed). Especially those two shoulders with turrets located mid-ship.

Never watched Gundam Seed so know little about it.


Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 01, 2010, 12:21:54 pm
Quote from: Akalabeth Angel
Probably pretty far off the mark, but some of the basics of the design are kinda similar. (EDIT - for some reason I thought the side pod on the ship in game was a bit larger, so they're not quite as similar as I thought. But still, reminds me of this ship anyway).
Never heard of the game, never seen that design either. So no  :)

But Yes, the GA design was quite inspired on all of the gundam white base like designs. And ya know Akalabeth Angel, I dont disagree with you. I've always felt there is room for improvement with the design.

Quote from: Akalabeth Angel
It looks more like the SDF-1 in any case (with gun deployed). Especially those two shoulders with turrets located mid-ship.
:nervous:



(http://img255.imageshack.us/img255/4687/sdf1.png)
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on October 01, 2010, 12:30:02 pm
Quote from: Akalabeth Angel
Probably pretty far off the mark, but some of the basics of the design are kinda similar. (EDIT - for some reason I thought the side pod on the ship in game was a bit larger, so they're not quite as similar as I thought. But still, reminds me of this ship anyway).
Never heard of the game, never seen that design either. So no  :)

Oh no, I'm not claiming you based your design on that one at all. Just saying it reminds me of it, which can be pretty annoying. There was one ship I designed, and based more/less on nothing I'd ever seen before but then one day I found a ship from a similar game that look eerily like it.

Quote
But Yes, the GA design was quite inspired on all of the gundam white base like designs. And ya know Akalabeth Angel, I dont disagree with you. I've always felt there is room for improvement with the design.

Yeah. Some of the detailing is pretty good, but details don't help if the basic shape isn't that interesting. Nothing to worry about anyway. You still made a ship with turrets and got it in game, that's something I've yet to do. All I ever got in game was one a lousy fighter :)
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on October 01, 2010, 01:00:02 pm
(http://img255.imageshack.us/img255/4687/sdf1.png)

 :jaw:

I hope that thing doesn't have ftG ztuN
Title: Re: RELEASE - Wings of Dawn
Post by: Deadly in a Shadow on October 01, 2010, 01:23:29 pm

Ouuh, galactic Transformer if you ask me :D
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on October 01, 2010, 01:51:54 pm
Coming soon for Just Another Dawn... :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: oohhboy on October 02, 2010, 01:43:03 am
Registered to bring some nasty bugs to light.

Code: [Select]
Process:         FS2_Open-Inferno [4031]
Path:            /Applications/Freespace2/FS2_Open-Inferno 3.6.12.app/Contents/MacOS/FS2_Open-Inferno
Identifier:      FS2_Open-Inferno
Version:         FreeSpace 2 Open version 3.6.12 RC1 (3.6.12)
Code Type:       X86 (Native)
Parent Process:  launchd [346]

Interval Since Last Report:          601 sec
Crashes Since Last Report:           1
Per-App Interval Since Last Report:  440 sec
Per-App Crashes Since Last Report:   1

Date/Time:       2010-10-02 19:31:00.782 +1300
OS Version:      Mac OS X 10.5.8 (9L31a)
Report Version:  6
Anonymous UUID:  2E171DD9-FE7B-4CD9-88E0-C93B94CFDD78

Exception Type:  EXC_ARITHMETIC (SIGFPE)
Exception Codes: EXC_I386_DIV (divide by zero)
Crashed Thread:  0

Thread 0 Crashed:
0   FS2_Open-Inferno              0x00083f7e std::basic_stringstream<char, std::char_traits<char>, SCP_vm_allocator<char> >::~basic_stringstream() + 75902
1   FS2_Open-Inferno              0x0009f3ae std::basic_stringstream<char, std::char_traits<char>, SCP_vm_allocator<char> >::~basic_stringstream() + 187566
2   FS2_Open-Inferno              0x000a509c std::basic_stringstream<char, std::char_traits<char>, SCP_vm_allocator<char> >::~basic_stringstream() + 211356
3   FS2_Open-Inferno              0x000ab267 std::basic_stringstream<char, std::char_traits<char>, SCP_vm_allocator<char> >::~basic_stringstream() + 236391
4   FS2_Open-Inferno              0x000acc6c std::basic_stringstream<char, std::char_traits<char>, SCP_vm_allocator<char> >::~basic_stringstream() + 243052
5   FS2_Open-Inferno              0x000ad441 std::basic_stringstream<char, std::char_traits<char>, SCP_vm_allocator<char> >::~basic_stringstream() + 245057
6   FS2_Open-Inferno              0x0037eb6c WE_Hyperspace::~WE_Hyperspace() + 87404
7   FS2_Open-Inferno              0x002e6583 std::vector<multi_create_info, SCP_vm_allocator<multi_create_info> >::_M_insert_aux(__gnu_cxx::__normal_iterator<multi_create_info*, std::vector<multi_create_info, SCP_vm_allocator<multi_create_info> > >, multi_create_info const&) + 105731
8   FS2_Open-Inferno              0x002e805f std::vector<multi_create_info, SCP_vm_allocator<multi_create_info> >::_M_insert_aux(__gnu_cxx::__normal_iterator<multi_create_info*, std::vector<multi_create_info, SCP_vm_allocator<multi_create_info> > >, multi_create_info const&) + 112607
9   FS2_Open-Inferno              0x0003e970 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 95600
10  FS2_Open-Inferno              0x00043866 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 115814
11  FS2_Open-Inferno              0x00044051 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 117841
12  FS2_Open-Inferno              0x0010474b std::vector<color, SCP_vm_allocator<color> >::_M_insert_aux(__gnu_cxx::__normal_iterator<color*, std::vector<color, SCP_vm_allocator<color> > >, color const&) + 19563
13  FS2_Open-Inferno              0x00040f6a ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 105322
14  FS2_Open-Inferno              0x0004105e ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 105566
15  FS2_Open-Inferno              0x00037b42 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 67394
16  com.apple.Foundation          0x9312452c _nsnote_callback + 364
17  com.apple.CoreFoundation      0x9683e47a __CFXNotificationPost + 362
18  com.apple.CoreFoundation      0x9683e753 _CFXNotificationPostNotification + 179
19  com.apple.Foundation          0x93121680 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128
20  com.apple.Foundation          0x9312aed8 -[NSNotificationCenter postNotificationName:object:] + 56
21  com.apple.AppKit              0x9707cdf2 -[NSApplication _postDidFinishNotification] + 125
22  com.apple.AppKit              0x9707cd01 -[NSApplication _sendFinishLaunchingNotification] + 77
23  com.apple.AppKit              0x96ff681b -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 284
24  com.apple.AppKit              0x96ff6014 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 98
25  com.apple.Foundation          0x93149a9f -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 655
26  com.apple.Foundation          0x931497af _NSAppleEventManagerGenericHandler + 223
27  com.apple.AE                  0x947b6648 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 144
28  com.apple.AE                  0x947b657e dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
29  com.apple.AE                  0x947b6425 aeProcessAppleEvent + 177
30  com.apple.HIToolbox            0x9650e981 AEProcessAppleEvent + 38
31  com.apple.AppKit              0x96ff38e9 _DPSNextEvent + 1189
32  com.apple.AppKit              0x96ff2f88 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128
33  com.apple.AppKit              0x96febf9f -[NSApplication run] + 795
34  FS2_Open-Inferno              0x00038371 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 69489
35  FS2_Open-Inferno              0x00037726 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 66342
36  FS2_Open-Inferno              0x0003764d ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 66125

I am running the inferno build because WOD bites the dust with the same crash on mission 2 with the normal 3.6.12. This crash is from Inferno build 3.6.12, mission named "Bug Hunt". I can't tell you what is triggering it (Possibly a warp in or death), but if you guys have some instructions for me to help you chase this thing down, I will be glad to help.
Title: Re: RELEASE - Wings of Dawn
Post by: ReeNoiP on October 02, 2010, 04:15:28 am
Version:         FreeSpace 2 Open version 3.6.12 RC1 (3.6.12)

Try with final (http://www.hard-light.net/forums/index.php?topic=70692.0).
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 02, 2010, 04:22:49 am
What ReeNoip said, try .12 final
There have been several bugs and minor issues fixes inbetween Rc1 and Final

If the crash still occurs please post a fs2 open log. http://www.hard-light.net/forums/index.php/topic,56279.msg1180359.html#msg1180359 explains how you do that.
Title: Re: RELEASE - Wings of Dawn
Post by: oohhboy on October 02, 2010, 04:46:18 am
I am afraid that the releases posted aren't the final releases you are referring to. I am playing with those releases posted. I re-downloaded them to make sure.

Maybe there has been a mix up they aren't aware of?
Title: Re: RELEASE - Wings of Dawn
Post by: ReeNoiP on October 02, 2010, 05:33:27 am
I am afraid that the releases posted aren't the final releases you are referring to. I am playing with those releases posted. I re-downloaded them to make sure.

Maybe there has been a mix up they aren't aware of?

I can't open the dmg files to check, but that sounds strange. Someone should have reported it earlier. Are you sure you set the right file in the launcher?
Title: Re: RELEASE - Wings of Dawn
Post by: oohhboy on October 02, 2010, 05:56:18 am
Just double checked. Re-selected the app with the launcher, it is Rc1, not final.

It probably hasn't come up since there since there aren't that many Mac gamers out there. Between that and people playing this TC, I wouldn't be surprised if the number of players are in the single digits. Toss in the theme of the TC and I just might be the only one.

Played WIH and a couple other of the new mods without issue, although WIH does crash with extended play at the end of the last mission at the cutscene but that is another bug report I should file with them once I recreate it assuming it isn't because of an older file.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on October 02, 2010, 09:48:29 am
Just double checked. Re-selected the app with the launcher, it is Rc1, not final.

It probably hasn't come up since there since there aren't that many Mac gamers out there. Between that and people playing this TC, I wouldn't be surprised if the number of players are in the single digits. Toss in the theme of the TC and I just might be the only one.

Played WIH and a couple other of the new mods without issue, although WIH does crash with extended play at the end of the last mission at the cutscene but that is another bug report I should file with them once I recreate it assuming it isn't because of an older file.

Try a Mac nightly. Post a debug log if you can.
Title: Re: RELEASE - Wings of Dawn
Post by: oohhboy on October 02, 2010, 10:55:02 am
Code: [Select]
Process:         FS2_Open (debug) [4874]
Path:            /Applications/Freespace2/FS2_Open 3.6.12 (debug).app/Contents/MacOS/FS2_Open (debug)
Identifier:      FS2_Open (debug)
Version:         FreeSpace 2 Open version 3.6.12 RC1 (3.6.12)
Code Type:       X86 (Native)
Parent Process:  launchd [346]

Interval Since Last Report:          1169 sec
Crashes Since Last Report:           1
Per-App Interval Since Last Report:  0 sec
Per-App Crashes Since Last Report:   1

Date/Time:       2010-10-03 04:12:53.055 +1300
OS Version:      Mac OS X 10.5.8 (9L31a)
Report Version:  6
Anonymous UUID:  2E171DD9-FE7B-4CD9-88E0-C93B94CFDD78

Exception Type:  EXC_ARITHMETIC (SIGFPE)
Exception Codes: EXC_I386_DIV (divide by zero)
Crashed Thread:  0

Thread 0 Crashed:
0   FS2_Open (debug)               0x00092993 do_random_sidethrust(ai_info*, ship_info*) + 139
1   FS2_Open (debug)               0x00092cd9 attack_set_accel(ai_info*, ship_info*, float, float, float) + 647
2   FS2_Open (debug)               0x00094fb4 ai_chase_attack(ai_info*, ship_info*, vec3d*, float, int) + 776
3   FS2_Open (debug)               0x000a82dc ai_chase() + 2304
4   FS2_Open (debug)               0x000aef4d ai_execute_behavior(ai_info*) + 187
5   FS2_Open (debug)               0x000afc26 ai_frame(int) + 2524
6   FS2_Open (debug)               0x000afdfa ai_process(object*, int, float) + 356
7   FS2_Open (debug)               0x0037d883 ship_process_post(object*, float) + 2115
8   FS2_Open (debug)               0x002ca0f7 obj_move_all_post(object*, float) + 793
9   FS2_Open (debug)               0x002cba1c obj_move_all(float) + 456
10  FS2_Open (debug)               0x00046d68 game_simulation_frame() + 1332
11  FS2_Open (debug)               0x00048833 game_frame(int) + 597
12  FS2_Open (debug)               0x00048ec2 game_do_frame() + 262
13  FS2_Open (debug)               0x000490ae game_do_state(int) + 324
14  FS2_Open (debug)               0x00101a35 gameseq_process_events() + 321
15  FS2_Open (debug)               0x00045a72 game_main(char*) + 422
16  FS2_Open (debug)               0x00045c0e SDL_main + 386
17  FS2_Open (debug)               0x00038f62 -[SDLMain applicationDidFinishLaunching:] + 71
18  com.apple.Foundation           0x9312452c _nsnote_callback + 364
19  com.apple.CoreFoundation       0x9683e47a __CFXNotificationPost + 362
20  com.apple.CoreFoundation       0x9683e753 _CFXNotificationPostNotification + 179
21  com.apple.Foundation           0x93121680 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128
22  com.apple.Foundation           0x9312aed8 -[NSNotificationCenter postNotificationName:object:] + 56
23  com.apple.AppKit               0x9707cdf2 -[NSApplication _postDidFinishNotification] + 125
24  com.apple.AppKit               0x9707cd01 -[NSApplication _sendFinishLaunchingNotification] + 77
25  com.apple.AppKit               0x96ff681b -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 284
26  com.apple.AppKit               0x96ff6014 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 98
27  com.apple.Foundation           0x93149a9f -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 655
28  com.apple.Foundation           0x931497af _NSAppleEventManagerGenericHandler + 223
29  com.apple.AE                   0x947b6648 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 144
30  com.apple.AE                   0x947b657e dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
31  com.apple.AE                   0x947b6425 aeProcessAppleEvent + 177
32  com.apple.HIToolbox           0x9650e981 AEProcessAppleEvent + 38
33  com.apple.AppKit               0x96ff38e9 _DPSNextEvent + 1189
34  com.apple.AppKit               0x96ff2f88 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128
35  com.apple.AppKit               0x96febf9f -[NSApplication run] + 795
36  FS2_Open (debug)               0x00038dcc CustomApplicationMain + 365
37  FS2_Open (debug)               0x000391c5 main + 240
38  FS2_Open (debug)               0x0003844e _start + 216
39  FS2_Open (debug)               0x00038375 start + 41

Thread 1:
0   libSystem.B.dylib             0x94892266 mach_msg_trap + 10
1   libSystem.B.dylib             0x94899a5c mach_msg + 72
2   com.apple.CoreFoundation       0x9685ce7e CFRunLoopRunSpecific + 1790
3   com.apple.CoreFoundation       0x9685daa8 CFRunLoopRunInMode + 88
4   com.apple.audio.CoreAudio     0x90bea5f8 HALRunLoop::OwnThread(void*) + 160
5   com.apple.audio.CoreAudio     0x90bea480 CAPThread::Entry(CAPThread*) + 96
6   libSystem.B.dylib             0x948c3155 _pthread_start + 321
7   libSystem.B.dylib             0x948c3012 thread_start + 34

Thread 2:
0   libSystem.B.dylib             0x948922c6 semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib             0x948c42af _pthread_cond_wait + 1244
2   libSystem.B.dylib             0x948c5b33 pthread_cond_timedwait_relative_np + 47
3   com.apple.audio.CoreAudio     0x90bf9bdf CAGuard::WaitFor(unsigned long long) + 213
4   com.apple.audio.CoreAudio     0x90bfb79a CAGuard::WaitUntil(unsigned long long) + 70
5   com.apple.audio.CoreAudio     0x90bf9f3f HP_IOThread::WorkLoop() + 759
6   com.apple.audio.CoreAudio     0x90bf9c43 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7   com.apple.audio.CoreAudio     0x90bea480 CAPThread::Entry(CAPThread*) + 96
8   libSystem.B.dylib             0x948c3155 _pthread_start + 321
9   libSystem.B.dylib             0x948c3012 thread_start + 34

Thread 3:
0   libSystem.B.dylib             0x94892386 mach_wait_until + 10
1   libSystem.B.dylib             0x949093ad nanosleep + 314
2   SDL                           0x019015c3 SDL_Delay + 467
3   SDL                           0x018f2ecd SDL_Linked_Version + 397
4   SDL                           0x019011f1 SDL_SemWait + 49
5   libSystem.B.dylib             0x948c3155 _pthread_start + 321
6   libSystem.B.dylib             0x948c3012 thread_start + 34

Thread 4:
0   libSystem.B.dylib             0x9489944e __semwait_signal + 10
1   libSystem.B.dylib             0x948c3dcd pthread_cond_wait$UNIX2003 + 73
2   libGLProgrammability.dylib     0x977dab32 glvmDoWork + 162
3   libSystem.B.dylib             0x948c3155 _pthread_start + 321
4   libSystem.B.dylib             0x948c3012 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x00001958  ebx: 0x00092915  ecx: 0xbfffe3fc  edx: 0x00000000
  edi: 0x005f5474  esi: 0x00000001  ebp: 0xbfffe408  esp: 0xbfffe3d0
   ss: 0x0000001f  efl: 0x00010246  eip: 0x00092993   cs: 0x00000017
   ds: 0x0000001f   es: 0x0000001f   fs: 0x00000000   gs: 0x00000037
  cr2: 0x32493000

