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Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: marajin on September 03, 2010, 08:13:29 am

Title: Bit stumped by trying to get FSPort running
Post by: marajin on September 03, 2010, 08:13:29 am
'lo Guys,

Been a while.. a loooong while. Thought it might be high time to get back in to freespace for a bit :D Seem to have crashed face first into a crasher though.

Got the gog.com version of FS2 downloaded and installed, ran the java installer on top of that and stuffed the SSE2 binaries for 3.6.12 in there for good measure.

Installed the wxwindows launcher.

Tried to launch FSPort 3.2.. Intro cutscene's fine, get the pilot