Binary Images:
    0x1000 -   0x5baffb +FS2_Open (debug) FreeSpace 2 Open version 3.6.12 RC1 (3.6.12) <011e687f9db6431a1475aed2159b5d47> /Applications/Freespace2/FS2_Open 3.6.12 (debug).app/Contents/MacOS/FS2_Open (debug)
 0x18c2000 -  0x1927f17 +SDL 1.2.14 (1.2.14) <fa2f2fc9e936dd87fbb0f5052d5cdab8> /Applications/Freespace2/FS2_Open 3.6.12 (debug).app/Contents/Frameworks/SDL.framework/Versions/A/SDL
 0x1939000 -  0x195cfed  com.apple.audio.OpenAL 1.2 (1.2) <d2b9567e2f3e44ef025556bffbb1aeb9> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
 0x196f000 -  0x1971fc8 +org.xiph.ogg 1.1.2 (1.1.2d1) /Applications/Freespace2/FS2_Open 3.6.12 (debug).app/Contents/Frameworks/Ogg.framework/Versions/A/Ogg
 0x1975000 -  0x198ffff +org.xiph.vorbis 1.1.1 (1.1.1d1) /Applications/Freespace2/FS2_Open 3.6.12 (debug).app/Contents/Frameworks/Vorbis.framework/Versions/A/Vorbis
 0x1b3f000 -  0x1b53feb +org.xiph.theorak 1.0alpha7 (1.0alpha7d1) /Applications/Freespace2/FS2_Open 3.6.12 (debug).app/Contents/Frameworks/Theora.framework/Versions/A/Theora
 0x1be5000 -  0x1be8fff  com.apple.audio.AudioIPCPlugIn 1.0.6 (1.0.6) <51c811377017028f8904ad779e6a1344> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn
0x15c2e000 - 0x15c33fff  com.apple.audio.AppleHDAHALPlugIn 1.2.9 (1.2.9a4) /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x15c84000 - 0x15cd9fdf +com.DivXInc.DivXDecoder 6.8.3.5 (6.8.3.5) /Library/QuickTime/DivX Decoder.component/Contents/MacOS/DivX Decoder
0x15d07000 - 0x15d0aff3 +com.divx.divxtoolkit 1.0 (1.0) /Library/Frameworks/DivX Toolkit.framework/Versions/A/DivX Toolkit
0x15d0f000 - 0x15ef1ff7 +com.elgato.mpegsupport EyeTV MPEG Support 1.2 (build 55) (1.2) <c4ac2554d00242c501c44f6c286bdc58> /Library/QuickTime/EyeTV MPEG Support.component/Contents/MacOS/EyeTV MPEG Support
0x17a67000 - 0x17becfe3  GLEngine ??? (???) <052e02d9a452a45d014ffbd2a84a4e7c> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0x17c1a000 - 0x17f83fe8  com.apple.GeForce8xxxGLDriver 1.5.48 (5.4.8) <880ed3155078052260ade6e705c9ca64> /System/Library/Extensions/GeForce8xxxGLDriver.bundle/Contents/MacOS/GeForce8xxxGLDriver
0x182be000 - 0x182daff7  GLRendererFloat ??? (???) <7badea5e2b8167c0e6391623bb46140a> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat
0x19901000 - 0x19b09fef  com.apple.RawCamera.bundle 2.1.2 (517) <ab9c7a0e9147de90199e4fa8b0f50863> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera
0x1a2e7000 - 0x1a2f3fff  com.apple.iokit.IOHIDLib 1.5.5 (1.5.5) <b8fc922eae4ec02441920c284952b437> /System/Library/Extensions/IOHIDFamily.kext/Contents/PlugIns/IOHIDLib.plugin/Contents/MacOS/IOHIDLib
0x3e000000 - 0x3e045fef  com.apple.glut 3.4.2 (GLUT-3.4.2) <45a3f9dcf67a40c12f096e6a7b0d7589> /System/Library/Frameworks/GLUT.framework/Versions/A/GLUT
0x70000000 - 0x700e6ff2  com.apple.audio.units.Components 1.5.2 (1.5.2) /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
0x8fe00000 - 0x8fe2db43  dyld 97.1 (???) <458eed38a009e5658a79579e7bc26603> /usr/lib/dyld
0x90039000 - 0x9011aff7  libxml2.2.dylib ??? (???) <b3bc0b280c36aa17ac477b4da56cd038> /usr/lib/libxml2.2.dylib
0x90387000 - 0x90397ffc  com.apple.LangAnalysis 1.6.5 (1.6.5) <d057feb38163121ffd871c564c692804> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis
0x90519000 - 0x908d5ff4  com.apple.VideoToolbox 0.484.2 (484.2) <35f2d177796ebb3b61f9d06593d1787a> /System/Library/PrivateFrameworks/VideoToolbox.framework/Versions/A/VideoToolbox
0x90940000 - 0x90940ffd  com.apple.Accelerate 1.4.2 (Accelerate 1.4.2) /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate
0x90bcd000 - 0x90c4afeb  com.apple.audio.CoreAudio 3.1.2 (3.1.2) <782a08c44be4698597f4bbd79cac21c6> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x90c5f000 - 0x90f8aff6  com.apple.QuickTime 7.6.6 (1674) <3ebc05dcaf5857bc3d33a04ebabf5c1a> /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime
0x90f8b000 - 0x9101efff  com.apple.ink.framework 101.3 (86) <bf3fa8927b4b8baae92381a976fd2079> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink
0x9101f000 - 0x9101fff8  com.apple.ApplicationServices 34 (34) <8f910fa65f01d401ad8d04cc933cf887> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x91020000 - 0x9107aff7  com.apple.CoreText 2.0.4 (???) <c7a222be1b51a9954eae716adbd5626a> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreText.framework/Versions/A/CoreText
0x9107b000 - 0x91097ff3  com.apple.CoreVideo 1.6.1 (48.6) <f1837beeefc81964abf7b58075edea2f> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo
0x91098000 - 0x9109aff5  libRadiance.dylib ??? (???) <97ff039f6d372ab58a684a0e311e4ed4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib
0x910a1000 - 0x9115cfe3  com.apple.CoreServices.OSServices 228.1 (228.1) <3cb50cfcebbb291797b32cb7c2677f87> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices
0x9115d000 - 0x9115ffff  com.apple.securityhi 3.0 (30817) <2b2854123fed609d1820d2779e2e0963> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI
0x91160000 - 0x91160fff  com.apple.Carbon 136 (136) <98a5e3bc0c4fa44bbb09713bb88707fe> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
0x9116e000 - 0x911b0fef  com.apple.NavigationServices 3.5.2 (163) <7f4f1766414a511bf5bc68920ac85a88> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/NavigationServices.framework/Versions/A/NavigationServices
0x911b1000 - 0x9156ffea  libLAPACK.dylib ??? (???) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib
0x91570000 - 0x9190dfef  com.apple.QuartzCore 1.5.8 (1.5.8) <18113e06d296230d63a63b58baf35f55> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
0x9190e000 - 0x91a60ff3  com.apple.audio.toolbox.AudioToolbox 1.5.3 (1.5.3) /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox
0x91a61000 - 0x91a68fff  com.apple.agl 3.0.9 (AGL-3.0.9) <5a57ce58f8adb7825e1adb9f7cdea151> /System/Library/Frameworks/AGL.framework/Versions/A/AGL
0x91a69000 - 0x91b10fec  com.apple.CFNetwork 438.14 (438.14) <1b84042a2846b1d91a89157acc997e70> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x91b11000 - 0x91b21fff  com.apple.speech.synthesis.framework 3.7.1 (3.7.1) <9a71429c74ed6ca43eb35e1f78471b2e> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis
0x91b62000 - 0x91badff7  com.apple.CoreMediaIOServices 130.0 (935) <4ee695edd53f5aa200021a2f69d24f76> /System/Library/PrivateFrameworks/CoreMediaIOServices.framework/Versions/A/CoreMediaIOServices
0x91bae000 - 0x91bffff7  com.apple.HIServices 1.7.1 (???) <ba7fd0ede540a0da08db027f87efbd60> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices
0x91c00000 - 0x91c0cffe  libGL.dylib ??? (???) /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x91c0d000 - 0x91c11fff  libGIF.dylib ??? (???) <0984073a08c59c7c6be81e52cebf2bec> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib
0x91c1e000 - 0x91c7aff7  com.apple.htmlrendering 68 (1.1.3) <fe87a9dede38db00e6c8949942c6bd4f> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering
0x91ccd000 - 0x91d4afef  libvMisc.dylib ??? (???) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib
0x920a9000 - 0x920e0fff  com.apple.SystemConfiguration 1.9.2 (1.9.2) <41d5aeffefc6d19d471f51ae0b15024f> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration
0x92111000 - 0x921d8ff2  com.apple.vImage 3.0 (3.0) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
0x921d9000 - 0x92266ff7  com.apple.LaunchServices 292 (292) <a41286c7c1eb20ffd5cc796f791070f0> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices
0x92267000 - 0x92267ffc  com.apple.audio.units.AudioUnit 1.5 (1.5) /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
0x92268000 - 0x92348fff  libobjc.A.dylib ??? (???) <3ca288b625a47bbcfe378158e4dc328f> /usr/lib/libobjc.A.dylib
0x92349000 - 0x92349ffb  com.apple.installserver.framework 1.0 (8) /System/Library/PrivateFrameworks/InstallServer.framework/Versions/A/InstallServer
0x9234a000 - 0x92369ffa  libJPEG.dylib ??? (???) <38a243000d3abefeb9ff97e4657538a4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib
0x9236f000 - 0x92379feb  com.apple.audio.SoundManager 3.9.2 (3.9.2) <0f2ba6e891d3761212cf5a5e6134d683> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound
0x9237a000 - 0x9237affa  com.apple.CoreServices 32 (32) <2fcc8f3bd5bbfc000b476cad8e6a3dd2> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x9237b000 - 0x92386fe7  libCSync.A.dylib ??? (???) <8ddd66638d4c34e5611916c35f89ca8d> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib
0x92e81000 - 0x92f4cfef  com.apple.ColorSync 4.5.3 (4.5.3) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync
0x92f4d000 - 0x93086ff7  libicucore.A.dylib ??? (???) <f2819243b278259b9a622ea111ea5fd6> /usr/lib/libicucore.A.dylib
0x93087000 - 0x93094fe7  com.apple.opengl 1.5.10 (1.5.10) <e7d1198d869f45f09251f9697cbdd192> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
0x9309b000 - 0x9309bff8  com.apple.Cocoa 6.5 (???) <e064f94d969ce25cb7de3cfb980c3249> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa
0x9309c000 - 0x930c0fff  libxslt.1.dylib ??? (???) <adfe90a3d564d824d5ae0fa6df8d6c3f> /usr/lib/libxslt.1.dylib
0x930c1000 - 0x930d9fff  com.apple.openscripting 1.2.8 (???) <a888b18c8527f71629702ed8dce9c877> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
0x930da000 - 0x93119fef  libTIFF.dylib ??? (???) <0437eac77e4e874f566ec4219ad1b249> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib
0x9311a000 - 0x93396fe7  com.apple.Foundation 6.5.9 (677.26) <c68b3cff7864959becfc7fd1a384f925> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
0x93554000 - 0x935ceff8  com.apple.print.framework.PrintCore 5.5.4 (245.6) <9ae833544b8249984c07544dbe6a97fa> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore
0x935cf000 - 0x9375efe7  com.apple.CoreAUC 3.08.0 (3.08.0) <9043e2896f6c99d96932ff86fc5142a7> /System/Library/PrivateFrameworks/CoreAUC.framework/Versions/A/CoreAUC
0x9375f000 - 0x937a0fe7  libRIP.A.dylib ??? (???) <c2654681db8115c8320d9ac04c8835f2> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib
0x938da000 - 0x938e1fe9  libgcc_s.1.dylib ??? (???) <f53c808e87d1184c0f9df63aef53ce0b> /usr/lib/libgcc_s.1.dylib
0x9393e000 - 0x939cbff7  com.apple.framework.IOKit 1.5.2 (???) <7a3cc24f78f93931731203854ae0d891> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x93abb000 - 0x93b6bfff  edu.mit.Kerberos 6.0.14 (6.0.14) <673f107cdae80c084774a27bc7bc46c1> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos
0x93b6c000 - 0x93b94ff7  com.apple.shortcut 1.0.1 (1.0) <37e4b08cfaf9edb08b8682a06c4ec844> /System/Library/PrivateFrameworks/Shortcut.framework/Versions/A/Shortcut
0x93b95000 - 0x93babfff  com.apple.DictionaryServices 1.0.0 (1.0.0) <ad0aa0252e3323d182e17f50defe56fc> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices
0x93bac000 - 0x93e86ff3  com.apple.CoreServices.CarbonCore 786.16 (786.16) <60b518e4ad02b91826240199a6311286> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x93e87000 - 0x93ec5fff  libGLImage.dylib ??? (???) <2e570958595e0c9c3a289158223b39ee> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
0x93fe0000 - 0x94092ffb  libcrypto.0.9.7.dylib ??? (???) <d02f7e5b8a68813bb7a77f5edb34ff9d> /usr/lib/libcrypto.0.9.7.dylib
0x94093000 - 0x94733fff  com.apple.CoreGraphics 1.409.6 (???) <572a4bdefeabf73e1d7f96cbfe46bb60> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x94734000 - 0x9477dfef  com.apple.Metadata 10.5.8 (398.26) <e4d268ea45379200f03cdc7c8bedae6f> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata
0x9477e000 - 0x94787fff  com.apple.speech.recognition.framework 3.7.24 (3.7.24) <d3180f9edbd9a5e6f283d6156aa3c602> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition
0x94788000 - 0x947b3fe7  libauto.dylib ??? (???) <4f3e58cb81da07a1662c1f647ce30225> /usr/lib/libauto.dylib
0x947b4000 - 0x947e3fe3  com.apple.AE 402.3 (402.3) <dba512e47f68eea1dd0ab35f596edb34> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE
0x947e4000 - 0x9480dfff  libcups.2.dylib ??? (???) <9f900b075e5c7c4820aa24e974cf99f0> /usr/lib/libcups.2.dylib
0x94891000 - 0x949f8ff3  libSystem.B.dylib ??? (???) <c8f52e158bf540cc000146ca8a705958> /usr/lib/libSystem.B.dylib
0x949f9000 - 0x94a15ff3  libPng.dylib ??? (???) <d37524fe884aa164ab7db93d4c803b64> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib
0x94ab9000 - 0x94b60feb  com.apple.QD 3.11.57 (???) <35f058678972d42b88ebdf652df79956> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x94b61000 - 0x94b8efeb  libvDSP.dylib ??? (???) <f39d424bd56a0e75d5c7a2280a25cd76> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib
0x94bde000 - 0x94bdeffd  com.apple.Accelerate.vecLib 3.4.2 (vecLib 3.4.2) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
0x94bdf000 - 0x94c3cffb  libstdc++.6.dylib ??? (???) <04b812dcec670daa8b7d2852ab14be60> /usr/lib/libstdc++.6.dylib
0x94c3d000 - 0x94c77fe7  com.apple.coreui 1.2 (62) /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI
0x94c78000 - 0x94cffff7  libsqlite3.0.dylib ??? (???) <aaaf72c093e13f34b96e2688b95bdb4a> /usr/lib/libsqlite3.0.dylib
0x94d4a000 - 0x94d68fff  libresolv.9.dylib ??? (???) <0e26b308654f33fc94a0c010a50751f9> /usr/lib/libresolv.9.dylib
0x94d69000 - 0x94da9fef  com.apple.CoreMedia 0.484.2 (484.2) <37461ff47cb25ad434a8544c97271d28> /System/Library/PrivateFrameworks/CoreMedia.framework/Versions/A/CoreMedia
0x94dc8000 - 0x95cc7fe6  com.apple.QuickTimeComponents.component 7.6.6 (1674) /System/Library/QuickTime/QuickTimeComponents.component/Contents/MacOS/QuickTimeComponents
0x95cc8000 - 0x95cc8ffd  com.apple.vecLib 3.4.2 (vecLib 3.4.2) /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
0x95cc9000 - 0x95cccfff  com.apple.help 1.1 (36) <b507b08e484cb89033e9cf23062d77de> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help
0x95ccd000 - 0x95cd5fff  com.apple.DiskArbitration 2.2.1 (2.2.1) <ba64dd6ada417b5e7be736957f380bca> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration
0x95cd6000 - 0x95ea7ff3  com.apple.security 5.0.6 (37592) <f1a8272a82bd88ecbacc694963fc2f48> /System/Library/Frameworks/Security.framework/Versions/A/Security
0x95ea8000 - 0x95eb6ffd  libz.1.dylib ??? (???) <5ddd8539ae2ebfd8e7cc1c57525385c7> /usr/lib/libz.1.dylib
0x95eb7000 - 0x9603bfef  com.apple.MediaToolbox 0.484.2 (484.2) <a5110a7d3bcb02c45ad8fca1f4957917> /System/Library/PrivateFrameworks/MediaToolbox.framework/Versions/A/MediaToolbox
0x9603c000 - 0x96043ffe  libbsm.dylib ??? (???) <d25c63378a5029648ffd4b4669be31bf> /usr/lib/libbsm.dylib
0x96044000 - 0x96059ffb  com.apple.ImageCapture 5.0.2 (5.0.2) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture
0x9605a000 - 0x960e4ff7  com.apple.DesktopServices 1.4.9 (1.4.9) <f5e51a76d315798371b3dd35a4d46d6c> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv
0x96112000 - 0x961b6ff7  com.apple.QuickTimeImporters.component 7.6.6 (1674) /System/Library/QuickTime/QuickTimeImporters.component/Contents/MacOS/QuickTimeImporters
0x962f4000 - 0x9643cff7  com.apple.ImageIO.framework 2.0.7 (2.0.7) <2a585e8223b98b77e0d7d566770b98fd> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/ImageIO
0x9643d000 - 0x964bcff5  com.apple.SearchKit 1.2.2 (1.2.2) <3b5f3ab6a363a4d8a2bbbf74213ab0e5> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit
0x964bd000 - 0x964c9ff9  com.apple.helpdata 1.0.1 (14.2) /System/Library/PrivateFrameworks/HelpData.framework/Versions/A/HelpData
0x964dc000 - 0x967e4fe7  com.apple.HIToolbox 1.5.6 (???) <eece3cb8aa0a4e6843fcc1500aca61c5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox
0x967e5000 - 0x967e9fff  libmathCommon.A.dylib ??? (???) /usr/lib/system/libmathCommon.A.dylib
0x967ea000 - 0x9691dfe7  com.apple.CoreFoundation 6.5.7 (476.19) <a332c8f45529ee26d2e9c36d0c723bad> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x9691e000 - 0x969b1ff3  com.apple.ApplicationServices.ATS 238.14.1 (???) <c9ab7144b2243d0f0f9cd3e264456a6a> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
0x969b2000 - 0x96a0bff7  libGLU.dylib ??? (???) <64d010e31d7596bd8f9edc6e027d1d0c> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
0x96a0c000 - 0x96a0dffc  libffi.dylib ??? (???) <a3b573eb950ca583290f7b2b4c486d09> /usr/lib/libffi.dylib
0x96a0e000 - 0x96af6ff3  com.apple.CoreData 100.2 (186.2) <44df326fea0236718f5ed64084e82270> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData
0x96b34000 - 0x96f44fef  libBLAS.dylib ??? (???) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x96fac000 - 0x96fb2fff  com.apple.print.framework.Print 218.0.3 (220.2) <8c541d587e4068a5fe5a5ce8ee208516> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print
0x96fb3000 - 0x977b1fef  com.apple.AppKit 6.5.9 (949.54) <4df5d2e2271175452103f789b4f4d8a8> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
0x977b3000 - 0x97c84fbe  libGLProgrammability.dylib ??? (???) <d5cb4e7997a873cd77523689e6749acd> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x97c85000 - 0x97c8afff  com.apple.CommonPanels 1.2.4 (85) <ea0665f57cd267609466ed8b2b20e893> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
0x97c8b000 - 0x97dd5feb  com.apple.QTKit 7.6.6 (1674) <ff784c2169c4214493a2b5153d80bd25> /System/Library/Frameworks/QTKit.framework/Versions/A/QTKit
0x97e09000 - 0x97e10ff7  libCGATS.A.dylib ??? (???) <c1163cbfe15d84f17076245f25094567> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGATS.A.dylib
0x97e21000 - 0x97e6ffe3  com.apple.AppleVAFramework 4.1.17 (4.1.17) /System/Library/PrivateFrameworks/AppleVA.framework/Versions/A/AppleVA
0xfffe8000 - 0xfffebfff  libobjc.A.dylib ??? (???) /usr/lib/libobjc.A.dylib
0xffff0000 - 0xffff1780  libSystem.B.dylib ??? (???) /usr/lib/libSystem.B.dylib

Code: [Select]
Model: MacPro2,1, BootROM XXXX.XXXX.XXX, 4 processors, 2.67 GHz, 4 GB
Graphics: NVIDIA GeForce 9800 GT DDL, NVIDIA GeForce 9800 GT DDL, spdisplays_pcie_device, 512 MB
Network Service: Ethernet Adaptor (en0), Ethernet, en0
Serial ATA Device: SAMSUNG HD103UJ, 931.51 GB
Serial ATA Device: SAMSUNG HD103SJ, 931.51 GB
Serial ATA Device: ATAPI   iHAS324   A
Serial ATA Device: ATAPI   iHAS324   A
USB Device: EyeTV Diversity, (null) mA
USB Device: RIM Composite Device, (null) mA
USB Device: Logitech Extreme 3D, (null) mA
USB Device: Hub in Apple Extended USB Keyboard, (null) mA
USB Device: USB Receiver, (null) mA
USB Device: Apple Extended USB Keyboard, (null) mA

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log '/Users/honghangho/Library/FS2_Open/data/fs2_open.log', Sun Oct 03 04:21:51 2010 ...
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 95
  -spec_static 1
  -spec_point 1
  -spec_tube 1
  -ambient_factor 85.00
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Wings of Dawn,mediavps_3612
  -no_glsl
Building file index...
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Core.vp' with a checksum of 0x74adff1f
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Sound.vp' with a checksum of 0x7b2cfb6e
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Visual.vp' with a checksum of 0x52398661
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/Applications/Freespace2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/Applications/Freespace2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack '/Applications/Freespace2/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Freespace2/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Applications/Freespace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/Freespace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/Freespace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/Freespace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/Freespace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/Freespace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/Freespace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/Freespace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/Freespace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/honghangho/Library/FS2_Open/Wings of Dawn/' ... 55 files
Searching root '/Users/honghangho/Library/FS2_Open/mediavps_3612/' ... 2 files
Searching root '/Users/honghangho/Library/FS2_Open/' ... 31 files
Searching root '/Applications/Freespace2/Wings of Dawn/' ... 0 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Core.vp' ... 72 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Sound.vp' ... 96 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Visual.vp' ... 2679 files
Searching root '/Applications/Freespace2/mediavps_3612/' ... 0 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Assets.vp' ... 1905 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Effects.vp' ... 1892 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Root.vp' ... 358 files
Searching root '/Applications/Freespace2/' ... 0 files
Searching root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' ... 10 files
Searching root pack '/Applications/Freespace2/multi-mission-pack.vp' ... 110 files
Searching root pack '/Applications/Freespace2/multi-voice-pack.vp' ... 307 files
Searching root pack '/Applications/Freespace2/root_fs2.vp' ... 157 files
Searching root pack '/Applications/Freespace2/smarty_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/Freespace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/Freespace2/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/Freespace2/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/Freespace2/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/Freespace2/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/warble_fs2.vp' ... 52 files
Found 28 roots and 17492 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA GeForce 9800 GT OpenGL Engine
  OpenGL Version    : 2.0 NVIDIA-1.5.48

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

  Max texture units: 4 (4)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)

Joystick INITTED!

Using 'Logitech Extreme 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 12
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wxp.tbm' ...
TBM  =>  Starting parse of 'Explosions-wxp.tbm' ...
TBM  =>  Starting parse of 'beams-wxp.tbm' ...
BMPMAN: Found EFF (exp08.eff) with 141 frames at 25 fps.
BMPMAN: Found EFF (exp20.eff) with 150 frames at 45 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp30.eff) with 131 frames at 30 fps.
BMPMAN: Found EFF (exp40.eff) with 123 frames at 50 fps.
BMPMAN: Found EFF (exp50.eff) with 110 frames at 50 fps.
BMPMAN: Found EFF (VK11imp.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (ExpW.eff) with 91 frames at 40 fps.
BMPMAN: Found EFF (ExpB.eff) with 74 frames at 30 fps.
BMPMAN: Found EFF (Zy.eff) with 43 frames at 30 fps.
BMPMAN: Found EFF (Tach.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (71Impact.eff) with 50 frames at 35 fps.
BMPMAN: Found EFF (Dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 72 frames at 30 fps.
BMPMAN: Found EFF (exp06.eff) with 58 frames at 30 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Fmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Dmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Smoke.eff) with 71 frames at 35 fps.
BMPMAN: Found EFF (Vk01NMuzzle.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (BWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (exp07.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (Beamhitglow.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (HSMHS.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (HSMHSsmall.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 15 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 'Muzzleflashes-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
BMPMAN: Found EFF (ParticleSmoke02.eff) with 39 frames at 24 fps.
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 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 304
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_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
STUB: dscap_close in /Users/cliffgordon/fs2_final_export/projects/Xcode/../../code/sound/ds.cpp at line 3864, thread 4902
Freeing all existing models...
... Log closed, Sun Oct 03 04:21:57 2010

Crash report, hardware report, and debug log from normal 3.6.12 debug, all in full. Mission 2.

It crashes pretty consistently around when you engage Alpha after killing the fighters guarding the two skirmishers. For the debug run, it crashed after both directives are complete but signal to return to base not given and not all enemies destroyed. Was dogfighting Astivals when it crashed. Same crash dialogue with divide by zero error.
Title: Re: RELEASE - Wings of Dawn
Post by: oohhboy on October 02, 2010, 10:56:53 am
Max post character limit hit.

Played with nightly build FS2_Open-Inferno-20101001_r6547, the mission appears stable. However could not be tested with debug version as it crashes when you try to enter the tech room. Crash report in full follows.

Code: [Select]
Process:         FS2_Open-Inferno (debug) [4985]
Path:            /Applications/Freespace2/FS2_Open-Inferno (debug)-20101001_r6547.app/Contents/MacOS/FS2_Open-Inferno (debug)
Identifier:      FS2_Open-Inferno (debug)
Version:         FreeSpace 2 Open version 3.6.13 (3.6.13-trunk)
Code Type:       X86 (Native)
Parent Process:  launchd [346]

Interval Since Last Report:          529 sec
Crashes Since Last Report:           1
Per-App Interval Since Last Report:  0 sec
Per-App Crashes Since Last Report:   1

Date/Time:       2010-10-03 04:46:04.801 +1300
OS Version:      Mac OS X 10.5.8 (9L31a)
Report Version:  6
Anonymous UUID:  2E171DD9-FE7B-4CD9-88E0-C93B94CFDD78

Exception Type:  EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread:  0

Thread 0 Crashed:
0   libSystem.B.dylib              0x948ffe42 __kill + 10
1   libSystem.B.dylib              0x9497223a raise + 26
2   libSystem.B.dylib              0x9497e679 abort + 73
3   FS2_Open-Inferno (debug)      0x003fa543 WinAssert(char*, char*, int, char const*, ...) + 439
4   FS2_Open-Inferno (debug)      0x000cbeab bm_page_in_texture(int, int) + 179
5   FS2_Open-Inferno (debug)      0x0023ebbf model_page_in_textures(int, int) + 157
6   FS2_Open-Inferno (debug)      0x001bf313 techroom_select_new_entry() + 653
7   FS2_Open-Inferno (debug)      0x001c1444 techroom_change_tab(int) + 3628
8   FS2_Open-Inferno (debug)      0x001c2577 techroom_init() + 3241
9   FS2_Open-Inferno (debug)      0x00046213 game_enter_state(int, int) + 1899
10  FS2_Open-Inferno (debug)      0x001017b2 gameseq_set_state(int, int) + 412
11  FS2_Open-Inferno (debug)      0x00046eaf game_process_event(int, int) + 199
12  FS2_Open-Inferno (debug)      0x00101d12 gameseq_process_events() + 174
13  FS2_Open-Inferno (debug)      0x000457dc game_main(char*) + 422
14  FS2_Open-Inferno (debug)      0x00045978 SDL_main + 386
15  FS2_Open-Inferno (debug)      0x00038c66 -[SDLMain applicationDidFinishLaunching:] + 71
16  com.apple.Foundation          0x9312452c _nsnote_callback + 364
17  com.apple.CoreFoundation      0x9683e47a __CFXNotificationPost + 362
18  com.apple.CoreFoundation      0x9683e753 _CFXNotificationPostNotification + 179
19  com.apple.Foundation          0x93121680 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128
20  com.apple.Foundation          0x9312aed8 -[NSNotificationCenter postNotificationName:object:] + 56
21  com.apple.AppKit              0x9707cdf2 -[NSApplication _postDidFinishNotification] + 125
22  com.apple.AppKit              0x9707cd01 -[NSApplication _sendFinishLaunchingNotification] + 77
23  com.apple.AppKit              0x96ff681b -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 284
24  com.apple.AppKit              0x96ff6014 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 98
25  com.apple.Foundation          0x93149a9f -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 655
26  com.apple.Foundation          0x931497af _NSAppleEventManagerGenericHandler + 223
27  com.apple.AE                  0x947b6648 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 144
28  com.apple.AE                  0x947b657e dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
29  com.apple.AE                  0x947b6425 aeProcessAppleEvent + 177
30  com.apple.HIToolbox            0x9650e981 AEProcessAppleEvent + 38
31  com.apple.AppKit              0x96ff38e9 _DPSNextEvent + 1189
32  com.apple.AppKit              0x96ff2f88 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128
33  com.apple.AppKit              0x96febf9f -[NSApplication run] + 795
34  FS2_Open-Inferno (debug)      0x00038ad0 CustomApplicationMain + 365
35  FS2_Open-Inferno (debug)      0x00038ec9 main + 240
36  FS2_Open-Inferno (debug)      0x00038152 _start + 216
37  FS2_Open-Inferno (debug)      0x00038079 start + 41

Thread 1:
0   libSystem.B.dylib              0x94892266 mach_msg_trap + 10
1   libSystem.B.dylib              0x94899a5c mach_msg + 72
2   com.apple.CoreFoundation      0x9685ce7e CFRunLoopRunSpecific + 1790
3   com.apple.CoreFoundation      0x9685daa8 CFRunLoopRunInMode + 88
4   com.apple.audio.CoreAudio      0x90bea5f8 HALRunLoop::OwnThread(void*) + 160
5   com.apple.audio.CoreAudio      0x90bea480 CAPThread::Entry(CAPThread*) + 96
6   libSystem.B.dylib              0x948c3155 _pthread_start + 321
7   libSystem.B.dylib              0x948c3012 thread_start + 34

Thread 2:
0   libSystem.B.dylib              0x948922c6 semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib              0x948c42af _pthread_cond_wait + 1244
2   libSystem.B.dylib              0x948c5b33 pthread_cond_timedwait_relative_np + 47
3   com.apple.audio.CoreAudio      0x90bf9bdf CAGuard::WaitFor(unsigned long long) + 213
4   com.apple.audio.CoreAudio      0x90bfb79a CAGuard::WaitUntil(unsigned long long) + 70
5   com.apple.audio.CoreAudio      0x90bf9f3f HP_IOThread::WorkLoop() + 759
6   com.apple.audio.CoreAudio      0x90bf9c43 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7   com.apple.audio.CoreAudio      0x90bea480 CAPThread::Entry(CAPThread*) + 96
8   libSystem.B.dylib              0x948c3155 _pthread_start + 321
9   libSystem.B.dylib              0x948c3012 thread_start + 34

Thread 3:
0   libSystem.B.dylib              0x9489944e __semwait_signal + 10
1   libSystem.B.dylib              0x948c3dcd pthread_cond_wait$UNIX2003 + 73
2   libGLProgrammability.dylib    0x977dab32 glvmDoWork + 162
3   libSystem.B.dylib              0x948c3155 _pthread_start + 321
4   libSystem.B.dylib              0x948c3012 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x00000000  ebx: 0x9497e639  ecx: 0xbfffe66c  edx: 0x948ffe42
  edi: 0x01a0fada  esi: 0x00016d64  ebp: 0xbfffe688  esp: 0xbfffe66c
   ss: 0x0000001f  efl: 0x00000282  eip: 0x948ffe42   cs: 0x00000007
   ds: 0x0000001f   es: 0x0000001f   fs: 0x00000000   gs: 0x00000037
  cr2: 0x1c8c0000

Binary Images:
    0x1000 -   0x5cefe3 +FS2_Open-Inferno (debug) FreeSpace 2 Open version 3.6.13 (3.6.13-trunk) <5fc0c0cceb11da1315c8582a3d1ef157> /Applications/Freespace2/FS2_Open-Inferno (debug)-20101001_r6547.app/Contents/MacOS/FS2_Open-Inferno (debug)
 0x1cb6000 -  0x1d1bf17 +SDL 1.2.14 (1.2.14) <fa2f2fc9e936dd87fbb0f5052d5cdab8> /Applications/Freespace2/FS2_Open-Inferno (debug)-20101001_r6547.app/Contents/Frameworks/SDL.framework/Versions/A/SDL
 0x1d2d000 -  0x1d50fed  com.apple.audio.OpenAL 1.2 (1.2) <d2b9567e2f3e44ef025556bffbb1aeb9> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
 0x1d63000 -  0x1d65fc8 +org.xiph.ogg 1.1.2 (1.1.2d1) /Applications/Freespace2/FS2_Open-Inferno (debug)-20101001_r6547.app/Contents/Frameworks/Ogg.framework/Versions/A/Ogg
 0x1d69000 -  0x1d83fff +org.xiph.vorbis 1.1.1 (1.1.1d1) /Applications/Freespace2/FS2_Open-Inferno (debug)-20101001_r6547.app/Contents/Frameworks/Vorbis.framework/Versions/A/Vorbis
 0x1f33000 -  0x1f47feb +org.xiph.theorak 1.0alpha7 (1.0alpha7d1) /Applications/Freespace2/FS2_Open-Inferno (debug)-20101001_r6547.app/Contents/Frameworks/Theora.framework/Versions/A/Theora
 0x1fd9000 -  0x1fdcfff  com.apple.audio.AudioIPCPlugIn 1.0.6 (1.0.6) <51c811377017028f8904ad779e6a1344> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn
 0x27eb000 -  0x27eeff3 +com.divx.divxtoolkit 1.0 (1.0) /Library/Frameworks/DivX Toolkit.framework/Versions/A/DivX Toolkit
 0x27f3000 -  0x27f8fff  com.apple.audio.AppleHDAHALPlugIn 1.2.9 (1.2.9a4) /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x1608b000 - 0x160e0fdf +com.DivXInc.DivXDecoder 6.8.3.5 (6.8.3.5) /Library/QuickTime/DivX Decoder.component/Contents/MacOS/DivX Decoder
0x1610e000 - 0x162f0ff7 +com.elgato.mpegsupport EyeTV MPEG Support 1.2 (build 55) (1.2) <c4ac2554d00242c501c44f6c286bdc58> /Library/QuickTime/EyeTV MPEG Support.component/Contents/MacOS/EyeTV MPEG Support
0x17ee3000 - 0x18068fe3  GLEngine ??? (???) <052e02d9a452a45d014ffbd2a84a4e7c> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0x18096000 - 0x183fffe8  com.apple.GeForce8xxxGLDriver 1.5.48 (5.4.8) <880ed3155078052260ade6e705c9ca64> /System/Library/Extensions/GeForce8xxxGLDriver.bundle/Contents/MacOS/GeForce8xxxGLDriver
0x1873a000 - 0x18756ff7  GLRendererFloat ??? (???) <7badea5e2b8167c0e6391623bb46140a> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat
0x19d79000 - 0x19f81fef  com.apple.RawCamera.bundle 2.1.2 (517) <ab9c7a0e9147de90199e4fa8b0f50863> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera
0x1a8bf000 - 0x1a8cbfff  com.apple.iokit.IOHIDLib 1.5.5 (1.5.5) <b8fc922eae4ec02441920c284952b437> /System/Library/Extensions/IOHIDFamily.kext/Contents/PlugIns/IOHIDLib.plugin/Contents/MacOS/IOHIDLib
0x3e000000 - 0x3e045fef  com.apple.glut 3.4.2 (GLUT-3.4.2) <45a3f9dcf67a40c12f096e6a7b0d7589> /System/Library/Frameworks/GLUT.framework/Versions/A/GLUT
0x70000000 - 0x700e6ff2  com.apple.audio.units.Components 1.5.2 (1.5.2) /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
0x8fe00000 - 0x8fe2db43  dyld 97.1 (???) <458eed38a009e5658a79579e7bc26603> /usr/lib/dyld
0x90039000 - 0x9011aff7  libxml2.2.dylib ??? (???) <b3bc0b280c36aa17ac477b4da56cd038> /usr/lib/libxml2.2.dylib
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0x947e4000 - 0x9480dfff  libcups.2.dylib ??? (???) <9f900b075e5c7c4820aa24e974cf99f0> /usr/lib/libcups.2.dylib
0x94891000 - 0x949f8ff3  libSystem.B.dylib ??? (???) <c8f52e158bf540cc000146ca8a705958> /usr/lib/libSystem.B.dylib
0x949f9000 - 0x94a15ff3  libPng.dylib ??? (???) <d37524fe884aa164ab7db93d4c803b64> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib
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0x94b61000 - 0x94b8efeb  libvDSP.dylib ??? (???) <f39d424bd56a0e75d5c7a2280a25cd76> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib
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0x94bdf000 - 0x94c3cffb  libstdc++.6.dylib ??? (???) <04b812dcec670daa8b7d2852ab14be60> /usr/lib/libstdc++.6.dylib
0x94c3d000 - 0x94c77fe7  com.apple.coreui 1.2 (62) /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI
0x94c78000 - 0x94cffff7  libsqlite3.0.dylib ??? (???) <aaaf72c093e13f34b96e2688b95bdb4a> /usr/lib/libsqlite3.0.dylib
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0x95ea8000 - 0x95eb6ffd  libz.1.dylib ??? (???) <5ddd8539ae2ebfd8e7cc1c57525385c7> /usr/lib/libz.1.dylib
0x95eb7000 - 0x9603bfef  com.apple.MediaToolbox 0.484.2 (484.2) <a5110a7d3bcb02c45ad8fca1f4957917> /System/Library/PrivateFrameworks/MediaToolbox.framework/Versions/A/MediaToolbox
0x9603c000 - 0x96043ffe  libbsm.dylib ??? (???) <d25c63378a5029648ffd4b4669be31bf> /usr/lib/libbsm.dylib
0x96044000 - 0x96059ffb  com.apple.ImageCapture 5.0.2 (5.0.2) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture
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0x962f4000 - 0x9643cff7  com.apple.ImageIO.framework 2.0.7 (2.0.7) <2a585e8223b98b77e0d7d566770b98fd> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/ImageIO
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0x967e5000 - 0x967e9fff  libmathCommon.A.dylib ??? (???) /usr/lib/system/libmathCommon.A.dylib
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0x969b2000 - 0x96a0bff7  libGLU.dylib ??? (???) <64d010e31d7596bd8f9edc6e027d1d0c> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
0x96a0c000 - 0x96a0dffc  libffi.dylib ??? (???) <a3b573eb950ca583290f7b2b4c486d09> /usr/lib/libffi.dylib
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0x96b34000 - 0x96f44fef  libBLAS.dylib ??? (???) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x96fac000 - 0x96fb2fff  com.apple.print.framework.Print 218.0.3 (220.2) <8c541d587e4068a5fe5a5ce8ee208516> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print
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0x977b3000 - 0x97c84fbe  libGLProgrammability.dylib ??? (???) <d5cb4e7997a873cd77523689e6749acd> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
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0xfffe8000 - 0xfffebfff  libobjc.A.dylib ??? (???) /usr/lib/libobjc.A.dylib
0xffff0000 - 0xffff1780  libSystem.B.dylib ??? (???) /usr/lib/libSystem.B.dylib

Debug Log.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log '/Users/honghangho/Library/FS2_Open/data/fs2_open.log', Sun Oct 03 04:45:58 2010 ...
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 95
  -spec_static 1
  -spec_point 1
  -spec_tube 1
  -ambient_factor 85.00
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Wings of Dawn,mediavps_3612
  -no_glsl
Building file index...
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Core.vp' with a checksum of 0x74adff1f
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Sound.vp' with a checksum of 0x7b2cfb6e
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Visual.vp' with a checksum of 0x52398661
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/Applications/Freespace2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/Applications/Freespace2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack '/Applications/Freespace2/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Freespace2/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Applications/Freespace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/Freespace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/Freespace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/Freespace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/Freespace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/Freespace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/Freespace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/Freespace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/Freespace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/honghangho/Library/FS2_Open/Wings of Dawn/' ... 55 files
Searching root '/Users/honghangho/Library/FS2_Open/mediavps_3612/' ... 2 files
Searching root '/Users/honghangho/Library/FS2_Open/' ... 31 files
Searching root '/Applications/Freespace2/Wings of Dawn/' ... 0 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Core.vp' ... 72 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Sound.vp' ... 96 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Visual.vp' ... 2679 files
Searching root '/Applications/Freespace2/mediavps_3612/' ... 0 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Assets.vp' ... 1905 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Effects.vp' ... 1892 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Root.vp' ... 358 files
Searching root '/Applications/Freespace2/' ... 0 files
Searching root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' ... 10 files
Searching root pack '/Applications/Freespace2/multi-mission-pack.vp' ... 110 files
Searching root pack '/Applications/Freespace2/multi-voice-pack.vp' ... 307 files
Searching root pack '/Applications/Freespace2/root_fs2.vp' ... 157 files
Searching root pack '/Applications/Freespace2/smarty_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/Freespace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/Freespace2/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/Freespace2/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/Freespace2/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/Freespace2/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/warble_fs2.vp' ... 52 files
Found 28 roots and 17492 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "AL_EXT_float32".

  Sample rate: 0 (44100)
  EFX enabled: NO
  Playback device: Built-in Headphone
  Capture device: Built-in Microphone
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA GeForce 9800 GT OpenGL Engine
  OpenGL Version    : 2.0 NVIDIA-1.5.48

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

  Max texture units: 4 (4)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)

Joystick INITTED!

Using 'Logitech Extreme 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 12
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wxp.tbm' ...
TBM  =>  Starting parse of 'Explosions-wxp.tbm' ...
TBM  =>  Starting parse of 'beams-wxp.tbm' ...
BMPMAN: Found EFF (exp08.eff) with 141 frames at 25 fps.
BMPMAN: Found EFF (exp20.eff) with 150 frames at 45 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp30.eff) with 131 frames at 30 fps.
BMPMAN: Found EFF (exp40.eff) with 123 frames at 50 fps.
BMPMAN: Found EFF (exp50.eff) with 110 frames at 50 fps.
BMPMAN: Found EFF (VK11imp.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (ExpW.eff) with 91 frames at 40 fps.
BMPMAN: Found EFF (ExpB.eff) with 74 frames at 30 fps.
BMPMAN: Found EFF (Zy.eff) with 43 frames at 30 fps.
BMPMAN: Found EFF (Tach.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (71Impact.eff) with 50 frames at 35 fps.
BMPMAN: Found EFF (Dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 72 frames at 30 fps.
BMPMAN: Found EFF (exp06.eff) with 58 frames at 30 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Fmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Dmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Smoke.eff) with 71 frames at 35 fps.
BMPMAN: Found EFF (Vk01NMuzzle.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (BWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (exp07.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (Beamhitglow.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (HSMHS.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (HSMHSsmall.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 15 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 'Muzzleflashes-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
BMPMAN: Found EFF (ParticleSmoke02.eff) with 39 frames at 24 fps.
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 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 303
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)
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_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'Ray.pof'
IBX: Found a good IBX to read for 'Ray.pof'.
IBX-DEBUG => POF checksum: 0xffbd65f5, IBX checksum: 0x29b96395 -- "Ray.pof"
ASSERTION: "(bm_bitmaps[n].handle == bitmapnum)" at bmpman.cpp:2046  bitmapnum = 444317312, n = 2312, bm_bitmaps[n].handle = 0

I hope all this helps. Feel free to contact me for more additional info and I will do my best to help. If the same bug pops up again in the current nightly different mission, I will bring it back here.
Title: Re: RELEASE - Wings of Dawn
Post by: chief1983 on October 02, 2010, 11:02:28 am
I wonder if I missed updating a plist file or something on the 3.6.12 builds, that I somehow managed to update in trunk.  I really hope not, I'll probably make a new mac build set if so just to fix that.

There is no 'RC1' anywhere in the current 3.6.12 branch in SVN.  I'm pretty sure that's exactly what was built for OS X's 3.6.12 set.
Title: Re: RELEASE - Wings of Dawn
Post by: oohhboy on October 02, 2010, 12:12:57 pm
The same bug is still in the nightly. but it appears in mission 16, hold the line.

Crash report header + thread 0

Code: [Select]
Process:         FS2_Open-Inferno (debug) [5078]
Path:            /Applications/Freespace2/FS2_Open-Inferno (debug)-20101001_r6547.app/Contents/MacOS/FS2_Open-Inferno (debug)
Identifier:      FS2_Open-Inferno (debug)
Version:         FreeSpace 2 Open version 3.6.13 (3.6.13-trunk)
Code Type:       X86 (Native)
Parent Process:  launchd [346]

Interval Since Last Report:          269 sec
Crashes Since Last Report:           1
Per-App Interval Since Last Report:  217 sec
Per-App Crashes Since Last Report:   1

Date/Time:       2010-10-03 05:54:56.164 +1300
OS Version:      Mac OS X 10.5.8 (9L31a)
Report Version:  6
Anonymous UUID:  2E171DD9-FE7B-4CD9-88E0-C93B94CFDD78

Exception Type:  EXC_ARITHMETIC (SIGFPE)
Exception Codes: EXC_I386_DIV (divide by zero)
Crashed Thread:  0

Thread 0 Crashed:
0   FS2_Open-Inferno (debug)       0x000925c1 do_random_sidethrust(ai_info*, ship_info*) + 139
1   FS2_Open-Inferno (debug)       0x00092907 attack_set_accel(ai_info*, ship_info*, float, float, float) + 647
2   FS2_Open-Inferno (debug)       0x00094be0 ai_chase_attack(ai_info*, ship_info*, vec3d*, float, int) + 776
3   FS2_Open-Inferno (debug)       0x000a7f40 ai_chase() + 2308
4   FS2_Open-Inferno (debug)       0x000aec6d ai_execute_behavior(ai_info*) + 189
5   FS2_Open-Inferno (debug)       0x000af946 ai_frame(int) + 2524
6   FS2_Open-Inferno (debug)       0x000afb1a ai_process(object*, int, float) + 356
7   FS2_Open-Inferno (debug)       0x003830f3 ship_process_post(object*, float) + 2115
8   FS2_Open-Inferno (debug)       0x002cbb0b obj_move_all_post(object*, float) + 793
9   FS2_Open-Inferno (debug)       0x002cd430 obj_move_all(float) + 456
10  FS2_Open-Inferno (debug)       0x000469b8 game_simulation_frame() + 1332
11  FS2_Open-Inferno (debug)       0x0004847d game_frame(int) + 597
12  FS2_Open-Inferno (debug)       0x00048b0c game_do_frame() + 262
13  FS2_Open-Inferno (debug)       0x00048cf8 game_do_state(int) + 324
14  FS2_Open-Inferno (debug)       0x00101da5 gameseq_process_events() + 321
15  FS2_Open-Inferno (debug)       0x000457dc game_main(char*) + 422
16  FS2_Open-Inferno (debug)       0x00045978 SDL_main + 386
17  FS2_Open-Inferno (debug)       0x00038c66 -[SDLMain applicationDidFinishLaunching:] + 71
18  com.apple.Foundation           0x9312452c _nsnote_callback + 364
19  com.apple.CoreFoundation       0x9683e47a __CFXNotificationPost + 362
20  com.apple.CoreFoundation       0x9683e753 _CFXNotificationPostNotification + 179
21  com.apple.Foundation           0x93121680 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128
22  com.apple.Foundation           0x9312aed8 -[NSNotificationCenter postNotificationName:object:] + 56
23  com.apple.AppKit               0x9707cdf2 -[NSApplication _postDidFinishNotification] + 125
24  com.apple.AppKit               0x9707cd01 -[NSApplication _sendFinishLaunchingNotification] + 77
25  com.apple.AppKit               0x96ff681b -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 284
26  com.apple.AppKit               0x96ff6014 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 98
27  com.apple.Foundation           0x93149a9f -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 655
28  com.apple.Foundation           0x931497af _NSAppleEventManagerGenericHandler + 223
29  com.apple.AE                   0x947b6648 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 144
30  com.apple.AE                   0x947b657e dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
31  com.apple.AE                   0x947b6425 aeProcessAppleEvent + 177
32  com.apple.HIToolbox           0x9650e981 AEProcessAppleEvent + 38
33  com.apple.AppKit               0x96ff38e9 _DPSNextEvent + 1189
34  com.apple.AppKit               0x96ff2f88 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128
35  com.apple.AppKit               0x96febf9f -[NSApplication run] + 795
36  FS2_Open-Inferno (debug)       0x00038ad0 CustomApplicationMain + 365
37  FS2_Open-Inferno (debug)       0x00038ec9 main + 240
38  FS2_Open-Inferno (debug)       0x00038152 _start + 216
39  FS2_Open-Inferno (debug)       0x00038079 start + 41

Character limit again.
Title: Re: RELEASE - Wings of Dawn
Post by: oohhboy on October 02, 2010, 12:14:11 pm

Here's the debug log

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log '/Users/honghangho/Library/FS2_Open/data/fs2_open.log', Sun Oct 03 05:55:21 2010 ...
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 95
  -spec_static 1
  -spec_point 1
  -spec_tube 1
  -ambient_factor 85.00
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Wings of Dawn,mediavps_3612
  -no_glsl
Building file index...
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Core.vp' with a checksum of 0x74adff1f
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Sound.vp' with a checksum of 0x7b2cfb6e
Found root pack '/Applications/Freespace2/Wings of Dawn/WoD-Visual.vp' with a checksum of 0x52398661
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/Applications/Freespace2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/Applications/Freespace2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/Applications/Freespace2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack '/Applications/Freespace2/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Freespace2/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Applications/Freespace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/Freespace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/Freespace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/Freespace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/Freespace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/Freespace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/Freespace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/Freespace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/Freespace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/honghangho/Library/FS2_Open/Wings of Dawn/' ... 55 files
Searching root '/Users/honghangho/Library/FS2_Open/mediavps_3612/' ... 2 files
Searching root '/Users/honghangho/Library/FS2_Open/' ... 31 files
Searching root '/Applications/Freespace2/Wings of Dawn/' ... 0 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Core.vp' ... 72 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Sound.vp' ... 96 files
Searching root pack '/Applications/Freespace2/Wings of Dawn/WoD-Visual.vp' ... 2679 files
Searching root '/Applications/Freespace2/mediavps_3612/' ... 0 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Assets.vp' ... 1905 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Effects.vp' ... 1892 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/Applications/Freespace2/mediavps_3612/MV_Root.vp' ... 358 files
Searching root '/Applications/Freespace2/' ... 0 files
Searching root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' ... 10 files
Searching root pack '/Applications/Freespace2/multi-mission-pack.vp' ... 110 files
Searching root pack '/Applications/Freespace2/multi-voice-pack.vp' ... 307 files
Searching root pack '/Applications/Freespace2/root_fs2.vp' ... 157 files
Searching root pack '/Applications/Freespace2/smarty_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/Freespace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/Freespace2/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/Freespace2/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/Freespace2/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/Freespace2/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/warble_fs2.vp' ... 52 files
Found 28 roots and 17492 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "AL_EXT_float32".

  Sample rate: 0 (44100)
  EFX enabled: NO
  Playback device: Built-in Headphone
  Capture device: Built-in Microphone
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA GeForce 9800 GT OpenGL Engine
  OpenGL Version    : 2.0 NVIDIA-1.5.48

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

  Max texture units: 4 (4)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)

Joystick INITTED!

Using 'Logitech Extreme 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 12
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wxp.tbm' ...
TBM  =>  Starting parse of 'Explosions-wxp.tbm' ...
TBM  =>  Starting parse of 'beams-wxp.tbm' ...
BMPMAN: Found EFF (exp08.eff) with 141 frames at 25 fps.
BMPMAN: Found EFF (exp20.eff) with 150 frames at 45 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp30.eff) with 131 frames at 30 fps.
BMPMAN: Found EFF (exp40.eff) with 123 frames at 50 fps.
BMPMAN: Found EFF (exp50.eff) with 110 frames at 50 fps.
BMPMAN: Found EFF (VK11imp.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (ExpW.eff) with 91 frames at 40 fps.
BMPMAN: Found EFF (ExpB.eff) with 74 frames at 30 fps.
BMPMAN: Found EFF (Zy.eff) with 43 frames at 30 fps.
BMPMAN: Found EFF (Tach.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (71Impact.eff) with 50 frames at 35 fps.
BMPMAN: Found EFF (Dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 72 frames at 30 fps.
BMPMAN: Found EFF (exp06.eff) with 58 frames at 30 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Fmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Dmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Smoke.eff) with 71 frames at 35 fps.
BMPMAN: Found EFF (Vk01NMuzzle.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (BWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (exp07.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (Beamhitglow.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (HSMHS.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (HSMHSsmall.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 15 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 'Muzzleflashes-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
BMPMAN: Found EFF (ParticleSmoke02.eff) with 39 frames at 24 fps.
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 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 302
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)
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 ==================
WARNING: "Mission: Holding the line-M16 has a 1024x768 loading screen but no 640x480 loading screen!" at missionparse.cpp:688
Someone passed an extension to bm_load for file 'M16.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.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 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 (shieldhit04a.eff) with 38 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xe3e74b11, IBX checksum: 0x6b9aee79 -- "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.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'M16-Holding the Line.fs2'
Hmmm... Extension passed to mission_load...
WARNING: "Mission: Holding the line-M16 has a 1024x768 loading screen but no 640x480 loading screen!" at missionparse.cpp:688
Using callsign: Misuzu
Using callsign: Munoq Levaz
Using callsign: Axe
Using callsign: Milkshake
Using callsign: Kunoichi
Using callsign: Justice
Using callsign: Scar
Using callsign: Tempest
Using callsign: Fire
Using callsign: Luna
Using callsign: Drake
Using callsign: Dygenguar
Using callsign: Raider
Using callsign: Forbidden
Starting mission message count : 1
Ending mission message count : 1
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'Kaze.pof'
IBX: Found a good IBX to read for 'Kaze.pof'.
IBX-DEBUG => POF checksum: 0x53499bee, IBX checksum: 0xaf466411 -- "Kaze.pof"
Loading model 'GA.pof'
IBX: Found a good IBX to read for 'GA.pof'.
IBX-DEBUG => POF checksum: 0x24b2bca2, IBX checksum: 0x6942b42c -- "GA.pof"
BMPMAN: Found EFF (ga-glow.eff) with 16 frames at 12 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship GA.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship GA.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 3', believed to be in ship GA.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 4', believed to be in ship GA.pof
Allocating space for at least 34 new ship subsystems ...  a total of 200 is now available (34 in-use).
Loading model 'ChallengerII.pof'
IBX: Found a good IBX to read for 'ChallengerII.pof'.
IBX-DEBUG => POF checksum: 0x60c0ab7e, IBX checksum: 0x4eedd1ad -- "ChallengerII.pof"
BMPMAN: Found EFF (challengerii-glow.eff) with 10 frames at 10 fps.
Potential problem found: Unrecognized subsystem type 'Door2', believed to be in ship ChallengerII.pof
Potential problem found: Unrecognized subsystem type 'Door1', believed to be in ship ChallengerII.pof
WARNING: "Invalid subobj_num or model_num in subsystem 'gunturret-17' on ship type 'LSF Challenger II'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4893
WARNING: "Invalid subobj_num or model_num in subsystem 'gunturret-18' on ship type 'LSF Challenger II'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:4893
Loading model 'Challenger.pof'
IBX: Found a good IBX to read for 'Challenger.pof'.
IBX-DEBUG => POF checksum: 0x23538030, IBX checksum: 0x0ab0aed9 -- "Challenger.pof"
BMPMAN: Found EFF (skirmisheralt-glow.eff) with 19 frames at 12 fps.
Loading model 'missileboat.pof'
IBX: Found a good IBX to read for 'missileboat.pof'.
IBX-DEBUG => POF checksum: 0xd5befee2, IBX checksum: 0x914dc80c -- "missileboat.pof"
Loading model 'ZyB.pof'
IBX: Found a good IBX to read for 'ZyB.pof'.
IBX-DEBUG => POF checksum: 0xe22b766a, IBX checksum: 0xb031825a -- "ZyB.pof"
BMPMAN: Found EFF (zy-glow.eff) with 12 frames at 12 fps.
BMPMAN: Found EFF (redglass-glow.eff) with 18 frames at 12 fps.
Loading model 'ZyF.pof'
IBX: Found a good IBX to read for 'ZyF.pof'.
IBX-DEBUG => POF checksum: 0x7fb396a3, IBX checksum: 0xe549393a -- "ZyF.pof"
Loading model 'Sweeper.pof'
IBX: Found a good IBX to read for 'Sweeper.pof'.
IBX-DEBUG => POF checksum: 0x1e857296, IBX checksum: 0xa7fc55b9 -- "Sweeper.pof"
Potential problem found: Unrecognized subsystem type 'Sphere', believed to be in ship Sweeper.pof
Loading model 'adasya.pof'
IBX: Found a good IBX to read for 'adasya.pof'.
IBX-DEBUG => POF checksum: 0x84309939, IBX checksum: 0x94bb35cf -- "adasya.pof"
Potential problem found: Unrecognized subsystem type 'Sphere-0', believed to be in ship adasya.pof
Potential problem found: Unrecognized subsystem type 'Sphere-2', believed to be in ship adasya.pof
Potential problem found: Unrecognized subsystem type 'Sphere-1', believed to be in ship adasya.pof
Potential problem found: Unrecognized subsystem type 'Reactor', believed to be in ship adasya.pof
Loading model 'Cordimothership.pof'
IBX: Found a good IBX to read for 'Cordimothership.pof'.
IBX-DEBUG => POF checksum: 0xc34c668c, IBX checksum: 0xa46d013b -- "Cordimothership.pof"
Potential problem found: Unrecognized subsystem type 'Hanger dock-3', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Hanger dock-2', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Hanger dock-1', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Hanger dock-0', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Hanger dock-4', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger dock-6', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger dock-7', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger dock-8', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Large Hanger dock', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger Dock-5', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger Dock-4', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger Dock-2', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger Dock-3', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger Dock-0', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Empty Hanger Dock-1', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Hanger dock-5', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Hanger dock-6', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'Reactor', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'fighterbay-1', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'fighterbay-2', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'fighterbay-3', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'fighterbay-4', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'fighterbay-5', believed to be in ship Cordimothership.pof
Potential problem found: Unrecognized subsystem type 'fighterbay-6', believed to be in ship Cordimothership.pof
Loading model 'RaymkIII.pof'
IBX: Found a good IBX to read for 'RaymkIII.pof'.
IBX-DEBUG => POF checksum: 0xe005df06, IBX checksum: 0xd6ffc2ef -- "RaymkIII.pof"
BMPMAN: Found EFF (ray mkiii whiter-glow.eff) with 17 frames at 30 fps.
Loading model 'mcwsb.pof'
IBX: Found a good IBX to read for 'mcwsb.pof'.
IBX-DEBUG => POF checksum: 0x81afe647, IBX checksum: 0x6e867a1b -- "mcwsb.pof"
BMPMAN: Found EFF (mcwshull-glow.eff) with 7 frames at 6 fps.
BMPMAN: Found EFF (mcwsring-glow.eff) with 12 frames at 9 fps.
Loading model 'RaymkIII-W.pof'
IBX: Found a good IBX to read for 'RaymkIII-W.pof'.
IBX-DEBUG => POF checksum: 0x622080fb, IBX checksum: 0x166e678e -- "RaymkIII-W.pof"
Loading model 'Caliburn.pof'
IBX: Found a good IBX to read for 'Caliburn.pof'.
IBX-DEBUG => POF checksum: 0x9784f5a2, IBX checksum: 0x6ef7cb38 -- "Caliburn.pof"
Loading model 'Soldier.pof'
IBX: Found a good IBX to read for 'Soldier.pof'.
IBX-DEBUG => POF checksum: 0x9453e976, IBX checksum: 0xc4146b4f -- "Soldier.pof"
BMPMAN: Found EFF (soldier-glow.eff) with 3 frames at 5 fps.
Loading model 'warrior.POF'
IBX: Found a good IBX to read for 'warrior.POF'.
IBX-DEBUG => POF checksum: 0xed52a10a, IBX checksum: 0x4a99d34f -- "warrior.POF"
Potential problem found: Unrecognized subsystem type 'TentacleB1', believed to be in ship warrior.POF
Potential problem found: Unrecognized subsystem type 'TentacleS1', believed to be in ship warrior.POF
Potential problem found: Unrecognized subsystem type 'TentacleS3', believed to be in ship warrior.POF
Potential problem found: Unrecognized subsystem type 'TentacleB3', believed to be in ship warrior.POF
Potential problem found: Unrecognized subsystem type 'TentacleB2', believed to be in ship warrior.POF
Potential problem found: Unrecognized subsystem type 'TentacleB4', believed to be in ship warrior.POF
Potential problem found: Unrecognized subsystem type 'TentacleS2', believed to be in ship warrior.POF
Potential problem found: Unrecognized subsystem type 'TentacleS4', believed to be in ship warrior.POF
Loading model 'Battleaxe.pof'
IBX: Found a good IBX to read for 'Battleaxe.pof'.
IBX-DEBUG => POF checksum: 0x16f5df77, IBX checksum: 0xb0f34e26 -- "Battleaxe.pof"
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship Battleaxe.pof
Loading model 'Pillager.pof'
IBX: Found a good IBX to read for 'Pillager.pof'.
IBX-DEBUG => POF checksum: 0x867e9273, IBX checksum: 0xabd4e19f -- "Pillager.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.2% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0x69570284 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
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: 0x6d9c8548, IBX checksum: 0xaa42b4e3 -- "ast03.pof"
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Loading model 'ast02.pof'
IBX: Found a good IBX to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 0xcb50099a, IBX checksum: 0x923d9c9f -- "ast02.pof"
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astd' is detail level 3 of 'asta'
Loading model 'ast01.pof'
IBX: Found a good IBX to read for 'ast01.pof'.
IBX-DEBUG => POF checksum: 0x52a0f68f, IBX checksum: 0x6c6d56b4 -- "ast01.pof"
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astd' is detail level 3 of 'asta'
Loading model 'asta03.pof'
IBX: Found a good IBX to read for 'asta03.pof'.
IBX-DEBUG => POF checksum: 0xf99376e0, IBX checksum: 0x00366755 -- "asta03.pof"
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Loading model 'asta02.pof'
IBX: Found a good IBX to read for 'asta02.pof'.
IBX-DEBUG => POF checksum: 0x5060d51c, IBX checksum: 0x207b91d8 -- "asta02.pof"
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astd' is detail level 3 of 'asta'
Loading model 'asta01.pof'
IBX: Found a good IBX to read for 'asta01.pof'.
IBX-DEBUG => POF checksum: 0x1ae66259, IBX checksum: 0x5ddb5fe9 -- "asta01.pof"
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astd' is detail level 3 of 'asta'
=================== STARTING LEVEL DATA LOAD ==================
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
Allocating space for at least 903 new ship subsystems ...  a total of 1200 is now available (101 in-use).
About to page in ships!
WARNING: "Ship 'Cordi Mothership' does not have subsystem 'gunturret-17' linked into the model file, 'Cordimothership.pof'." at ship.cpp:14734
WARNING: "Ship 'Cordi Mothership' does not have subsystem 'gunturret-18' linked into the model file, 'Cordimothership.pof'." at ship.cpp:14734
WARNING: "Ship 'LSF Challenger II' does not have subsystem 'gunturret-17' linked into the model file, 'ChallengerII.pof'." at ship.cpp:14734
WARNING: "Ship 'LSF Challenger II' does not have subsystem 'gunturret-18' linked into the model file, 'ChallengerII.pof'." at ship.cpp:14734
BMPMAN: Found EFF (Cordipulse.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (CordipulseB.eff) with 15 frames at 25 fps.
BMPMAN: Found EFF (CordipulseG.eff) with 15 frames at 28 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
ANI Vepar_particle with size 80x80 (37.5% wasted)
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x43fcc9bb -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0x0e050134 -- "Tempest.pof"
Loading model 'Wildfire.pof'
IBX: Found a good IBX to read for 'Wildfire.pof'.
IBX-DEBUG => POF checksum: 0x259e6a90, IBX checksum: 0xd8e129e9 -- "Wildfire.pof"
Model Wildfire.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Dart.pof'
IBX: Found a good IBX to read for 'Dart.pof'.
IBX-DEBUG => POF checksum: 0xd10e57c4, IBX checksum: 0x76ef43c7 -- "Dart.pof"
Model Dart.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'phoenix.pof'
IBX: Found a good IBX to read for 'phoenix.pof'.
IBX-DEBUG => POF checksum: 0xd02acd12, IBX checksum: 0x525b1489 -- "phoenix.pof"
Loading model 'Wasp.pof'
IBX: Found a good IBX to read for 'Wasp.pof'.
IBX-DEBUG => POF checksum: 0xd2a15d45, IBX checksum: 0x15937c35 -- "Wasp.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0x35d0ce51 -- "piranha.pof"
Loading model 'Tsunami.pof'
IBX: Found a good IBX to read for 'Tsunami.pof'.
IBX-DEBUG => POF checksum: 0x80da58b6, IBX checksum: 0x0297b117 -- "Tsunami.pof"
Loading model 'newhornet.pof'
IBX: Found a good IBX to read for 'newhornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x47cca8d9 -- "newhornet.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0xdb07cf8f -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'Stiletto.pof'
IBX: Found a good IBX to read for 'Stiletto.pof'.
IBX-DEBUG => POF checksum: 0xac4667ac, IBX checksum: 0xc8d3c466 -- "Stiletto.pof"
Loading model 'rocket.pof'
IBX: Found a good IBX to read for 'rocket.pof'.
IBX-DEBUG => POF checksum: 0x8e9a54d2, IBX checksum: 0x2d58436e -- "rocket.pof"
Loading model 'hominglaser.pof'
IBX: Found a good IBX to read for 'hominglaser.pof'.
IBX-DEBUG => POF checksum: 0x869fb72a, IBX checksum: 0xbcc2ac85 -- "hominglaser.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0xf982a0e8 -- "cmeasure01.pof"
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0xb96f0de7 -- "belial.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0xca93ace8 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xd816ca2d -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x6d576a63 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.2% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.2% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% 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 Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Vepar_particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 3536/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 583,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
FRM: 1
FE: 1

Class: gtf hercules
FRM: 1
FE: 1

Class: gtf hercules mark ii
FRM: 1
FE: 1

Class: gtf ares
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf loki
FRM: 1
FE: 1

Class: gtf pegasus
FRM: 1
FE: 1

Class: gtf perseus
FRM: 1
FE: 1

Class: gtf myrmidon
FRM: 1
FE: 1

Class: sf mara (terrans)
FRM: 1
FE: 1

Class: gtb artemis
FRM: 1
FE: 1

Class: gtb artemis d.h.
FRM: 1
FE: 1

Class: gtb medusa
FRM: 1
FE: 1

Class: gtb ursa
FRM: 1
FE: 1

Class: gtb zeus
FRM: 1
FE: 1

Class: gtb boanerges
FRM: 1
FE: 1

Class: gtdr amazon
FRM: 1
FE: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtc fenris
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtg zephyrus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gtd orion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: gtcv deimos
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gtc aeolus
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ntf iceni
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ntf boadicea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gti ganymede
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5

Class: gtsg watchdog
FRM: 1
FE: 1

Class: gtsg cerberus
FRM: 1
FE: 1

Class: gtsg alastor
FRM: 1
FE: 1

Class: gtep hermes
FRM: 1
FE: 1

Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: gtsg mjolnir
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvf seth
FRM: 1
FE: 1

Class: gvf horus
FRM: 1
FE: 1

Class: gvf thoth
FRM: 1
FE: 1

Class: gvf serapis
FRM: 1
FE: 1

Class: gvf tauret
FRM: 1
FE: 1

Class: gvb sekhmet
FRM: 1
FE: 1

Class: gvb osiris
FRM: 1
FE: 1

Class: gvb bakha
FRM: 1
FE: 1

Class: gvf ptah
FRM: 1
FE: 1

Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gvg anuket
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gvc aten
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvc mentu
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvcv sobek
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gvd typhon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gvsg ankh
FRM: 1
FE: 1

Class: gvsg edjo
FRM: 1
FE: 1

Class: gvep ra
FRM: 1
FE: 1

Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gvd hatshepsut
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf manticore
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sf astaroth
FRM: 1
FE: 1

Class: sb nephilim
FRM: 1
FE: 1

Class: sb taurvi
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc rakshasa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd ravana
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
FRM: 1
FE: 1

Class: ssg belial
FRM: 1
FE: 1

Class: ssg rahu
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300

Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75

Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105

Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550

Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375

Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100

Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375

Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200

Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
MediaVPs: Flaming debris script ACTIVE!
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI spacemapRavi.ani with size 500x340 (33.6% wasted)
Frame  0 too long!!: frametime = 8.271 (8.271)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
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ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'RaymkIII-E.pof'
IBX: Found a good IBX to read for 'RaymkIII-E.pof'.
IBX-DEBUG => POF checksum: 0x3c058e8a, IBX checksum: 0x83cca00e -- "RaymkIII-E.pof"
ANI iconPromR with size 56x24 (25.0% wasted)
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Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_BRIEFING (10)
Unloading in mission messages
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_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sun Oct 03 05:55:40 2010

This crash is less consistent than mission 2 or bug hunter. I cannot identify a (set of) player action or a set time period. It does only crash when there is some fighting going on regardless of the number of combatants and this is consistent across all bugged levels played.

Note, I had used INF 3.6.12 RC3 to play past bug hunter as I used INF 3.6.12 (RC1???) to play past level 2 and beyond till bug hunter. This may or may not be connected. I might have just been lucky.
Title: Re: RELEASE - Wings of Dawn
Post by: The E on October 03, 2010, 03:00:22 pm
This is weird.

This bug was filed as Mantis 2205 (http://scp.indiegames.us/mantis/view.php?id=2205), and was resolved in FSO revision 6289. Which at the very least should be in the nightly builds.
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on October 05, 2010, 02:33:49 am
For the first mission with the LSF Caliburn do people actually use that ride or go back to the regular fighter? That slow piece of crap can't manoeuvre and I keep getting my ass killed when the second combined wave attacks.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on October 05, 2010, 03:14:13 am
I used it. The Caliburn is best thought of as something closer to a WW2 attack aircraft than the FS sort of assault fighter. You can't take the kind of risks you would with a Herc, your armor and shields are not as thick in comparison to incoming fire, but you do have similar firepower. Don't go wandering off alone, stay near the Guardian Angel as much as possible so the other fighters can support you.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on October 05, 2010, 03:37:00 am
I too prefer the Ray for that mission. I managed to get though it with a Caliburn on Very Easy, but on Easy I really got my ass handed to me. Even the Norderia were flying circles around me....
But then I always was a fan of high manouverbility fighters (and consequently picked the Ray III-E variant later on).
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 05, 2010, 04:47:58 am
Try equipping the Caliburn with nothing but VX-08 plasma weapons.
You can oneshot pretty much everything with that.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on October 05, 2010, 05:38:01 am
I actually prefer those railgun like cannons against the cordi because of the higher projectile speed. The plasma is so slow that at times cordi fighters just skip to the sides before a spot-on shot ever reaches their ships.
But against the Norderia, the plasma is devastating, that is if you can get them into your sights. For some reason those scrapheaps were running (or rather gliding) circles around my caliburn on easy. Most times in packs or three or more too.
Title: Re: RELEASE - Wings of Dawn
Post by: ReeNoiP on October 05, 2010, 06:39:48 am
But against the Norderia, the plasma is devastating, that is if you can get them into your sights. For some reason those scrapheaps were running (or rather gliding) circles around my caliburn on easy. Most times in packs or three or more too.

It seems their speed matches that of the Caliburns turning speed so that they will always circle around you at the same distance. Try slowing down for half a second (smaller turn radius) and all of the sudden there they are. Helped me a lot.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on October 05, 2010, 07:11:39 am
Protip: if you don't target the Cordi, they won't evade as enthusiastically. Visual target acquisition FTW!
Title: Re: RELEASE - Wings of Dawn
Post by: Dilmah G on October 05, 2010, 09:10:11 am
Real target acquisition FTW!
Fixed. :D

Radar will never replace a bloody good look out!
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on October 05, 2010, 12:35:46 pm
Try equipping the Caliburn with nothing but VX-08 plasma weapons.
You can oneshot pretty much everything with that.

Well the problem with those plasma weapons is they've got no range. That combined with the exploding fighters seems like a bad proposition. That being said, I can give it a go. Though my main problem with the mission was not killing the enemy, it was shooting at them at all. Seems every piece of crap on the field can out-manouevre me. Maybe I need to take it off medium for that mission.
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on October 05, 2010, 03:24:29 pm
This combination works really well with SMHS missiles, which can destroy Cordi with ease.
Nordera fighter explosion are not as powerful as they seem, so it's not that much of a problem.
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on October 11, 2010, 06:54:55 pm
Having to start from the beginning in that R&D mission when you die on the second or third fighter makes me mad

EDIT - And for that matter, why when I started in the second fighter was my hull integrity at 67%? Is this intentional?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 11, 2010, 07:22:56 pm
Its a mission that could(/should) have used BP style checkpoints.
You can however make the mission as short/long as you like

You regain 50% of your hull when you switch to the next fighter.
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on October 11, 2010, 08:03:56 pm
Its a mission that could(/should) have used BP style checkpoints.
You can however make the mission as short/long as you like

You regain 50% of your hull when you switch to the next fighter.

I dunno whenever I try out the heavy fighter and have to take on that flight of pillagers I get my ass killed in like 10 seconds. The missiles don't do enough damage against them and once you're into dogfight range you're dead meat. Maybe I'll try spamming out my whole bank of missiles at range and see if I can thin their numbers.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on October 11, 2010, 08:27:12 pm
Wut.
The Ray 3 W rips through Nodera fighters. I nearly died in the Ray 3 E though, what good is speed when they're doing retarded loop-de-loops and run circles around you regardless?

Given, this was quite a while back when the Nodera still had retardedly low damp/rotdamp values and could pull crazy acrobatics.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on October 12, 2010, 03:42:37 am
While the Nordera were totally ripping apart my Caliburn, I was the one running circles around them in the Ray-III E.... even with matching speed and just turning towards them, which isn't exactly a good way to fly.

With the E's speed you can also just afterburn out of their range, turn around and go head-to-head with them if you like, though I'd suggest using the lateral thrusters to avoid their fire while keeping it up yourself.
Title: Re: RELEASE - Wings of Dawn
Post by: Akalabeth Angel on October 12, 2010, 02:45:00 pm
Wut.
The Ray 3 W rips through Nodera fighters. I nearly died in the Ray 3 E though, what good is speed when they're doing retarded loop-de-loops and run circles around you regardless?

I fly circles around one but his other 3 buddies blast me while I'm doing it and it seems like 4-5 hits from their guns'll take me out pretty much. I'll give it another go sometime.
Title: Re: RELEASE - Wings of Dawn
Post by: Deadly in a Shadow on October 12, 2010, 03:29:46 pm

It seems there is some inconsistency.

In the third mission, Crystal talked about "not so bright gems of cordia" but that means that the Cyrvans already know the Cordi? :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on October 12, 2010, 03:41:06 pm
Cordia is a Cyrvan system, unrelated to Cordi.
It's confusing because Spoon didn't released any system map for WoD and names simply sound similar (I have an incomplete version of map, so I know).
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on October 12, 2010, 03:49:42 pm
Any chance to see a complete map soon? :)
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 12, 2010, 04:36:34 pm
Cordia is a planet to be more precise

I never really got around finishing the spacemap completely but for those interested this is how it looks like right now:
(http://img219.imageshack.us/img219/9241/spacemap.png)

Greenlines: Known stable Starlances
Purple: Starlances recently discovered due to the invasion
Red: 'Unstable' Starlance
Blue: Suspected Starlances, its very likely they are there they just haven't discovered them yet.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on October 12, 2010, 04:39:17 pm
I liek thoas double ones.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on October 12, 2010, 05:34:59 pm
Nordera space is still uncharted? Unless that's the job of the CSA.
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on October 12, 2010, 05:38:45 pm
I doubt the LSF wants to go into Nordera space given the five-on-one beating it recently received.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on October 12, 2010, 06:02:08 pm
Eh? I thought the balance was several Nordera kills per LSF loss.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on October 12, 2010, 06:21:56 pm
Eh? I thought the balance was several Nordera kills per LSF loss.

And the LSF lost a whole fleet and has a couple others in pieces.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on October 12, 2010, 06:49:52 pm
The Nodera got torn up but the LSF got its face smashed in by an Armageddon.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on October 12, 2010, 06:50:59 pm
The Nodera got torn up but the LSF got its face smashed in by an Armageddon.

there's a reason they call them the hurt-ak
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 12, 2010, 07:02:36 pm
I doubt the LSF wants to go into Nordera space given the five-on-one beating it recently received.
The Nordera took prisoners from Human colonies and shipped them off for slave labor. The LSF is conducting several small operations in order to liberate these people.

there's a reason they call them the hurt-ak
Dohohoho  :lol:
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on October 12, 2010, 07:13:23 pm
Eh? I thought the balance was several Nordera kills per LSF loss.
I think he meant the five species (Cordi, Fura'ngle, Hertak, Nordera and Zy) against one and all the losses this caused the LSF.
And the 5-to-1 kill-death ratio (or whatever it was) was at the beginning of the war, when it was only the Nordera and Cordi invading. With the Zy and Fura'ngle and that balance must have shifted in favour of the invaders.... and the Hertak themselfs are worse still.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on October 12, 2010, 07:17:46 pm
I think he meant the five species (Cordi, Fura'ngle, Hertak, Nordera and Zy) against one and all the losses this caused the LSF.
And the 5-to-1 kill-death ratio (or whatever it was) was at the beginning of the war, when it was only the Nordera and Cordi invading. With the Zy and Fura'ngle and that balance must have shifted in favour of the invaders.... and the Hertak themselfs are worse still.
Even then, the invaders apparently got the worst part of it. Specially after the Cordi turned over.

I doubt the LSF wants to go into Nordera space given the five-on-one beating it recently received.
The Nordera took prisoners from Human colonies and shipped them off for slave labor. The LSF is conducting several small operations in order to liberate these people.
Namely, the Guardian Angels?
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on October 12, 2010, 08:48:13 pm
Eh? I thought the balance was several Nordera kills per LSF loss.
I think he meant the five species (Cordi, Fura'ngle, Hertak, Nordera and Zy) against one and all the losses this caused the LSF.
And the 5-to-1 kill-death ratio (or whatever it was) was at the beginning of the war, when it was only the Nordera and Cordi invading. With the Zy and Fura'ngle and that balance must have shifted in favour of the invaders.... and the Hertak themselfs are worse still.
I meant the five species attacking the Terrans, yes.  Even with the excellent kill ratios against the Norderans and Cordi the Terrans were still taking painful losses that would take time to replace, and when the Fura'ngle, Zy, and eventually the Hertak showed up it went from bad to worse with three more races beating up one that was already reeling from the first two attackers.  The Terran star fleets are in shambles, and the Cordi, Zy, and Fura'ngle have re-building issues of their own, the Zy especially what with an exploding star in their home system. Waging open war against the wounded animal that is the Norderans would be a bad move.  The Cyrvans are probably mostly untouched by the recent events due to their more advanced technology and distance from the main thrust at the Terrans, so best to let them handle things on the Norderan end.
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on October 12, 2010, 10:07:44 pm
The Hertak were hammering the Cyrva just as hard as the Terrans. The Space Elves weren't untouched by the war. Their fleets most likely aren't in much better shape than the LSF.
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on October 12, 2010, 10:23:23 pm
I thought that was a relatively (compared to the ass-beating the Terrans were getting) minor diversion to pull Cyrvan reinforcements away from LSF space.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on October 12, 2010, 11:10:12 pm
Yeah, we know the Cryvans were hit, but on what scale we don't. It's even implied they hadn't really mobilized or deployed yet by the end of the war.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on October 13, 2010, 03:27:03 am
To let the Cyrvans handle an invasion isn't really a good idea I think.
After all any offensive action undertaken by them is carried out on a stric volunteer only basis. That way it could easily happen that they won't be able to get enough ships for a serious  attack together. And even if they do, they could be called back on a moment notice if even a small group of enemies shows up at their doorstep again.

No, they might be a good defensive force (in their own terretory anyway) but I feel the Cyrvans can't be trusted to undertake a large scale invasion.

Come to think of it, the invasion showed that it was a good thing the LSF rejected and resistet the Cyrvans takeover of protection. Imagine the Cyrvans had won the war. Then there would be no human military and the moment their own systems are attacked, they pull back to their own systems, leaving humanity completely undefended.
Or are "protected" species included into the Cyrvans defensive laws, even though it doesn't sound like that from the Techroom and briefing/ingame messages?
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on October 13, 2010, 03:53:00 am
Apparently, they do undertake large invasions if they feel insulted. Terran rejection of their 'offer' of protection is one such insult, and if that sparked a war, I don't want to see what they would do against whoever invaded their home systems
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on October 13, 2010, 04:49:52 am
But the war against he Terrans wasn't a "large" invasion. The Terrans outnumbered them many times over, but due to their technology being so inferiour still took massive losses before they could fight that small force to a standstill.

When the Cyrvans invaded the Terrans they thought the Humans had two, maybe three systems only few ships and their technology was barely able to overcome Cyrvan shields.
It's one thing to go to war with such a seemingly chanceless enemy and quite another to go to war with the Nordera, who are still in leage with the Hertak! And there might be other battlethralls that simply weren't part of the invasion, because the Hertak leader though he wouldn't need them (if not for Infis sacrifice that assumption would most likely have been correct).

Also there was little danger of the Terrans trying to invade the Cyrvans, but the Hertak and thralls might go back on the offensive once they chose a new leader. Not the best prerequisits for an invasion by a mostly peacefull race like the Cyrvans....
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on October 13, 2010, 10:04:26 am
And the Hertak and Nordera might deploy new toys we haven't seen yet...
But now the Terrans and the Cyrvans most likely have the Fur'angle, the Zy and the Cordi as allies, and, now that they are free from the Hertak, they can develop new stuff as well. And the Hertak are most likely too busy fighting against these former thralls.

Why not trying to reason with them? They release the prisoners, break free from the Hertak, and are given the chance to be protected from them by the LSA and to develop past their barbarism.
Something tells me they are the race that is impressed by shows of force, and killing their master might be the ultimate form of that. Perhaps now they consider the Terrans/Cyrvans as more powerful than the Hertak.
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on October 13, 2010, 11:22:49 am
But the war against he Terrans wasn't a "large" invasion. The Terrans outnumbered them many times over, but due to their technology being so inferiour still took massive losses before they could fight that small force to a standstill.

When the Cyrvans invaded the Terrans they thought the Humans had two, maybe three systems only few ships and their technology was barely able to overcome Cyrvan shields.
It's one thing to go to war with such a seemingly chanceless enemy and quite another to go to war with the Nordera, who are still in leage with the Hertak! And there might be other battlethralls that simply weren't part of the invasion, because the Hertak leader though he wouldn't need them (if not for Infis sacrifice that assumption would most likely have been correct).

Also there was little danger of the Terrans trying to invade the Cyrvans, but the Hertak and thralls might go back on the offensive once they chose a new leader. Not the best prerequisits for an invasion by a mostly peacefull race like the Cyrvans....
Norbert, the Hertak lost their entire ruling class when the flagship was taken out by Crystal, and due to how Hertak gain and pass on knowledge, they won't be getting one any time soon.  They're completely headless, and while a leader will eventually emerge, right now they have no idea what to do, and who knows if they'll support their Norderan battle thralls given the whole "You have failed us" situation thanks to the death of all their royalty.  Right now the LSF, Cordi, Fura'ngle, and Zy need to work on rebuilding what was lost due to the Hertak (i.e. pretty much everything), and leave the Norderans to the Cyrvans.  Even if only a relatively few Cyrvans volunteer for the reprisal strikes, that's still more than enough to take out Industrial-era primitives with combustion-powered spacecraft given what they did to the fusion-powered and shielded Terran vessels armed with fission torpedoes.

Of course, the Terrans fighting the Cyrvans to a standstill despite the technology gap is pretty much the definition of "Humans are Warriors", which is surprising why it isn't on the WoD TVTropes page.
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on October 13, 2010, 11:33:25 am
Why not trying to reason with them? They release the prisoners, break free from the Hertak, and are given the chance to be protected from them by the LSA and to develop past their barbarism.
Something tells me they are the race that is impressed by shows of force, and killing their master might be the ultimate form of that. Perhaps now they consider the Terrans/Cyrvans as more powerful than the Hertak.

But the Nordera probably don't want to be freed. The impression I got of them is that they love fighting, and the Hertak gave them the opportunity to fight a whole bunch of other people. And the Hertak gave them spacefaring technology. They have every reason to like the Hertak, and no reason to desire protection from them. Technically, they are slaves, true, but they want to fight, and the Hertak want them to fight, so it's a win-win situation for both species.

It is possible that they see humanity/Cyrva as more powerful, but something tells me that they wouldn't like the idea of being peaceful all that much, which is what the Terrans and Cyrvans would require of them if they did ally.

Of course, the Terrans fighting the Cyrvans to a standstill despite the technology gap is pretty much the definition of "Humans are Warriors", which is surprising why it isn't on the WoD TVTropes page.

Well, then go put it there, why don't you? :p
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on October 13, 2010, 01:02:11 pm
Why not trying to reason with them? They release the prisoners, break free from the Hertak, and are given the chance to be protected from them by the LSA and to develop past their barbarism.
Something tells me they are the race that is impressed by shows of force, and killing their master might be the ultimate form of that. Perhaps now they consider the Terrans/Cyrvans as more powerful than the Hertak.

But the Nordera probably don't want to be freed. The impression I got of them is that they love fighting, and the Hertak gave them the opportunity to fight a whole bunch of other people. And the Hertak gave them spacefaring technology. They have every reason to like the Hertak, and no reason to desire protection from them. Technically, they are slaves, true, but they want to fight, and the Hertak want them to fight, so it's a win-win situation for both species.

It is possible that they see humanity/Cyrva as more powerful, but something tells me that they wouldn't like the idea of being peaceful all that much, which is what the Terrans and Cyrvans would require of them if they did ally.

Of course, the Terrans fighting the Cyrvans to a standstill despite the technology gap is pretty much the definition of "Humans are Warriors", which is surprising why it isn't on the WoD TVTropes page.

Well, then go put it there, why don't you? :p
First quote:  Well, "Be peaceful or we will kill you" tends to stick pretty high for everyone that isn't an Ork, and since Norderans aren't saying they're never beaten in battle, and don't use firearms around cities due to the risk of blowing themselves up, I would say that even though they're Blood Knights (http://tvtropes.org/pmwiki/pmwiki.php/Main/BloodKnight), they aren't Ax Crazy (http://tvtropes.org/pmwiki/pmwiki.php/Main/AxCrazy).  You can't fight if you're dead.
Title: Re: RELEASE - Wings of Dawn
Post by: Deadly in a Shadow on October 13, 2010, 05:02:53 pm

From which anime/film/game are the soundtracks? the ABriefing4 sounds a bit like Avatar :D
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on October 13, 2010, 06:20:02 pm
Quote
Norbert, the Hertak lost their entire ruling class when the flagship was taken out by Crystal, and due to how Hertak gain and pass on knowledge, they won't be getting one any time soon.  They're completely headless, and while a leader will eventually emerge, right now they have no idea what to do, and who knows if they'll support their Norderan battle thralls given the whole "You have failed us" situation thanks to the death of all their royalty.
They lost the royal family. But they got to have some kind of governers throughout their empire and ambassadors on the homeworlds of their thralls. I highly doubt that such a big empire, including several enslaved races, was all controlled from the flagship alone.
Also there's got to be some Generals in the military.

So even if the whole Royal family was really wiped out, I wouldn't count the Hertak out just yet.

It's also be possible that a few of the royal family escaped in pods before the flagship went down. In the confusion of the battle they might have slipped through the LSF troops unnoticed. If that's the case, they probably need a bit of time to consolidate their rule, but the knowledge of the Hertak leaders would be at least partially intact (depends on how closely related they were with the Emperor I guess).
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on October 13, 2010, 06:53:44 pm

From which anime/film/game are the soundtracks? the ABriefing4 sounds a bit like Avatar :D

I do know that there's quite a bit of Gundam music in there. And a few tracks from Star Control 2.

And there's a few that I recognize but annoyingly cannot remember where they came from! :doubt:
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on October 13, 2010, 10:46:27 pm
I recognized When the Dragon Submerges and Mobile Doll's Eyes from Wing. I might have to dig out the backups that have nearly the whole soundtrack for Wing and see if there's anything else...
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on October 13, 2010, 11:00:52 pm
There's also an unnamed-as-far-as-I-know song from Wing that only plays during the Big Climactic BattleTM of the series.

*After taking stock and wracking brains*

I hear songs from Gundam (http://www.youtube.com/watch?v=cCd2eYMNOig) Wing (http://www.youtube.com/watch?v=th6p0k7UXWM), Gundam (http://www.youtube.com/watch?v=MQSHgSv7QGA) 00 (http://www.youtube.com/watch?v=NjjZl0yL0-g), Diebuster (http://www.youtube.com/watch?v=RInOH6g9JQo), and Star (http://www.youtube.com/watch?v=6W_fzCW0L84) Control (http://www.youtube.com/watch?v=yCljD5v2Cmk) II (http://www.youtube.com/watch?v=omGUUismkTQ). Any others I'm either not remembering or not recognizing.

Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on October 14, 2010, 12:01:23 am
Well I know he didn't use any of the stuff with lyrics. Gimmie a bit to go through my files...

AAmbient5 is The Labyrinth Called Yourself (Not Mobile Doll's Eyes!)
I think I recognize AAmbient3 as being the Christmas Eve track from Endless Waltz (I even sent it to my sister to ask her, and she agrees), but I can't find a copy to compare with.
DogBattle1 is When The Dragon Submerges
I recognize DogBattle3 from somewhere too, but I don't think it's Wing. Maybe the original MS Gundam?
TBattle3 is...well I have it marked as "Invitation From The Hell" but I don't know if the song title is really that engrish.

I think that's it.

(Sidenote: surprised some of this stuff I could turn up, like the second half of Signs of Consciousness, didn't get into the mod. Even if was only used once in the show.)
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on October 14, 2010, 05:08:31 am
ABattle2 is Possibility (http://www.youtube.com/watch?v=g0Q8pGCnWQQ) though it seems to start only 30 seconds into the OST track.
ABriefing3 is Controll (http://www.youtube.com/watch?v=cTb8n9epzIw)
OldBattle1 is Counterattack (http://www.youtube.com/watch?v=DezbAJ0DSGI)
OldBattle2 is Innovation (http://www.youtube.com/watch?v=IToKCbt9N4s)
OldBattle3 is Union (http://www.youtube.com/watch?v=k0AvQycMopU)
EBattle2 is 00 Gundam (http://www.youtube.com/watch?v=ov36WL6q200).
EBattle3 is 0-Raiser (http://www.youtube.com/watch?v=uj6jPX6bxc8)

All of those are from "Gundam 00". And I have to say I'm quite surprised that Trans-Am Raiser (http://www.youtube.com/watch?v=VdEhhl2lUck) didn't make it in, but then there is only so much room for music in a mod ;)
Would have been nice for the Nordera slaughter mission in the final push though.
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on October 18, 2010, 02:16:43 am
The briefing music for the last few missions is from the Gundam Unicorn OVAs. There's also a track that I think is from Starship Operators.
Title: Re: RELEASE - Wings of Dawn
Post by: Mikes on October 19, 2010, 02:10:28 pm
I downloaded this campaign a while ago and have to admit i put it away again after trying to first mission....  what a mistake! LOL

The 1st missions slow and ugly fighter(s) together with mix matched FS models (Explorer) and especially the quite dull mission vs. the poor Star fighters just put me off i guess.

But oh my... what came after.... from the atmospheric flight mission to huge battles and all with a well realized storyline.... wow.


Thanks for a really unique campaign Spoon!

I guess my one suggestion would be to retwork the first mission.
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on October 19, 2010, 02:16:21 pm
It could use some new models for Explorer and the node station.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on October 19, 2010, 02:20:13 pm
Yeah I gotta admit the first mission made me go 'oh no...'

But then it got so much better.
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on October 19, 2010, 02:41:49 pm
It didn't help that the first mission was Spoon's first serious attempt at FREDing either.  :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on October 19, 2010, 02:55:33 pm
It didn't help that the first mission was Spoon's first serious attempt at FREDing either.  :nervous:

That's no excuse!
/me puffs out chest and struts about
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on October 19, 2010, 04:21:20 pm
The first mission is intended to scare you!
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on October 19, 2010, 11:29:35 pm
Think of it as candy. You have to get through the envelope first.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 20, 2010, 12:09:50 pm
I downloaded this campaign a while ago and have to admit i put it away again after trying to first mission....  what a mistake! LOL

The 1st missions slow and ugly fighter(s) together with mix matched FS models (Explorer) and especially the quite dull mission vs. the poor Star fighters just put me off i guess.

But oh my... what came after.... from the atmospheric flight mission to huge battles and all with a well realized storyline.... wow.


Thanks for a really unique campaign Spoon!

I guess my one suggestion would be to retwork the first mission.
Thanks! Glad you hear you enjoyed it!  :D


Yeah I gotta admit the first mission made me go 'oh no...'

But then it got so much better.
That's not what you told me on IRC when I asked  :p

It didn't help that the first mission was Spoon's first serious attempt at FREDing either.  :nervous:

That's no excuse!
/me puffs out chest and struts about
Difference being that I started at the very start of a campaign while you started with the climax of a campaign  :p
Not to mention that I had to redo DE like 20 times, much to my frustration, because it was nearly impossible to save the allied capships from the enemy beams. Even with invicibility cheats on!
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on October 20, 2010, 12:16:06 pm
Quote
Difference being that I started at the very start of a campaign while you started with the climax of a campaign  :p
Not to mention that I had to redo DE like 20 times, much to my frustration, because it was nearly impossible to save the allied capships from the enemy beams. Even with invicibility cheats on!

That's because of a feature that got implemented fairly late in development to prevent the mission from being self-playing and that didn't get enough iterative testing, not because of a design flaw drawn from inexperience. In fact it mostly provides evidence that I got worse as I went along.  :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: Deadly in a Shadow on October 20, 2010, 03:41:59 pm

First mission= scary?

Crap, I was totally irritated who was the protagonist?! These girl-pilot named Dawn?! No, this space-elf?! Seems not... but then I saw the face of Misuzu and her crazy style. Total crazy/irritating characters seemed to be intended as the protagonists....I mean, look at Ruffy from One Piece or Son Goku from Dragonball!

But yes, the speed was a bit of nothing but I played further and I was really scared when I found out that it plays hundred years after this incident and...whoaah, all these speedy-ships and crazy fast rockets and all those enemies.

Spoiler:
GAHAHAHA! ADVANCE! hits the point
Title: Re: RELEASE - Wings of Dawn
Post by: Pred the Penguin on October 23, 2010, 04:54:23 am
I've hit upon a strange error...

While playing the sequence of missions to save the Cordi queen I decided to restart the whole thing because I had about 1% hull left.
When I got to mainhall to continue the campaign the game just froze on me. I restarted the game but this time I couldn't even get to mainhall.
After that I tried the 3.6.12 release build (I was using antipodes previously) and the same thing happened.
After some experimenting it turned out to be something wrong with the pilot I was using... I made a new one and everything was again, albeit having to restart.

I good thing is though that WoD is still very fun on the second playthrough.

 :yes:Awesome job! :yes:

[attachment deleted by admin]
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 23, 2010, 05:58:35 am
Sorry to hear that, sounds like yet an other issue caused by Red Alert.

Good to hear you are still having fun regardless though  :)
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on October 23, 2010, 12:23:17 pm
Urp, has the Red-Alert issue been mantised' yet?
I mean, saying "don't use red alerts!" is kinda bad advice when retail uses it and its broken...
Title: Re: RELEASE - Wings of Dawn
Post by: swamper123 on November 03, 2010, 09:41:17 pm
The best campaing that I ever played ,after Wih of course , I really like it and thanks the great effort of this community , especially in the modders like you, thanks again spoon  ;) ;) ;)

P.D : Sorry about my english  :mad2:
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on November 03, 2010, 09:42:12 pm
The best campaing that I ever played ,after Wih of course

Not 'of course!'
Title: Re: RELEASE - Wings of Dawn
Post by: oohhboy on November 04, 2010, 02:38:32 am
WiH might have better production values, but it doesn't have the bat**** insanity contained within Wings.

THe last missions, which were a little Battle of Endor-y was an sight to be hold with raw firepower the Dragon Slave(slayer?)s, cluster missiles, and pure energy filling the space.

Funny thing is after playing Wings and then playing WiH, it almost feels sedate in comparison. Now only if we could get some VA work done for Wings....
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on November 04, 2010, 04:31:37 am
Then you should try to replay the vanilla campaign... ah the curse of high manouverbility fighters like the Ray III-E and Kentauri.... once you get used to them you feel like playing in slow motion if you fly a Herc, Erinyes or even Aurora  :P
Title: Re: RELEASE - Wings of Dawn
Post by: Pred the Penguin on November 04, 2010, 05:42:30 am
I'm actually still more used to playing with slow ships even after 3 WoD playthroughs... Maybe I'm just slow. XD
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on November 04, 2010, 07:09:05 am
Or maybe you took the W variant. If you don't fly high manouverbility fighters it's no wonder you don't get used to them.
Me.... I'm for the E all the way and fly it whenever I get the chance in WoD.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on November 04, 2010, 07:28:52 am
Now only if we could get some VA work done for Wings....

For some reason, I don't think Spoon can get a bunch of japanese seiyuus for us.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on November 04, 2010, 10:14:55 am
The best campaing that I ever played ,after Wih of course , I really like it and thanks the great effort of this community , especially in the modders like you, thanks again spoon  ;) ;) ;)
Glad to hear you like it  :)

WiH might have better production values, but it doesn't have the bat**** insanity contained within Wings.
I'm a bit puzzled by this production value comment.

According to three different sites:
Quote
In the movie industry, the quality of a film is referred to as “production value.” Generally, films with a higher budget will have a high production value, because of the greater investment of resources. It is the goal of most movie makers to make films which are stylish, attractive, and use high quality special effects in combination with exotic locations. These high production value films can be quite costly to make, representing a major gamble on the part of potential investors.
Quote
Production Values: Describes the quality of a media production proportional to the money and technology expended on the text.
Quote
PRODUCTION VALUES The elements that make up the complete media product. In electronic media, production values include cuts, dissolves, color, placement in the frame, editing, etc. In print; paper quality, ink color, placement on the page, size, shape, etc.
The only resources a modder can invest into a mod is time and effort. Neither WoD or WiH had any money involved in the developing progress (for as far as I know :p )
So I dont really understand what you mean by 'better production values'.

Now only if we could get some VA work done for Wings....

For some reason, I don't think Spoon can get a bunch of japanese seiyuus for us.
Unforunately  :(
 :P
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on November 04, 2010, 10:16:27 am
Let's drop the WiH vs. WoD comparisons. They're both great campaigns and Spoon and I work together too closely to be competing.

SPOON LET'S BROFIST
Title: Re: RELEASE - Wings of Dawn
Post by: swamper123 on November 04, 2010, 07:09:44 pm
Let's drop the WiH vs. WoD comparisons. They're both great campaigns and Spoon and I work together too closely to be competing.

SPOON LET'S BROFIST

Agree with that , both campaings are unique, and very well done
Title: Re: RELEASE - Wings of Dawn
Post by: Scourge of Ages on November 11, 2010, 12:32:48 am
Waaaaaah I suck. I can't get past "Holding the Line."
I've tried everything I can think of, including dropping the difficulty down to easy. I badly need some pointers.

Here's what I've tried so far:
Attack the Nordera Battleaxes! I die.
Attack the Fun'agle(sp?) cruisers. I die, but otherwise the LSF caps eventually blow them up.
Sit and defend against all fighters that come within 3000m. The GA retreats eventually, and I lose.
Seraphim and Cherubim are currently flying Rays armed with that neat, rapid fire energy weapon, you know the one.
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on November 11, 2010, 12:35:10 am
Hide in the GA's hangar bay!
Title: Re: RELEASE - Wings of Dawn
Post by: Scourge of Ages on November 11, 2010, 12:46:33 am
Also tried: Hiding in the GA's hanger bay, firing cluster missiles at all comers. It doesn't stop torpedos though, and eventually, the GA retreats (killing me).
Title: Re: RELEASE - Wings of Dawn
Post by: MatthTheGeek on November 11, 2010, 02:37:46 am
In that same mission, I am stuck even in very easy. I manage to single-handly destroy both Fun'agle cruisers and force both Battleaxes to retreat, all my wingmen are in perfect shape and defend the GA, yet still its health drop for no reason and I keep loosing for, again, no reason. Are you supposed to loose or something ? Can this mission be beaten at all ?
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on November 11, 2010, 02:51:41 am
The two biggest threats to the GA are the Battleaxes (getting the sensors or missile tubes nullifies that threat... or simply intercepting enough torpedoes that the point defense guns can handle the rest) and the Zy bombers.
When you are told to intercept the Zy, you really should do that. After that concentrate on shooting down the incoming Nordera missiles or the battleaxes. When I went after the battleaxes I was attacked by sweepers and Nordera fighters, so keep an eye out for them.

The only loadout I changed was my own (Ray III-E with Proton Pulse Cannon).
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on November 11, 2010, 04:10:38 am
The Battleaxes have powerful guns but poor coverage. Keep your approach as close to dead-on the bow as you can and you'll only have to deal with one of the guns (if it upsets you enough, kill it). Go for the sensors rather than the torpedo tubes, they're more exposed and closer to your zone of relative safety. Equalize your shields furiously and put more power to them while you're near the Battleaxes. Run back to the Guardian Angel when you're done with that and hide in the turret coverage between it and the cruisers. When the Zy bombers show up, don't run out to intercept them. Stay in close and pick off their bombs before they make contact.

I actually had my wings guarding the cruisers, but they were in close enough formation to the GA that it was still protected. And it bought a little more engagement range against incoming missiles.
Title: Re: RELEASE - Wings of Dawn
Post by: Scourge of Ages on November 11, 2010, 08:47:42 pm
Thanks guys, finally managed it.

I took a Kaze with dual Plasma Cannons, and a bank of CAS-9 Heaven's Fires. Lobbed CAS-9s from the hangar until the Battleaxes showed up, then flew up to each one, and just parked right on top of the sensors - I mean I was clipping through the front of them I was so close. After they both retreated,  the rest was easy.
Title: Re: RELEASE - Wings of Dawn
Post by: ssmit132 on November 25, 2010, 01:08:16 am
Was the Ray Mark III named after this (http://super-smash-bros.wikia.com/wiki/Ray_MK_III)?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on November 25, 2010, 05:21:44 am
Was the Ray Mark III named after this (http://super-smash-bros.wikia.com/wiki/Ray_MK_III)?
Yes!
Holy **** took long enough for someone to figure that out!  :p

Custom robo arena on the ds is quite a fun game, was playing it early in the development cycle of WoD
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on November 25, 2010, 03:10:43 pm
Holy ****, a Custom Robo reference I missed? :eek:

Custom Robo is one of my favorite Gamecube games! How could I possibly...?
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on November 30, 2010, 09:29:42 am
Hello.
I'm currently playing the campaigns and I like it. It's really a show like a anim or a film. Good work spoon.

I had a problem in the emp mission. After having destroy the emp field, when we then have a easy battle with cruiser, when only two or one left, the game crash. It crashed several times in a row a this moment, i don't know if it's related to the explosion of a cruiser. After a reboot of the computer it crashed a few time in normal, and debug build. When I wanted to show the bug in taking note when in crash, it did'nt crash... I have retested one time in release with the tech room it didn't crash. I will retest tomorow.

I had in other mission some crash but no with so good timing. And the tech room seem crash in debug mod.
I'm running under ubuntu 10.10 with final inferno build.

Good luck with WoD 2.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on November 30, 2010, 10:20:31 am
Thanks and glad to hear you like it so far  :)

Unforunately I don't have a system with linux installed (and I dont believe any of my testers have either) so I'm afraid I can't offer you too much support there myself.
as far as I recall, this is the first time I heard about that particular mission acting up.
Title: Re: RELEASE - Wings of Dawn
Post by: The E on November 30, 2010, 10:24:05 am
There are a few bugs that were only surfacing in a crashy fashion on Linux that were squashed recently. I would recommend using a recent nightly build.
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on November 30, 2010, 11:08:50 am
Thank you for the fast reply.

I was able to finish the mission but by curiosity i retested the mission. And thinck have a explanation, it seem to bug, only if you look the battle, if you look on the opposite direction is don't happen. The strange things is that it doesn't crash imediatly, but only at the middle of the battle.

I will try to have a debug log, I have the following error:
Code: [Select]
Future debug output directed to: /home/pablo/.fs2_open/data/fs2_open.log
ASSERTION FAILED: "(bm_bitmaps[n].handle == bitmapnum)" at bmpman/bmpman.cpp:2052  bitmapnum = 4, n = 4, bm_bitmaps[n].handle = 28504
AL lib: ALc.c:1818: alcCloseDevice(): deleting 1 Buffer(s)
Future debug output directed to: /home/pablo/.fs2_open/data/fs2_open.log
ASSERTION FAILED: "(bm_bitmaps[n].handle == bitmapnum)" at bmpman/bmpman.cpp:2052  bitmapnum = 538976288, n = 3288, bm_bitmaps[n].handle = 0

Ok i will test a nigtly build.

After other test i find that i have the same error message if I go in debug mod in the techroom (in release it is ok). It happen in normal and inferno build. Without mod i don't have this issue.  It doesn't crash always but it open and close the tech room 2,3 times it will crash.

Code: [Select]
ASSERTION FAILED: "(bm_bitmaps[n].handle == bitmapnum)" at bmpman/bmpman.cpp:2052  bitmapnum = 1120403456, n = 1956, bm_bitmaps[n].handle = 301206

I don't know if it's come because of WoD or it's a bug in the fs2_open.

If you need help for testing on linux, i can help you.



[attachment deleted by admin]
Title: Re: RELEASE - Wings of Dawn
Post by: The E on November 30, 2010, 11:27:18 am
Code: [Select]
Found root pack '/usr/local/games/freespace2/0rph3u5.vp' with a checksum of 0xf4f337da
Found root pack '/usr/local/games/freespace2/Nameplates.vp' with a checksum of 0x6c0007b7

These two files should not be there.

Code: [Select]
  -ship_choice_3d
  -weapon_choice_3d

You should really look into the commandline reference page on the wiki (http://www.hard-light.net/wiki/index.php/Commandline_Reference) for more switches to prettify your game.

Code: [Select]
  OpenGL Renderer   : Mesa DRI Intel(R) 965GM GEM 20100330 DEVELOPMENT x86/MMX/SSE2
  OpenGL Version    : 2.1 Mesa 7.9-devel

On the other hand, it's another Intel chip. Why do people who want to play games keep using these?

At any rate, this error is one of those that is really tricky to track down. The problem is a collision in the bitmap manager; most causes of this should be eliminated already.
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on November 30, 2010, 11:42:38 am
I have deleted the two file at the wrong place and tested this build. http://www.hard-light.net/forums/index.php?topic=72131.0 (http://www.hard-light.net/forums/index.php?topic=72131.0).
Without the mod wing of Dawn no direct problem, with the mod in debug, imediat crash after launching the game.

Code: [Select]
ASSERTION FAILED: "size > 0" at windows_stub/stubs.cpp:563
I don't know where i muss continu to post the bug, because it seem related to fs2_open, but direct crash only happen with WoD. Has another person on linux has crash with WoD in linux?

The graphic cart cannot be changed, it is a labtop. And performance are sufficiant for playing old game and game like freespace.

For the command line i have put the strict minimun everithing off except the two recommanded setting for this mod, when i have saw the first crash.


[attachment deleted by admin]
Title: Re: RELEASE - Wings of Dawn
Post by: The E on November 30, 2010, 11:52:09 am
Please start the game with the option "-no_glsl" added to the commandline. Intel GPU's can't use our shaders.

Also, please try these builds: http://swc.fs2downloads.com/builds/LINUX/fs2_antipodes_7_LINUX_r6670.tgz

They're way more recent than what you are using.
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on November 30, 2010, 12:19:26 pm
With the option the game launch. But like before when i open close (with escape) (between 2 to 4 times)  the techroom it crash. And this only in debug mod, and only with Wing of Dawn. It make the same with the link given, the final release, and all other.

And it gave the following error.

Code: [Select]
ASSERTION FAILED: "(bm_bitmaps[n].handle == bitmapnum)" at bmpman/bmpman.cpp:2046  bitmapnum = 184948384, n = 2384, bm_bitmaps[n].handle = 0

I am the only to have a bug that is so easy to recreate ?

Thank you for the help.



[attachment deleted by admin]
Title: Re: RELEASE - Wings of Dawn
Post by: The E on November 30, 2010, 01:59:43 pm
Code: [Select]
Searching root pack '/usr/local/games/freespace2/mediavps_3612/MV_Advanced.vp' ... 1283 files

With an Intel GPU, you shouldn't use this.

Code: [Select]
Searching root pack '/usr/local/games/freespace2/Vidmaster.vp' ... 1 files
Whatever this is, it doesn't belong in the root FS directory.

At any rate, this seems to be a code bug that needs to be investigated; we're on it. Until we've fixed it, don't go in and out of the techroom quickly.
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on November 30, 2010, 02:33:25 pm
Thank your for the quick help.

Because I am now able to launch the tech room in debug mod, i can give the debug info for the original crash. It happen when i look de battle.

Code: [Select]
WARNING: "Mission: Extreme Malevolent Peril-M12 has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:688
WARNING: "Mission: Extreme Malevolent Peril-M12 has a 1024x768 loading screen but no 640x480 loading screen!" at mission/missionparse.cpp:688
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now." at mission/missionparse.cpp:4542
WARNING: "Invalid subobj_num or model_num in subsystem 'gunturret-17' on ship type 'LSF Challenger II'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship/ship.cpp:4979
WARNING: "Invalid subobj_num or model_num in subsystem 'gunturret-18' on ship type 'LSF Challenger II'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship/ship.cpp:4979
WARNING: "Ship 'LSF Challenger II' does not have subsystem 'gunturret-17' linked into the model file, 'ChallengerII.pof'." at ship/ship.cpp:15063
WARNING: "Ship 'LSF Challenger II' does not have subsystem 'gunturret-18' linked into the model file, 'ChallengerII.pof'." at ship/ship.cpp:15063
I will try to continue the next mission, if you need test or gdb you can ask me.



[attachment deleted by admin]
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on December 25, 2010, 04:41:08 pm
Code: [Select]
Searching root pack '/usr/local/games/freespace2/Vidmaster.vp' ... 1 files
Whatever this is, it doesn't belong in the root FS directory.

It's a TBP file, which is very likely to cause issues if you're not playing TBP. How did it get there in the first place, by the way?
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on December 25, 2010, 07:07:44 pm
i made the mistake of copying file outside of the mod directory. But i have now deleted all this file that were at the wrong place and the problem still is there. I'm playing the game on linux where with the patch of spoon i was able to finish the game.

If you want another debug log on linux, i can make one without problem. Only going on the tech room in debug mode make crash the game with a 1/3 to 1/2 probability.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on December 26, 2010, 04:17:52 am
But TBP is now stand alone for more than two years at the very least. It shouldn't even be in the FreeSpace folder, mod or no mod.
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on December 26, 2010, 08:36:23 am
i don't remember exactly where i take it, i have begin with the raider campagn, but after a think like 7 mission the game crash, i then i found wing of dawn and like it very much. I will finish wing of dawn a second time but in Insane difficulty, and then i will look for remak the raider campagn.
Title: Re: RELEASE - Wings of Dawn
Post by: jonestrombone on January 17, 2011, 08:36:56 am
I've been lurking around HLP for a while, playing/reading about mods and such, but haven't posted until now. I really want to be able to finish this campaign, though.

On mission 22, as soon as it finishes loading, but before the briefing shows up, I get a nice CTD. I thought it might be my pilot file, but I started over with a new pilot and the same thing happened.


Here's the debug log:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13.6912
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
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Wings of Dawn,mediavps_3612
  -fps
Building file index...
Found root pack 'I:\Games\Freespace 2\Wings of Dawn\WoD-Core.vp' with a checksum of 0x70f4a526
Found root pack 'I:\Games\Freespace 2\Wings of Dawn\WoD-Sound.vp' with a checksum of 0x7b2cfb6e
Found root pack 'I:\Games\Freespace 2\Wings of Dawn\WoD-Visual.vp' with a checksum of 0x52398661
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'I:\Games\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'I:\Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'I:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'I:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'I:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'I:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'I:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'I:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'I:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'I:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'I:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'I:\Games\Freespace 2\Wings of Dawn\' ... 62 files
Searching root pack 'I:\Games\Freespace 2\Wings of Dawn\WoD-Core.vp' ... 72 files
Searching root pack 'I:\Games\Freespace 2\Wings of Dawn\WoD-Sound.vp' ... 96 files
Searching root pack 'I:\Games\Freespace 2\Wings of Dawn\WoD-Visual.vp' ... 2679 files
Searching root 'I:\Games\Freespace 2\mediavps_3612\' ... 3 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'I:\Games\Freespace 2\' ... 19 files
Searching root pack 'I:\Games\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'I:\Games\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'I:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'I:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'I:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'I:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'I:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'I:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'I:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'I:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'I:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 17158 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 enabled: NO
  Playback device: Generic Software on Speakers (Envy24 Family Audio Controller WDM)
  Capture device: Mic (Envy24 Family Audio Contro
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1360x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 5600 Series
  OpenGL Version   : 4.0.10151 Compatibility Profile Context

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

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-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 (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 (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 (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 (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)

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.00
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wxp.tbm' ...
TBM  =>  Starting parse of 'Explosions-wxp.tbm' ...
TBM  =>  Starting parse of 'beams-wxp.tbm' ...
BMPMAN: Found EFF (exp08.eff) with 141 frames at 25 fps.
BMPMAN: Found EFF (exp20.eff) with 150 frames at 45 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp30.eff) with 131 frames at 30 fps.
BMPMAN: Found EFF (exp40.eff) with 123 frames at 50 fps.
BMPMAN: Found EFF (exp50.eff) with 110 frames at 50 fps.
BMPMAN: Found EFF (VK11imp.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (ExpW.eff) with 91 frames at 40 fps.
BMPMAN: Found EFF (ExpB.eff) with 74 frames at 30 fps.
BMPMAN: Found EFF (Zy.eff) with 43 frames at 30 fps.
BMPMAN: Found EFF (Tach.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (71Impact.eff) with 50 frames at 35 fps.
BMPMAN: Found EFF (Dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 72 frames at 30 fps.
BMPMAN: Found EFF (exp06.eff) with 58 frames at 30 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Fmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Dmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Smoke.eff) with 71 frames at 35 fps.
BMPMAN: Found EFF (Vk01NMuzzle.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (BWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (exp07.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (Beamhitglow.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (HSMHS.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (HSMHSsmall.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 15 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 'Muzzleflashes-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
BMPMAN: Found EFF (ParticleSmoke02.eff) with 39 frames at 24 fps.
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 'mv_core-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 2_energy2 with size 86x96 (25.0% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (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' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 641
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'AoA.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'bp.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'bwo.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Corey.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'fsport.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'inferno.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'jad.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'jones.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'nordera.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'ridiculous.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'shivans.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Sync.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'transcend.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'vps.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Warzone.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'wih.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'windmills.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Wings of Dawn.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'wod.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'wod.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'wod.WingsOfDawn.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
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
Frame  0 too long!!: frametime = 0.298 (0.298)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'wod.WingsOfDawn.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
WARNING: "Mission: A new Dawn-M22-2 has a 1024x768 loading screen but no 640x480 loading screen!" at missionparse.cpp:688
Int3(): From d:\scp\builds\antipodes\code\globalincs\windebug.cpp at line 1268
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on January 17, 2011, 10:46:20 am
Wow, that error is...so weird.  :wtf:
Title: Re: RELEASE - Wings of Dawn
Post by: jonestrombone on January 17, 2011, 11:13:12 am
I'm not really sure where this:

"Mission: A new Dawn-M22-2 has a 1024x768 loading screen but no 640x480 loading screen!"

is coming from, since I'm playing in 1360x768.

Also, I'm not sure why Windows is reporting 16 joysticks, I don't even have one yet  :(
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on January 17, 2011, 11:22:00 am
Try setting the resolution to something more standard? Just as an experiment? 1024x768 or something?
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on January 17, 2011, 11:25:42 am
I always had the warning for the resolution without any harm.

For the 16 joystick bravo. But i don't know how you are supposed to be able to connect them...
Title: Re: RELEASE - Wings of Dawn
Post by: jonestrombone on January 17, 2011, 11:40:03 am
Try setting the resolution to something more standard? Just as an experiment? 1024x768 or something?

Tried that and a few other resolutions, same problem.

Is this:

"Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!"

just referring to the mediavps being overridden by the WoD .tbl files, or is it referring to something I may have screwed up?
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on January 17, 2011, 11:42:08 am
I don't think that's a problem.

Man, this is a real stumper. I'm gonna ask The_E.

Okay, this shouldn't be a problem on release builds - could you switch back to a build ending in -r or -release and play that way? The error shouldn't crop up.
Title: Re: RELEASE - Wings of Dawn
Post by: The E on January 17, 2011, 11:49:53 am
Concerning the crash, it would help if you could let the debug exe run until it hits the point where you've been seeing the crash; if you abort at the first error message, that will unfortunately not tell us anything.
Title: Re: RELEASE - Wings of Dawn
Post by: jonestrombone on January 17, 2011, 11:54:59 am
Didn't work on the Antipodes 8 release build, should I try the regular 3.6.12 build?

And here's the (hopefully) correct debug log:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13.6912
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
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod WoD,mediavps_3612
  -fps
Building file index...
Found root pack 'I:\Games\Freespace 2\WoD\WoD-Core.vp' with a checksum of 0x70f4a526
Found root pack 'I:\Games\Freespace 2\WoD\WoD-Sound.vp' with a checksum of 0x7b2cfb6e
Found root pack 'I:\Games\Freespace 2\WoD\WoD-Visual.vp' with a checksum of 0x52398661
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'I:\Games\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'I:\Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'I:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'I:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'I:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'I:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'I:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'I:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'I:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'I:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'I:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'I:\Games\Freespace 2\WoD\' ... 62 files
Searching root pack 'I:\Games\Freespace 2\WoD\WoD-Core.vp' ... 72 files
Searching root pack 'I:\Games\Freespace 2\WoD\WoD-Sound.vp' ... 96 files
Searching root pack 'I:\Games\Freespace 2\WoD\WoD-Visual.vp' ... 2679 files
Searching root 'I:\Games\Freespace 2\mediavps_3612\' ... 3 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'I:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'I:\Games\Freespace 2\' ... 19 files
Searching root pack 'I:\Games\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'I:\Games\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'I:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'I:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'I:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'I:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'I:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'I:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'I:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'I:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'I:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 17158 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 enabled: NO
  Playback device: Generic Software on Speakers (Envy24 Family Audio Controller WDM)
  Capture device: Mic (Envy24 Family Audio Contro
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 5600 Series
  OpenGL Version   : 4.0.10151 Compatibility Profile Context

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

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-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 (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 (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 (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 (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)

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.00
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'Muzzleflashes-wxp.tbm' ...
TBM  =>  Starting parse of 'Explosions-wxp.tbm' ...
TBM  =>  Starting parse of 'beams-wxp.tbm' ...
BMPMAN: Found EFF (exp08.eff) with 141 frames at 25 fps.
BMPMAN: Found EFF (exp20.eff) with 150 frames at 45 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp30.eff) with 131 frames at 30 fps.
BMPMAN: Found EFF (exp40.eff) with 123 frames at 50 fps.
BMPMAN: Found EFF (exp50.eff) with 110 frames at 50 fps.
BMPMAN: Found EFF (VK11imp.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (ExpW.eff) with 91 frames at 40 fps.
BMPMAN: Found EFF (ExpB.eff) with 74 frames at 30 fps.
BMPMAN: Found EFF (Zy.eff) with 43 frames at 30 fps.
BMPMAN: Found EFF (Tach.eff) with 31 frames at 30 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (71Impact.eff) with 50 frames at 35 fps.
BMPMAN: Found EFF (Dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 72 frames at 30 fps.
BMPMAN: Found EFF (exp06.eff) with 58 frames at 30 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Fmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Dmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Smoke.eff) with 71 frames at 35 fps.
BMPMAN: Found EFF (Vk01NMuzzle.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (BWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (exp07.eff) with 61 frames at 30 fps.
BMPMAN: Found EFF (Beamhitglow.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (HSMHS.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (HSMHSsmall.eff) with 60 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 15 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 'Muzzleflashes-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'turrets-obt.tbm' ...
BMPMAN: Found EFF (ParticleSmoke02.eff) with 39 frames at 24 fps.
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 'mv_core-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 2_energy2 with size 86x96 (25.0% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (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' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 526
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'AoA.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'bp.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'bwo.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Corey.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'fsport.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'inferno.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'jad.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'jones.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'nordera.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'ridiculous.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'shivans.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Sync.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'transcend.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'vps.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Warzone.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'wih.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'windmills.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Wings of Dawn.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'wod.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'wod.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'wod.WingsOfDawn.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
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
Frame  0 too long!!: frametime = 0.267 (0.267)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'wod.WingsOfDawn.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
WARNING: "Mission: A new Dawn-M22-2 has a 1024x768 loading screen but no 640x480 loading screen!" at missionparse.cpp:688
Someone passed an extension to bm_load for file 'M22-2.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.
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 (shieldhit04a.eff) with 38 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: 0xe3e74b11, IBX checksum: 0x314e1260 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'M22-2 A new Dawn.fs2'
Hmmm... Extension passed to mission_load...
WARNING: "Mission: A new Dawn-M22-2 has a 1024x768 loading screen but no 640x480 loading screen!" at missionparse.cpp:688
Using callsign: Misuzu
Using callsign: Milkshake
Using callsign: Tempest
Using callsign: Axe
Using callsign: Dawn
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
Loading model 'RaymkIII.pof'
BMPMAN: Found EFF (ray mkiii whiter-glow.eff) with 17 frames at 30 fps.
IBX: Found a good IBX to read for 'RaymkIII.pof'.
IBX-DEBUG => POF checksum: 0xe005df06, IBX checksum: 0x5ebaf8cb -- "RaymkIII.pof"
Loading model 'Caliburn.pof'
IBX: Found a good IBX to read for 'Caliburn.pof'.
IBX-DEBUG => POF checksum: 0x9784f5a2, IBX checksum: 0x419d1f27 -- "Caliburn.pof"
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
Loading model 'RaymkIII-E.pof'
IBX: Found a good IBX to read for 'RaymkIII-E.pof'.
IBX-DEBUG => POF checksum: 0x3c058e8a, IBX checksum: 0xb70cb110 -- "RaymkIII-E.pof"
Loading model 'RaymkIII-W.pof'
IBX: Found a good IBX to read for 'RaymkIII-W.pof'.
IBX-DEBUG => POF checksum: 0x622080fb, IBX checksum: 0x6a8050c9 -- "RaymkIII-W.pof"
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
Loading model 'Kaze.pof'
IBX: Found a good IBX to read for 'Kaze.pof'.
IBX-DEBUG => POF checksum: 0x53499bee, IBX checksum: 0x658955bd -- "Kaze.pof"
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0x6604cdd3, IBX checksum: 0x74f92e26 -- "subspacenode.pof"
Starting mission message count : 1
Ending mission message count : 1
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'missileboat.pof'
IBX: Found a good IBX to read for 'missileboat.pof'.
IBX-DEBUG => POF checksum: 0xd5befee2, IBX checksum: 0x2078d67a -- "missileboat.pof"
Allocating space for at least 25 new ship subsystems ...  a total of 200 is now available (25 in-use).
Loading model 'Challenger.pof'
BMPMAN: Found EFF (skirmisheralt-glow.eff) with 19 frames at 12 fps.
IBX: Found a good IBX to read for 'Challenger.pof'.
IBX-DEBUG => POF checksum: 0x23538030, IBX checksum: 0x782fa46a -- "Challenger.pof"
Loading model 'Hertakcap.pof'
BMPMAN: Found EFF (hertakbasered2-glow.eff) with 10 frames at 8 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Hertakcap.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Hertakcap.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 3', believed to be in ship Hertakcap.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 4', believed to be in ship Hertakcap.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 5', believed to be in ship Hertakcap.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 6', believed to be in ship Hertakcap.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 7', believed to be in ship Hertakcap.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 8', believed to be in ship Hertakcap.pof
IBX: Found a good IBX to read for 'Hertakcap.pof'.
IBX-DEBUG => POF checksum: 0x45b1785a, IBX checksum: 0x267ad96e -- "Hertakcap.pof"
Loading model 'Prometheus.POF'
BMPMAN: Found EFF (redglass-glow.eff) with 18 frames at 12 fps.
IBX: Found a good IBX to read for 'Prometheus.POF'.
IBX-DEBUG => POF checksum: 0x7102ba28, IBX checksum: 0xb3c5ae41 -- "Prometheus.POF"
Loading model 'Ravager.pof'
BMPMAN: Found EFF (hertakbasered-glow.eff) with 10 frames at 8 fps.
IBX: Found a good IBX to read for 'Ravager.pof'.
IBX-DEBUG => POF checksum: 0xb7c7f9af, IBX checksum: 0xdfeb1048 -- "Ravager.pof"
Loading model 'ZyB.pof'
BMPMAN: Found EFF (zy-glow.eff) with 12 frames at 12 fps.
IBX: Found a good IBX to read for 'ZyB.pof'.
IBX-DEBUG => POF checksum: 0xe22b766a, IBX checksum: 0x3d8b974d -- "ZyB.pof"
Loading model 'ZyF.pof'
IBX: Found a good IBX to read for 'ZyF.pof'.
IBX-DEBUG => POF checksum: 0x7fb396a3, IBX checksum: 0x1628e984 -- "ZyF.pof"
Loading model 'adasya.pof'
Potential problem found: Unrecognized subsystem type 'Sphere-0', believed to be in ship adasya.pof
Potential problem found: Unrecognized subsystem type 'Sphere-2', believed to be in ship adasya.pof
Potential problem found: Unrecognized subsystem type 'Sphere-1', believed to be in ship adasya.pof
Potential problem found: Unrecognized subsystem type 'Reactor', believed to be in ship adasya.pof
IBX: Found a good IBX to read for 'adasya.pof'.
IBX-DEBUG => POF checksum: 0x84309939, IBX checksum: 0x55d30bb8 -- "adasya.pof"
Loading model 'Sweeper.pof'
Potential problem found: Unrecognized subsystem type 'Sphere', believed to be in ship Sweeper.pof
IBX: Found a good IBX to read for 'Sweeper.pof'.
IBX-DEBUG => POF checksum: 0x1e857296, IBX checksum: 0xe78e38cd -- "Sweeper.pof"
Loading model 'SweeperS.pof'
Potential problem found: Unrecognized subsystem type 'Sphere', believed to be in ship SweeperS.pof
IBX: Found a good IBX to read for 'SweeperS.pof'.
IBX-DEBUG => POF checksum: 0xf2e3b4bd, IBX checksum: 0x9fc6ca42 -- "SweeperS.pof"
Loading model 'Pillager.pof'
IBX: Found a good IBX to read for 'Pillager.pof'.
IBX-DEBUG => POF checksum: 0x867e9273, IBX checksum: 0xe4063fb1 -- "Pillager.pof"
Loading model 'NorderaBombardier.pof'
IBX: Found a good IBX to read for 'NorderaBombardier.pof'.
IBX-DEBUG => POF checksum: 0x5e5aacc5, IBX checksum: 0x19dbdd9d -- "NorderaBombardier.pof"
Loading model 'Gunship.pof'
BMPMAN: Found EFF (soldier-glow.eff) with 3 frames at 5 fps.
IBX: Found a good IBX to read for 'Gunship.pof'.
IBX-DEBUG => POF checksum: 0x56abb619, IBX checksum: 0xd179e4ce -- "Gunship.pof"
Allocating space for at least 4 new ship subsystems ...  a total of 400 is now available (201 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'nebula-starfield.pof'
Model nebula-starfield.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 'nebula-starfield.pof'.
IBX-DEBUG => POF checksum: 0xaa596b1c, IBX checksum: 0x7e8d6b5a -- "nebula-starfield.pof"
Loading model 'Tdebris02.pof'
IBX: Found a good IBX to read for 'Tdebris02.pof'.
IBX-DEBUG => POF checksum: 0xeafbe044, IBX checksum: 0xa722eb7f -- "Tdebris02.pof"
Loading model 'Tdebris03.pof'
IBX: Found a good IBX to read for 'Tdebris03.pof'.
IBX-DEBUG => POF checksum: 0xdbd91966, IBX checksum: 0x6dfcbf7d -- "Tdebris03.pof"
Loading model 'Sdebris03.pof'
IBX: Found a good IBX to read for 'Sdebris03.pof'.
IBX-DEBUG => POF checksum: 0xf5d478dd, IBX checksum: 0xb299dd6a -- "Sdebris03.pof"
Submodel 'shipdebrisb' is detail level 1 of 'shipdebrisa'
Submodel 'shipdebrisc' is detail level 2 of 'shipdebrisa'
ASSERTION: "subsys_pcts[num_saved_subsystems] >= 0.0f && subsys_pcts[num_saved_subsystems] <= 1.0f" at ship.cpp:8714
Int3(): From d:\scp\builds\antipodes\code\globalincs\windebug.cpp at line 902
Title: Re: RELEASE - Wings of Dawn
Post by: chief1983 on January 17, 2011, 12:49:18 pm
Try the latest nightly before 3.6.12, it's getting a little stagnant.
Title: Re: RELEASE - Wings of Dawn
Post by: jonestrombone on January 17, 2011, 03:44:37 pm
Alright,  the regular 3.6.12 INF build worked fine. Or at least up until mission 24 or so. Thank you guys for the help!
Title: Re: RELEASE - Wings of Dawn
Post by: Archaic on January 18, 2011, 05:37:36 pm
just downloaded this, it terrific :)
Title: Re: RELEASE - Wings of Dawn
Post by: Ransom on January 21, 2011, 01:10:57 am
I adore the passion of this thing. You've reminded me why I love the FreeSpace modding scene. What most impressed me was the robustness of your original races - you've got, what, six here? And you've managed to make not just their identities distinct but also their gameplay. It's really cool.

Some inventive mission design, too. Loved the race through the asteroids.

I have to admit that the story wasn't to my taste. It was all too easy, for one thing - dramatically, I mean. The Hertak never struck me as a credible threat. It didn't help that I found myself ambivalent toward the characters, who for the most part seemed to blend together into a blob of cutesy wisecracks. The playful tone was a nice change of pace, mind you. I just thought the cast was rather forgettable for all the screen time they had.

I was impressed by the execution of the anime aesthetic, but ultimately that didn't agree with me either; not because it was styled after anime but because it played with elements of the form I'm really not fond of.

Not quite my cup of tea, then, but effortlessly likable and damn, damn fun. It's a mod of incredible ambition and charisma. I'm very eager to see what you come up with next.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on January 22, 2011, 06:55:17 am
Thanks and good to hear Archaic&Ransom  :)
Title: Re: RELEASE - Wings of Dawn
Post by: Pred the Penguin on January 24, 2011, 08:14:59 am
Just gotta say I really love the intro, I never skip it when I play WoD. Hope you make something similar for WoD2. :yes:
Title: Re: RELEASE - Wings of Dawn
Post by: Jeff Vader on January 31, 2011, 06:36:20 am
Yeah so I've recently been playing WoD (sorry it took so long). I'm bad at reviews 'n such but simply put, WoD has been... fun. Maybe it's the change in universe (no more 'shoot dem shivans'), maybe it's the characters, but it's always been fun to start up FSO and continue playing the campaign. Haven't finished yet, just recently got past
Spoiler:
saving the Cordi queen
, but will attempt to finish it as quickly as life allows.

Anyways, thank you for this great mod, and all the work you certainly had to pour into it. You rock, man.
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on January 31, 2011, 10:44:54 am
You played the asteroids mission right? you did?, best mission evaRRR.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on January 31, 2011, 04:42:49 pm
Great to hear  :D
Title: Re: RELEASE - Wings of Dawn
Post by: FSW on February 01, 2011, 02:38:19 pm
I just finished Wings of Dawn. I loved it! There's just so much content; it's incredible, especially considering that it's mostly the work of one person! I really had a lot of fun.

Here is a short review (with minor spoilers).

Gameplay

This mod has the distinction of having the most significant advancement to the core gameplay of Freespace. There is such a wide range of weapon types, armour types, and specific vulnerabilities that there is some strategy involved in ship and armament selection. Energy management also seems more important here than in Freespace.

The player-controlled ships and weapons are fun and satisfying to use. I don't like the anti-engine missile, though; it loses aspect lock if the target's engine isn't facing the shooter! The Prometheus Frame is fun, but it's good that it is used sparingly.

The enemy ships are a break from the Freespace norm, requiring different tactics to defeat, and are quite threatening in numbers. The difficulty is inconsistent: often, it is challenging without feeling unfair (on Hard), given that the hardest parts are optional secondary objectives. However, there are frustrating moments; in the mission with the Fur'angle jump inhibiter, whether enough wingmen survive to protect the friendly bombers seems more a matter of chance than of player input.

The mission design is very varied and imaginative; with some really special set pieces. My personal favourite mission was one where the player must flee from an overwhelming force of pursuers, using asteroids as cover. So intense!

Unfortunately, there appears to be a bug that kills save files (http://www.hard-light.net/forums/index.php?topic=73997.msg1462721#msg1462721)... I had to do the last few missions from the tech room simulator.

Ships

The range of ship types is amazing. There are so many factions, each with their own distinctive style, both visually and functionally. This really made WoD's universe its own. Unfortunately, I found that the presence of a few FS2 ships broke my immersion somewhat. I'd have loved to see more of Spoon's ship designs as the science vessel and freighters.

The models are low-detailed, but in most cases the art style makes up for it. However, in the cases of the ships the player has to navigate inside, the lack of detail (and poor lighting) is disorienting and adversely affects gameplay. The reflective armour on the LSF ships is particularly cool; as are the translucent Furangle ships. The weapon effects are really, really cool. The capital ship battles are a visual and auditory treat!

There seem to be some graphical issues with the Adasya's shields; the shield impact effect doesn't always appear in the same location as the weapon impact.

Story and characters

I really like the setting of WoD, and would like to see more of this universe!

Spoon clearly loves his work, and has crafted a very cool sci-fi world. The campaign's plot isn't particularly sophisticated, but it is certainly engaging. The tone is often upbeat and adventurous, which is refreshing for this kind of game. The music and the quirky characters definitely contribute; it's just a fun universe to be in. Some main characters seemed flat and one-dimensional, but their interactions were endearing, and they did grow on me; besides, there's only so much you can do in a game about spaceships. I like the hand-drawn art!

I absolutely love the music; it's always fitting, often exciting, and at times sweeping and epic (ABriefing4 is my favourite!).
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on February 02, 2011, 07:44:49 am
Awesome, thanks for the review!
Title: Re: RELEASE - Wings of Dawn
Post by: Jeff Vader on February 05, 2011, 04:52:13 pm
I win!

Funfun, moar plz ^^
Title: Re: RELEASE - Wings of Dawn
Post by: Nabla on February 06, 2011, 07:27:02 am
Super review. I think exactly the same of this game. Another think that impressed me in this game is the immersion for example for the begining of the last mission you feel the excitation of combat with shooting everywere in the cutscene.

For the music a love it. It's a one point that i thing that i recognise WoD music in the anime Element Hunter but after comparaison of all the music folder i was wrong.

I personaly sugest playing wing of dawn to all my friend.
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on February 19, 2011, 06:25:17 am
I absolutely love the music; it's always fitting, often exciting, and at times sweeping and epic (ABriefing4 is my favourite!).
That reminds me... Gundam Unicorn episode 3 is almost out!!! GOTTA GET THE LIMITED EDITION FROM JAPAN!!!! AHH!!! SOMEONE STOP ME!!!!
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on February 19, 2011, 09:44:34 am
I absolutely love the music; it's always fitting, often exciting, and at times sweeping and epic (ABriefing4 is my favourite!).
That reminds me... Gundam Unicorn episode 3 is almost out!!! GOTTA GET THE LIMITED EDITION FROM JAPAN!!!! AHH!!! SOMEONE STOP ME!!!!
I can't stop you man, I just can't.
Title: Re: RELEASE - Wings of Dawn
Post by: Buzog on February 26, 2011, 06:41:09 pm
Could not load in 2_CommandBrief-mb!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>

got this error just before second mission's briefing and couldn't find anything from earlier posts or links in here. ideas would be awesome..
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on February 26, 2011, 08:18:06 pm
A debug log would help: http://www.hard-light.net/forums/index.php?topic=56279.0  tells you how to generate one.
Based on previous similar errors, I'm going to take a guess and say that the mediavp's are not correctly installed or something along those lines. but a debug log will tell us more.
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on March 20, 2011, 04:57:50 pm
Nice review, FSW. Spoon truly deserved those compliments!
Title: Re: RELEASE - Wings of Dawn
Post by: Deadly in a Shadow on April 14, 2011, 07:30:23 am
I was wondering from where the ambient5 theme was. Now I know it's from Star Control 2 (like other themes in WoD).
But it is slower than the WoD version.
http://www.youtube.com/watch?v=y6uPw35j-Ok&feature=related
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on June 27, 2011, 01:57:30 pm
I guess this is as good a place as any to ask my little question:

I'm currently playing through Final Fantasy 3 and there I came across an enemy by the name of Kunoichi (guarding the Masamune to be exact).
Was this by any chance the inspiration for the WoD pilot by the same name?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on June 27, 2011, 02:44:33 pm
I guess this is as good a place as any to ask my little question:

I'm currently playing through Final Fantasy 3 and there I came across an enemy by the name of Kunoichi (guarding the Masamune to be exact).
Was this by any chance the inspiration for the WoD pilot by the same name?
Alas no. Never played FF3. Kunoichi is just the japanese name for a female ninja. That's all there is to it. (:
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on June 27, 2011, 03:31:08 pm
Not that it matters anymore, but I just noticed that I forgot to mention that this rather nasty boss was also a Ninja, that's why I got the idea.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 06, 2011, 04:31:40 pm
So I went back to play again and discovered a Sweeper with all its subsystems disabled can apparently still fire its gun banks. I'm not sure if that's a bug, but it sure looks buggy.
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on August 07, 2011, 02:06:18 am
Ovbiously Fura'ngle have developed their tech to the point that they do not need subsystems to fight. :p
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 07, 2011, 10:37:06 am
Just to move. :P

Seriously though, that's how I found out; I disabled one in the capture a Cordi ship mission to see if I could get it kidnapped too (can't) and discovered that despite all its subsystems and turrets being down, if you flew into its front arc it would fire gun banks at you. Badly, usually.
Title: Re: RELEASE - Wings of Dawn
Post by: bigchunk1 on August 07, 2011, 06:56:49 pm
Primary weapon fire points are not subsystems, and cannot be destroyed without destroying the entire ship. They are not dependant on any subsystems being active, and function fully even with ships that have no subsystems at all. What you are experiencing is not a bug in WOD, as much as a 'feature' in freespace code.

If your ship has a weapons subsystem and turrets and that weapons subsystem happens to be destroyed, the turrets will get a downgrade in their ai e.g. fire more slowly and less accurately, but they will never go inactive unless you destroy the turrets themselves.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 07, 2011, 07:04:34 pm
Primary weapon fire points are not subsystems, and cannot be destroyed without destroying the entire ship. They are not dependant on any subsystems being active, and function fully even with ships that have no subsystems at all. What you are experiencing is not a bug in WOD, as much as a 'feature' in freespace code.

If your ship has a weapons subsystem and turrets and that weapons subsystem happens to be destroyed, the turrets will get a downgrade in their ai e.g. fire more slowly and less accurately, but they will never go inactive unless you destroy the turrets themselves.

...no...
Destroying the weapons subsystem should prevent firing of primary and secondary banks.
At least for the player.

Attempting to fire weapons with a destroyed weapons subsystem pops out a "cannot fire weapon due to weapon subsystem damage" warning.
Title: Re: RELEASE - Wings of Dawn
Post by: bigchunk1 on August 07, 2011, 08:45:29 pm
...
At least for the player.
...

Talking about AI controlled non-player ships sorry. I should be more careful with the use of the word 'your'
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 07, 2011, 11:02:46 pm
Talking about AI controlled non-player ships sorry. I should be more careful with the use of the word 'your'

You have still completely missed the point, as I am not referring, and neither is Droid, to turrets, but to actual primary banks on a fighter-type craft. The Sweeper does have turrets, but they along with all other subsystems were destroyed. In this case I refer to pilot-controlled primaries on a fighter.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 08, 2011, 06:20:58 am
I've certainly encountered this a few times during testing of that mission, I always found it amusing that the ship would still desperately try to shoot at you if you came close to its firing arc. I never tried disabling every of its systems though, so its odd that it would still fire with a broken weapons subsystem

So I tried to reproduce this behavior in a test mission with a recent nightly, alas it does not happen. When its weapon subsystems are down it does not fire its primaries at all.
So I can only say that it is a mystery!
Title: Re: RELEASE - Wings of Dawn
Post by: Destiny on August 08, 2011, 06:58:31 am
This should be left in as one of WoD's quirks/seven mysteries, yeah :P
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 08, 2011, 09:11:26 am
A ghost in the machine? Dude.
Title: Re: RELEASE - Wings of Dawn
Post by: NGTM-1R on August 08, 2011, 11:14:14 am
This should be left in as one of WoD's quirks/seven mysteries, yeah :P

What are the other six?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 08, 2011, 11:43:16 am
This should be left in as one of WoD's quirks/seven mysteries, yeah :P

What are the other six?

-What does milkshake look like
-What was in the sketchbook
-Why can you clip through certain parts of the Cordi Mothership
-Why is Spoon so sexy
-How can two species develop on two different planets and look and act so much alike to the point that they can even have childeren together
-?
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 08, 2011, 11:56:03 am
I guess that the six one is "What is the sixth mystery?".  :)
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 08, 2011, 12:26:24 pm
-How can two species develop on two different planets and look and act so much alike to the point that they can even have childeren together
On a slightly related note, did the high IQ guys ever try to put a Cyrvan into a Prometheus frame and if yes, what happened?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 08, 2011, 12:55:27 pm
Lot of disappointed Cyrvan faces when they achieved the exact same results as the human test pilots (nothing) after going all "Stand back, we go this." 
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on August 08, 2011, 05:13:29 pm
:yes:
Now we need a strip with three pictures.
First: "Stand back, we got this."
Second: Nothing happens.
and then a third one of how those Cyrvans looked when Dawn powered up Infi without any effort at all.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 08, 2011, 08:07:51 pm
-How can two species develop on two different planets and look and act so much alike to the point that they can even have childeren together

This can happen, but it's a long shot. Replace that or make the seventh mystery 'How can an entirely different species from another planet speak English?'
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on August 08, 2011, 08:09:31 pm
Note, you were introduced to them after Terrans knew them for a while. Knowing english wouldn't be so unusual.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 08, 2011, 08:46:46 pm
And for everything else, star trek like translation devices.
Because its the future and we have plasma shielded space fighters and beam firing space cruisers
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 09, 2011, 06:38:26 am
Note, you were introduced to them after Terrans knew them for a while. Knowing english wouldn't be so unusual.
Makes sense. But why is it that in all those sci-fis the aliens have the tact to learn and speak english, but the humans don't even bother with the aliens' language?
Title: Re: RELEASE - Wings of Dawn
Post by: Destiny on August 09, 2011, 06:50:34 am
They're more diligent I suppose, so they can outsmart us in our own languages :P
Title: Re: RELEASE - Wings of Dawn
Post by: Enigmatic Entity on August 09, 2011, 07:49:07 am
:yes:
Now we need a strip with three pictures.
First: "Stand back, we got this."
Second: Nothing happens.
and then a third one of how those Cyrvans looked when Dawn powered up Infi without any effort at all.

hmmm... that would be pouty, disappointed (crushed) and humiliated?... yes, I think that would be the case... ;)
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 09, 2011, 10:06:06 am
9000 hours in paint.
(http://img51.imageshack.us/img51/7605/iwonderwhogotthelastlau.jpg)
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on August 09, 2011, 10:53:33 am
:lol:
Title: Re: RELEASE - Wings of Dawn
Post by: Deadly in a Shadow on August 09, 2011, 11:02:34 am
 :D
Dawn owns again.
Title: Re: RELEASE - Wings of Dawn
Post by: Dark Hunter on August 09, 2011, 11:11:02 am
Note, you were introduced to them after Terrans knew them for a while. Knowing english wouldn't be so unusual.
Makes sense. But why is it that in all those sci-fis the aliens have the tact to learn and speak english, but the humans don't even bother with the aliens' language?

I always assume that they're not actually speaking English but some form of common language.

I did read a book once where the aliens were in fact largely incapable of speaking human languages, but humans could pronounce theirs, so the situation was reversed somewhat.
Title: Re: RELEASE - Wings of Dawn
Post by: Enigmatic Entity on August 09, 2011, 12:05:19 pm
Haha Cyrvans... :nervous:

Hey Spoon, how long does it take you on average to draw an outline like that, and then to colour? And do you really do it all in MSPaint? ;)

Hmmm....at least now I have something to draw :)
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 09, 2011, 12:30:36 pm
Takes me forever actually, I'm incredibly slow. This 'only' took me like 1 and a half hour because its sloppy and its not colored.
Reasons for this slowness:
1. I do it with the pen tool in photoshop because I found that drawing things on paper and then scanning it in required tons of pen tool clean up afterwards anyway. So I just skip that step completely these days (also, I am too lazy to actually practice basic shapes and such, resulting in me having a pretty unsteady hand and having to use the eraser far more times than is good for the paper)
2. I don't practice on any kind of regular basis... there are often complete months in which I don't draw anything at all. And if I do, its usually something I need for WoD.

tl;dr: I'm a lazy and bad 'artist' and I need to practice/learn more  :p
Title: Re: RELEASE - Wings of Dawn
Post by: Commander Zane on August 09, 2011, 12:40:25 pm
I wish I could draw half as decent as that. :P
Title: Re: RELEASE - Wings of Dawn
Post by: AtomicClucker on August 10, 2011, 12:40:13 am
tl;dr: I'm a lazy and bad 'artist' and I need to practice/learn more  :p

Actually, quite simple to learn, gets references, and lots of it. That's what I'm also retrieving from my failed hard-disks, some several thousand images of posing figures to my prized collection of Shakugan no Shana scans.
Title: Re: RELEASE - Wings of Dawn
Post by: Ypoknons on August 12, 2011, 01:13:31 am
Spoon do u use a drawing tablet? If not I've got spares.
Title: Re: RELEASE - Wings of Dawn
Post by: Enzo03 on August 12, 2011, 10:56:43 am
If so, I need one.
(http://tmnforever.tm-exchange.com/smiles/rofl.gif)
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 12, 2011, 12:25:27 pm
I had a wacom bamboo tablet at some point but it would only work properly for a few minutes, after that I couldn't draw solid lines with it anymore until I replugged it.
Couldn't figure out what the cause for it was so I eventually sold it to someone else who had no problems with it.
Had a bit of a hard time getting used to it too, kept switching to the mouse to select tool and stuff.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on August 12, 2011, 04:25:24 pm
Speaking of art, will you make it in both 1280x1024 and 1920x1080 for WoD2?
I've been replaying WoD with a new screen and it makes the faces look as if Aoki Ume had a go with them.
Title: Re: RELEASE - Wings of Dawn
Post by: Enzo03 on August 12, 2011, 05:01:56 pm
I had a wacom bamboo tablet at some point but it would only work properly for a few minutes, after that I couldn't draw solid lines with it anymore until I replugged it.
Couldn't figure out what the cause for it was so I eventually sold it to someone else who had no problems with it.
Had a bit of a hard time getting used to it too, kept switching to the mouse to select tool and stuff.
Huh.  I was actually looking to get that tablet.
Then I realized I'd much rather have what this one girl in my (now finished) summer class has: uh... that one thing that's like a laptop but you can twist around the screen and make it like a tablet, comes with stylus.
Probably wouldn't even have to be particularly powerful, just enough to do what I'd want (draw) without significant hair pulling and wall punching.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 12, 2011, 10:12:32 pm
Speaking of art, will you make it in both 1280x1024 and 1920x1080 for WoD2?
I've been replaying WoD with a new screen and it makes the faces look as if Aoki Ume had a go with them.
  :lol:

Yea, I will try to accommodate every resolution properly for wod2 (now that I actually understand how freespace handles these things)
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on August 12, 2011, 10:14:10 pm
Don't diss them widefaces
Currently I'm more concerned about the opposite :P
Title: Re: RELEASE - Wings of Dawn
Post by: azile0 on August 22, 2011, 12:31:38 am
The "Patch" link on the download links to a Mediafire mirror of the visuals .rar, just so you know.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 22, 2011, 07:22:42 am
fix'd
Title: Re: RELEASE - Wings of Dawn
Post by: Enigmatic Entity on September 08, 2011, 03:33:01 am
(http://www.newgrounds.com/dump/draw/38a2d278a0999dc9355d2ffae56a72ca.png)

hey guys....I have all the excuses under the suns as to why this isn't as good as it should be, including primitive camera device, $2 pencil pack that has a colour density of 0.000001 that requires (bad) colour editing...  ;) If I get so a scanner, it may look better, but the colour density of the pencils is about at maximum - colour any harder and the paper will get ruined, etc...

I might just go and practice tGIMP and have a look for that Photoshop GUI plugin...

*note I can't actually draw the outlines to look good at the moment, so don't ask me for pictures of other noteworthy events of the WoD universe...  ;)
Title: Re: RELEASE - Wings of Dawn
Post by: Destiny on September 08, 2011, 04:59:07 am
 That's pretty...awesome...
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on September 08, 2011, 06:37:44 am
Hah, awesome  :yes:
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on September 08, 2011, 07:48:11 am
saving to hard disk . . . .

WIN ACHIEVED
Title: Re: RELEASE - Wings of Dawn
Post by: MetalMilitia on October 14, 2011, 06:18:04 pm
AArrrrghh, god damn Cordi soldiers are hard to hit.. They just haunt you till you're shattered into pieces  :hopping: 
But hey, WoD rulz
Good Job!!
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 15, 2011, 07:40:49 am
Thanks  :)
Title: Re: RELEASE - Wings of Dawn
Post by: Enigmatic Entity on October 16, 2011, 06:49:24 am
saving to hard disk . . . .

WIN ACHIEVED

hey Rodo, this one has been "Digitally Enhanced", therefore owns better, I think...um... ;)

(http://www.mediafire.com/imgbnc.php/58109efe5375d27cc5be56eb8a6d097306160dbcbf3ba6b3d4c7a8429c14ccd72g.jpg) (http://www.mediafire.com/imageview.php?quickkey=4gwkrpi8brpw8y1&thumb=5)
Title: Re: RELEASE - Wings of Dawn
Post by: ssmit132 on October 16, 2011, 08:34:56 am
Spoon, is the fact that the Prometheus Frame is an Aluyerian light fighter despite being capital-ship sized (for this universe, anyway) a reference to the fact that the player's ship in Star Control 2 is a Precursor tugboat despite being large compared to the fighting ships of the other species?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 16, 2011, 12:58:50 pm
No not in particular.
The Aluyerians just were really big dudes.
Title: Re: RELEASE - Wings of Dawn
Post by: AndrewofDoom on October 16, 2011, 01:19:28 pm
Geez, it's like I'm the only one who never had a problem with Cordi fighters. They were easy prey for me and I could tank their rather weak weapons if I needed to.

Nordera and Fura'ngle fighters on the other hand...those guys are evil. Not only are they a big damage sponge, the good amount of single shot damage Pillagers deal to you plus the bonus damage they do to you is incredibly nasty. Those damn things are usually tailing me too to make things worse. Those Fura'ngle fighters are dealing constant damage to you as well irregardless where they're pointing, widdling down your shields to make yourself easy prey to Nordera fighters.

That must be just me though.  :nervous:
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on October 16, 2011, 01:26:16 pm
hey Rodo, this one has been "Digitally Enhanced", therefore owns better, I think...um... ;)

hey nice, thanks!
Title: Re: RELEASE - Wings of Dawn
Post by: MetalMilitia on October 16, 2011, 04:17:28 pm
Geez, it's like I'm the only one who never had a problem with Cordi fighters. They were easy prey for me and I could tank their rather weak weapons if I needed to.

Nordera and Fura'ngle fighters on the other hand...those guys are evil. Not only are they a big damage sponge, the good amount of single shot damage Pillagers deal to you plus the bonus damage they do to you is incredibly nasty. Those damn things are usually tailing me too to make things worse. Those Fura'ngle fighters are dealing constant damage to you as well irregardless where they're pointing, widdling down your shields to make yourself easy prey to Nordera fighters.

That must be jsut me though.  :nervous:
Lol, I know these are really nasty too  :lol:
But those damn fighters, they swarm you, like just stumbled upon a bee hive... I know that 3-4 shots would kill the vermin, but you'd find 3 more just stinging you in the back and draining your shields  :rolleyes:
I find myself cursing sometimes, and calling SPOON names... Sorry SPOON, lmao  :P
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on October 16, 2011, 04:29:31 pm
 :lol:
Title: Re: RELEASE - Wings of Dawn
Post by: ssmit132 on October 16, 2011, 05:27:08 pm
No not in particular.
The Aluyerians just were really big dudes.
Ah okay, was just wondering because of your other Star Control 2 references. :p
Title: Re: RELEASE - Wings of Dawn
Post by: Enigmatic Entity on October 16, 2011, 10:09:33 pm
* Imagines a guy at a computer cursing what seems to be a hidden spoon in his room somewhere as others wonder what the hell is going on in there... hehe...

Cordi fighters...instead of vanishing off the side of my screen, why don't you just fly straight and then you can vanish just as quick in a fireball (which looks cool so you should try it), with the added benefit that you won't have to keep re-appearing on my screen again, so it is really a better way to disappear...

My first Fur'angle encounter involved putting my Ray MkIII-E at full engines and twisting for about 30 k's until I finally got enough room to jump out, since my powerful new energy weapons did absolutely nothing to that stupid medicine tablet! I shot it enough times... :)
Title: Re: RELEASE - Wings of Dawn
Post by: MetalMilitia on October 17, 2011, 04:06:09 am
* Imagines a guy at a computer cursing what seems to be a hidden spoon in his room somewhere as others wonder what the hell is going on in there... hehe...

:D
But those Cordi soldiers are a good work out.. They make the Shivan dragons looks so predictable. I'm so good now that I can open my cockpit and spit at a dragon fighter and blast it into bits  :p ,, that's the bright side of it (which is not so bright!! Damn you SPOON   :mad: :lol: :lol:)
Title: Re: RELEASE - Wings of Dawn
Post by: Enigmatic Entity on October 17, 2011, 12:16:36 pm
lol get owned by a green/brown paper bag...ever had issues with the tentacley ones?... ;) Although those glass pebble fighters are just as annoying to try to find them when your vision is full of purple/blue blobs and red flashing and shaking... grrr!!!
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on April 12, 2012, 07:01:32 am
May I please use ships from this in my campaign?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on April 12, 2012, 09:38:52 am
You may.
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on April 12, 2012, 10:10:08 am
Just keep in mind they're very distinctive, and that WoD are very popular, so they're most likely going to be recognized as "ships from WoD". Don't be surprised if somebody, forgetting the new name you gave the ship, will refer to it by WoD name.  :)
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on April 12, 2012, 04:46:01 pm
It doesn't need a new name, I will release a demo mission after I figure out how to use modular tables.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on April 12, 2012, 06:01:37 pm
Considering that you asked the same over in the BP board, are you planning some kind of crossover, or just using ships from both mods?
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on April 12, 2012, 06:17:38 pm
I remember the last time someone crossed BP over with WoD...  :shaking:
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on April 12, 2012, 06:19:06 pm
Considering that you asked the same over in the BP board, are you planning some kind of crossover, or just using ships from both mods?

He posted in Inferno too. Sounds like he's just desperate for assets.
Or making a megamashup mod.
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on April 12, 2012, 06:19:55 pm
I am making a mod with lots of ships but there are still 4 ships I need that no one has ever made so I need to make them myself
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on April 13, 2012, 07:13:30 am
I remember the last time someone crossed BP over with WoD...  :shaking:
I don't... When did that happen?
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on April 13, 2012, 08:29:58 am
JAD, I think.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on April 13, 2012, 09:05:06 am
The search for bosch, valentine day (its still in the highlights)
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on April 13, 2012, 11:50:51 am
That mod should never have been created. :shaking:
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on April 13, 2012, 06:03:53 pm
My mod will be better than that one.
Title: Re: RELEASE - Wings of Dawn
Post by: Dragon on April 13, 2012, 06:18:22 pm
That doesn't say much, TBH.  :)
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on April 13, 2012, 06:47:53 pm
I have told Spoon the concept outline already

I will release a demo mission soon
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on April 14, 2012, 12:45:06 pm
The search for bosch, valentine day (its still in the highlights)
Oh that explains why I didn't know about it.
The release thread was already so annoying I never bothered with actually downloading the thing....
Title: Re: RELEASE - Wings of Dawn
Post by: SpardaSon21 on April 14, 2012, 12:45:53 pm
Don't do it.  Just don't.
Title: Re: RELEASE - Wings of Dawn
Post by: Jellyfish on April 14, 2012, 10:50:18 pm
Riddle me this: is it as bad as the release thread makes it look like?
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on April 14, 2012, 11:49:27 pm
It's just one mission and it's hard to read the text
Title: Re: RELEASE - Wings of Dawn
Post by: Deadly in a Shadow on April 15, 2012, 01:35:50 am
Actually, you can't call it a full crossover, since it's just a one-mission campaign featuring the Prometheus Frame plus weapons.
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on April 15, 2012, 01:51:06 am
Mine will have dozens and dozens of missions but split into multiple parts like Blue Planet
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on April 15, 2012, 02:59:45 am
That does sound very ambitious for just one person... but then so was WoD and Spoon managed to pull it off.
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on April 15, 2012, 04:44:13 am
This will have more missions than WoD.

I will release a demo soon.

Maybe if people like the demo someone could offer to help me with stuff.
Title: Re: RELEASE - Wings of Dawn
Post by: skygunner58203 on June 12, 2012, 09:54:35 am
While we all hope to see another up and coming modder release their stuff....Lets keep the WoD thread for WoD releases.  I saw an update message in my inbox only to see something other than WoD2.  No offense.
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on June 12, 2012, 10:37:37 am
Considering the discussion happened two month ago, I think it's pretty clear that he hasn't hijacked the thread for his own project.
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on June 12, 2012, 11:50:59 am
He sure damn well tried.
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on June 12, 2012, 04:49:27 pm
No I didn't
Title: Re: RELEASE - Wings of Dawn
Post by: Droid803 on June 12, 2012, 06:05:43 pm
Nonebody's buyin' dat, bud.
I shore ain't.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on June 12, 2012, 08:05:34 pm
Aright, silence yu gits.
Title: Re: RELEASE - Wings of Dawn
Post by: Mr_Blastman on August 19, 2012, 11:05:58 pm
F yeah!  I beat it!  Rox0r!!!!!!!!

I must admit, at first I was shy to go through it.  I started playing and had to read a lot so I put it down for a bit, then came back--and I must say, it was the best darned decision in gaming I've made in a LONG time.

I SALUTE YOU, SPOON!

Excellent work!  I loved it.  It was amazing.  Incredible.  Orgasmic.  Such... fun.

It hit the spot.  Coming from watching TONS of anime as a kid (oldschool stuff from the 70's and 80's) I picked up on a lot of nice touches you added in and I especially liked the Star Control 2 icing you put into it.  Muy excelente!  I loooooved your music selection and the Macrossy/Starblazers/whatever name it space combat.  Awesome stuff.

My only sadness to report is the game ended.  I'm sitting here... wanting MOAR.  :P

If someone ever gave you money to make a game with a decent budget... well, other designers should be scared as I'm sure it'd be amazing.

I can't wait for the sequel.  :)

Thank you!
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on August 20, 2012, 04:51:16 am
Awesome, glad you liked it!  :D
Title: Re: RELEASE - Wings of Dawn
Post by: Legate Damar on September 13, 2012, 02:13:53 pm
(http://a.imageshack.us/img3/7360/isaohplease.png)
"Oh please.
First you Terrans have the nerve to reject our rule and guidance. And then only a few years later you mongrels find yourself in exactly the situation we were going to protect you from. And to whom do they start pleading for help when they can't win?

Tsk Tsk, How ungraceful."

Just saw this.

Listen lady, take it from someone who has experience in these matters - even if you had won, you'd soon wish you hadn't. I mean sure, at first it sounds like a great idea, enlighten and educate these primitives and share with them the virtues of your superior culture (and annex all of their territory and natural resources on the side  ;7), but do they ever show even a hint of gratitude?

No, it's always:

"Stop desecrating our holy sites!"

"Stop stealing our sacred artifacts!"

"Stop working our women and children to death in dangerous mines with no safety regulations!"

And on and on, just whine, whine, whine. And soon after that, the terrorism starts. Industrial sabotage, bombings, assassinations... and no matter how many of them you make examples of, they just keep doing it!

And the worst part is how smug and self-righteous they all act throughout the whole thing, with their silly little tribal religion, those insipid earrings, those ugly wrinkled noses...

Then the Federation shows up and kicks you out, and from that point forward everyone regards you as the bad guys, for some nonsensical reason.

Trust me  - it's just not worth it.
Title: Re: RELEASE - Wings of Dawn
Post by: Rodo on September 13, 2012, 02:41:49 pm
 :lol:

Admin warning in 3, 2, 1....
Title: Re: RELEASE - Wings of Dawn
Post by: yuezhi on September 13, 2012, 09:23:06 pm
2...

i was waiting for snail to burst but this will do :lol:
Title: Re: RELEASE - Wings of Dawn
Post by: Shadowcry on January 07, 2013, 12:21:39 am
New to the boards, but long time freespace 2 player.

I want to say thanks so much for creating this wonderfully beautiful and cool mod. I thoroughly enjoyed playing through every second of it.

Looking forward to your new creations! 
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on January 07, 2013, 07:14:58 am
Thanks, glad to hear you enjoyed it  :)
Title: Re: RELEASE - Wings of Dawn
Post by: Piemanlives on February 28, 2013, 12:49:01 am
Spoon Gave Us a spoon full of awesome!
Title: Re: RELEASE - Wings of Dawn
Post by: Mobius on January 05, 2014, 06:03:04 pm
Is WoD compatible with the latest Media VPs?
Title: Re: RELEASE - Wings of Dawn
Post by: -Norbert- on January 10, 2014, 05:03:08 pm
Does WoD, with all it's original content, even use the MediaVPs?
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on January 10, 2014, 05:05:19 pm
Yeah, it looks for MVPs. It should probably be fine with 3.6.14, but worth checking.
Title: Re: RELEASE - Wings of Dawn
Post by: AdmiralRalwood on January 10, 2014, 05:09:26 pm
3.6.14
You mean 2014?
Title: Re: RELEASE - Wings of Dawn
Post by: General Battuta on January 10, 2014, 05:11:57 pm
ALL THESE FOURTEENS
Title: Re: RELEASE - Wings of Dawn
Post by: Luis Dias on January 10, 2014, 05:19:56 pm
it's called 2K14.

fkin n00bs.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on January 10, 2014, 08:56:50 pm
200014?

Does WoD, with all it's original content, even use the MediaVPs?
It does, but the .12
The next release will be completely stand alone so the whole question will be irrelevant.

ALL THESE FOURTEENS
She said she was 18!
Title: Re: RELEASE - Wings of Dawn
Post by: yuezhi on January 10, 2014, 10:42:07 pm
:eek2: Am I a rorikon!?
Title: Re: RELEASE - Wings of Dawn
Post by: FuzzyDarkMatter on January 13, 2014, 10:16:34 pm
Alright, so I may be late to the party on this one (probably far beyond fashionably late), but I just got around to playing WoD the other day and decided to jump in here and share my thoughts.

Spoon... imagine right now I'm bowing before you mimicking the Wayne's World "I'm not worthy!" scene. I am completely blown away at what you accomplished here, it has thus far completely exceeded any expectations I had. The setting is fantastic, the characters are hilarious, as they should be in a spanime-opera (that's space-opera anime...okay, I made it up, but I like the phrase so deal with it :P ) combat has that old-school Macross feel to it...it should be illegal to have this much fun. The ship designs are fantastic (although I admit to being tempted at adding a dedicated destroyer variant Guardian Angel. Remove the launch bays, replace with the main guns from a Challenger II, laugh at anything stupid enough to be in-front of it).

P.S. Screw the Fura'ngle and their Sweeper turrets. I smashed into one because I literally just went numb when one of those things opened up on me, so much laser fire....

Title: Re: RELEASE - Wings of Dawn
Post by: Lorric on January 13, 2014, 10:30:23 pm
Nice to see someone having so much fun with my favourite campaign.

Are you playing WoD on 3.7.0? I've been worried very recently that the game balance of WoD has changed somehow. If you're getting through the game okay, that's great. :nod:
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on January 14, 2014, 10:07:36 am
Awesome  :yes:

(spanime-opera, I like it :p )
Title: Re: RELEASE - Wings of Dawn
Post by: Torchwood on January 14, 2014, 01:33:29 pm
Currently playing WoD on the new version. The balance seems unchanged to me, the ships are still the same, perhaps AI behaviour could be different?
Title: Re: RELEASE - Wings of Dawn
Post by: Lorric on January 14, 2014, 01:35:24 pm
Currently playing WoD on the new version. The balance seems unchanged to me, the ships are still the same, perhaps AI behaviour could be different?
Thanks. Either that or something to the power of the weapons if anything has changed.
Title: Re: RELEASE - Wings of Dawn
Post by: FuzzyDarkMatter on January 16, 2014, 09:06:23 pm
Nice to see someone having so much fun with my favourite campaign.

Are you playing WoD on 3.7.0? I've been worried very recently that the game balance of WoD has changed somehow. If you're getting through the game okay, that's great. :nod:

Since I have no previous knowledge to work off of in regards to balance, I can't say if anything is different. Definitely finding some things rather challenging, the aforementioned Fura'ngle among them (Gods they are vicious), but not insurmountable.

Except for one thing. It's probably just me, as I'm partial to high-speed, high-maneuverability fighters, but I am utterly incapable of getting through the Ray-III W trials. Gunship is a non-issue, I tear those things to shreds, but the 2 Bombardiers and Pillagers in the second wave absolutely annihilate me. After the initial pass, since an opening head-on is pretty much unavoidable, by the time I've come around to acquire my next target my shields are gone and I'm down in 2-3 hits to the hull. Now, I know the Ray-W is less maneuverable than a standard Ray Mk III, but I would think it should still be able to outfly Bombardiers and Pillagers.

It's probably just me  :banghead:
Title: Re: RELEASE - Wings of Dawn
Post by: niffiwan on January 16, 2014, 09:09:13 pm
yeah - I recall having problems with that mission as well... to be honest I just ran away a lot, occasionally turning back to lob missiles from maximum range at the unshielded Nordera until most of them were dead.
Title: Re: RELEASE - Wings of Dawn
Post by: Lorric on January 16, 2014, 09:11:02 pm
That's interesting, since in the mission in question that seems different to me you face nothing but Nordera...

However, I have no experience with your mission, as I went the other way with the Ray choice.
Title: Re: RELEASE - Wings of Dawn
Post by: Flak on January 16, 2014, 09:24:06 pm
I find the Cordi the most annoying for me. For Nordera, if they get too close, just hit your burners and get some distance so you can get a clearer shot.
Title: Re: RELEASE - Wings of Dawn
Post by: niffiwan on August 17, 2014, 06:02:51 am
An FYI for anyone trying to play WoD on a recent nightly, the new stricter table parser is complaining about a few quoting errors in the ships table.  Here's a fixed table (http://www.mediafire.com/view/ofiaiuhtdku3t52/ships.tbl); just put it in Wings Of Dawn/data/tables/

edit:  :banghead:  I missed that this is already fixed by this (https://www.mediafire.com/?5yc6cuzwe0x14v5).
Title: Re: RELEASE - Wings of Dawn
Post by: LaineyBugsDaddy on December 16, 2014, 11:36:35 am
(http://a.imageshack.us/img3/7360/isaohplease.png)
"Oh please.
First you Terrans have the nerve to reject our rule and guidance. And then only a few years later you mongrels find yourself in exactly the situation we were going to protect you from. And to whom do they start pleading for help when they can't win?

Tsk Tsk, How ungraceful."

Just saw this.

Listen lady, take it from someone who has experience in these matters - even if you had won, you'd soon wish you hadn't. I mean sure, at first it sounds like a great idea, enlighten and educate these primitives and share with them the virtues of your superior culture (and annex all of their territory and natural resources on the side  ;7), but do they ever show even a hint of gratitude?

No, it's always:

"Stop desecrating our holy sites!"

"Stop stealing our sacred artifacts!"

"Stop working our women and children to death in dangerous mines with no safety regulations!"

And on and on, just whine, whine, whine. And soon after that, the terrorism starts. Industrial sabotage, bombings, assassinations... and no matter how many of them you make examples of, they just keep doing it!

And the worst part is how smug and self-righteous they all act throughout the whole thing, with their silly little tribal religion, those insipid earrings, those ugly wrinkled noses...

Then the Federation shows up and kicks you out, and from that point forward everyone regards you as the bad guys, for some nonsensical reason.

Trust me  - it's just not worth it.

To quote Chief O'Brien, "Bloody Cardies..."
Title: Re: RELEASE - Wings of Dawn
Post by: Lorric on December 16, 2014, 12:15:29 pm
Ah, Legate Damar. I miss him and his schtick. I've always found it most amusing. Where are you Legate Damar? Come on back, will you? :)
Title: Re: RELEASE - Wings of Dawn
Post by: technopredator on February 18, 2015, 12:04:39 am
Thanks for this, reviews say it's not only good but great, so I'll be playing for the first time, so probably I'll enjoy it and would like to thank you in advance for my future enjoyment, and congratulate you for a job welldone.
Title: Re: RELEASE - Wings of Dawn
Post by: jedi19941 on May 24, 2015, 10:30:36 pm
I'm now playing the mod with 3.7.0 build (3.7.2 gives errors as i start it up). It works fine until the EMP mission, it'll just freeze as soon as i hit Commit and then "FS2Open has stopped working appears". Switch to the older build i've got (3.6.18), no improvement.
It worked fine before i stopped playing the mod. I've downloaded the 2 small patch.
Any suggestion?
Title: Re: RELEASE - Wings of Dawn
Post by: niffiwan on May 24, 2015, 11:13:32 pm
If you want to play the old WoD, maybe try with FSO 3.6.12 or 3.6.14.  However I'd really recommend having a look at the new WoD (http://www.hard-light.net/forums/index.php?topic=89479.0) instead (if you haven't already played it that is)
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on May 25, 2015, 08:11:59 am
I don't know why the EMP mission is acting up for some people, there isn't anything special about that mission...

I'll take a look at it today, I'll probably end up trying to make old wod compatible with 3.7.2.

Edit: it starts up fine for me with 3.7.2, though 3.7.2 debug does give a few new messages (and a few old ones that I probably should have fixed already back in the day) but I can load the game and mission 12 regardless. 

jedi19941, can you try starting mission 12 with a debug build and posting the log? Maybe that can give us a bit more insight as to why it locks up for you. (In case you are unfamiliar with debug logs (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359))
Title: Re: RELEASE - Wings of Dawn
Post by: jedi19941 on May 26, 2015, 06:48:44 am
Here's the log after i used the 3.7.0 Debug build.
Again. 3.7.2 still doesn't work for me. It keeps spewing lots of error upon starting.
I did tried to put away the patches as well.

Edit: I went back to use 3.6.14 build as suggested and it ran through the mission smoothly.
Now how do i use the save file for both build?

[attachment deleted by nobody]
Title: Re: RELEASE - Wings of Dawn
Post by: tomimaki on May 26, 2015, 07:21:06 am
Missing WoD-Core.vp, AWoD-Patch.vp, BWoD-Patch.vp in Wings of Dawn.

Missing MV_Assets.3612.vp, MV_Effects.3612.vp, MV_Root.3612.vp in mediavps_3612.

Delete or move to homesick folder:
Code: [Select]
Found root pack 'D:\Game\Touhou\FreeSpace 2\Homesick.vp' with a checksum of 0xe7137285
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on May 26, 2015, 10:39:04 am
Here's the log after i used the 3.7.0 Debug build.
Again. 3.7.2 still doesn't work for me. It keeps spewing lots of error upon starting.
I did tried to put away the patches as well.

Edit: I went back to use 3.6.14 build as suggested and it ran through the mission smoothly.
Now how do i use the save file for both build?
Well it's good that it works for you with 3.6.14 at least! But unforunately, you cannot use the same save file, since the scp changed how freespace saves pilot files some time during last year. So pilot files between .12 and .14 etc are incompatible with 3.7.0

Missing WoD-Core.vp, AWoD-Patch.vp, BWoD-Patch.vp in Wings of Dawn.

Missing MV_Assets.3612.vp, MV_Effects.3612.vp, MV_Root.3612.vp in mediavps_3612.

Delete or move to homesick folder:
Code: [Select]
Found root pack 'D:\Game\Touhou\FreeSpace 2\Homesick.vp' with a checksum of 0xe7137285
I see MV_Assets.3612.vp, MV_Effects.3612.vp, MV_Root.3612.vp in there, but I'm definitely missing the WoD-Core.vp. Which is all kinds of strange, cause if that is missing, then jedi wouldn't be able to play any missions on any build. :confused:
Title: Re: RELEASE - Wings of Dawn
Post by: jedi19941 on May 26, 2015, 11:12:17 am
Here's another log, after i put everything back together. Still the same result.
I've been messing around with the Core.vp. Since i cannot find a VP editor which doesn't break the file itself. I decided to extract everything from the vp to the data folder using VPviewer, then put away the original vp file.
I've also moved the homesick.vp away as well, as i thought it'd make the game load the campaign with extra stuff that doesn't exist.


[attachment deleted by nobody]
Title: Re: RELEASE - Wings of Dawn
Post by: chief1983 on May 26, 2015, 11:28:36 am
Also, you said you can't use 3.7.2 because of the startup errors, but as Spoon mentioned, those errors are hopefully just the warnings that have been added to the game engine to identify potentially incorrect mod data.  If you continue through them, you should get into the game.  If that's the case, Release should work and not have the errors.  But running Debug 3.7.2 and posting that log could give more potentially helpful information.  But it sounds like your folder structure is in need of some attention.

Not sure what you mean about messing with the Core file, WoD-Core.vp is still being loaded but you have 105 loose files outside of VPs in your WoD data folder.  And 16 loose files in your FreeSpace2 data folder.  And, that log file shows a clean exit from player select., not sure what 'same result' you're getting as that doesn't look like any sort of crash or problem.
Title: Re: RELEASE - Wings of Dawn
Post by: AdmiralRalwood on May 26, 2015, 04:22:12 pm
Now how do i use the save file for both build?
Well it's good that it works for you with 3.6.14 at least! But unforunately, you cannot use the same save file, since the scp changed how freespace saves pilot files some time during last year. So pilot files between .12 and .14 etc are incompatible with 3.7.0
Mostly true; however, FSO will automatically convert pilots from the old format to the new format (if a corresponding pilot file with the same name doesn't already exist in the new format).
Title: Re: RELEASE - Wings of Dawn
Post by: tomimaki on May 26, 2015, 07:02:32 pm
...
Missing MV_Assets.3612.vp, MV_Effects.3612.vp, MV_Root.3612.vp in mediavps_3612.
...
I see MV_Assets.3612.vp, MV_Effects.3612.vp, MV_Root.3612.vp in there
...
Huh? I don't see them in first or second log.
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on May 26, 2015, 08:45:56 pm
Huh? I don't see them in first or second log.

Code: [Select]
Found root pack 'D:\Game\Touhou\FreeSpace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Game\Touhou\FreeSpace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Game\Touhou\FreeSpace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Game\Touhou\FreeSpace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Game\Touhou\FreeSpace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Game\Touhou\FreeSpace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78

(also, I don't think freespace counts as a danmaku shooter..!)
Title: Re: RELEASE - Wings of Dawn
Post by: jedi19941 on May 27, 2015, 12:13:29 am
Also, you said you can't use 3.7.2 because of the startup errors, but as Spoon mentioned, those errors are hopefully just the warnings that have been added to the game engine to identify potentially incorrect mod data.  If you continue through them, you should get into the game.  If that's the case, Release should work and not have the errors.  But running Debug 3.7.2 and posting that log could give more potentially helpful information.  But it sounds like your folder structure is in need of some attention.

Using 3.7.2 build, i gave up after the 11th error message. I'll try to use the Debug build, then.

Not sure what you mean about messing with the Core file, WoD-Core.vp is still being loaded but you have 105 loose files outside of VPs in your WoD data folder.  And 16 loose files in your FreeSpace2 data folder.  And, that log file shows a clean exit from player select., not sure what 'same result' you're getting as that doesn't look like any sort of crash or problem.
Mostly about editing tables. But like i said, i couldn't find a VP editor which works properly, i have to extract the whole VP.
The same result i get is on mission 12, as soon as i hit commit, the background music plays for about 5 second. Then the game freeze up, and just stop working.
The clean exit you saw must have been my fault. When the game freeze up, it pop up errors messages that i cannot switch to. Pressing SpaceBar usually choose the option to close the program by defaut, but there was the fs2o launcher. I must have hit the button multiple time, it runs 3 Fs2o process at once.
Here's another log from 3.7.0 debug build, I'm gonna check the 3.7.2 build again now.

Edit: Tried to use 3.7.2. Error messages comes from ships.tbl

ships.tbl(line 1046) <and many other lines as well>:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$Closeup_pos:               0.0, 0.0, -38].

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>

I should have paste this sooner. I'm sorry.

[attachment deleted by nobody]
Title: Re: RELEASE - Wings of Dawn
Post by: tomimaki on May 27, 2015, 06:28:09 am
@Spoon

Not that. ;)
I don't see THESE files:
Code: [Select]
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
...
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
...
Found root pack 'D:\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Title: Re: RELEASE - Wings of Dawn
Post by: Spoon on May 27, 2015, 07:54:17 am
Aaah, right, of course! The mediavp patches.

jedi19941, I keep seeing your logs end at this:
ASSERTION: "!resize" at gropengltexture.cpp:662
Int3(): From c:\code\fs2_open_3_7_0\code\globalincs\windebug.cpp at line 966

I honestly have no idea what that is about...
I guess your best bet is to play with 3.6.14 and leave 3.7.2 etc for what it is.
Title: Re: RELEASE - Wings of Dawn
Post by: niffiwan on May 27, 2015, 08:10:41 am
And that's triggered my memory (http://scp.indiegames.us/mantis/view.php?id=3098)! It may not be the same issue, but try setting Options -> Hardware Textures to 5 (i.e. maximum).
Title: Re: RELEASE - Wings of Dawn
Post by: jedi19941 on May 27, 2015, 07:24:53 pm
Aaah, right, of course! The mediavp patches.

jedi19941, I keep seeing your logs end at this:
ASSERTION: "!resize" at gropengltexture.cpp:662
Int3(): From c:\code\fs2_open_3_7_0\code\globalincs\windebug.cpp at line 966

I honestly have no idea what that is about...
I guess your best bet is to play with 3.6.14 and leave 3.7.2 etc for what it is.

Aw :<

And that's triggered my memory (http://scp.indiegames.us/mantis/view.php?id=3098)! It may not be the same issue, but try setting Options -> Hardware Textures to 5 (i.e. maximum).

It doesn't work. Same result as above. Guess i'll be stuck with 3.6.14 for this mod only.

Thanks, guys. You guys are the best tech support i've ever known :)
Keep up the good work!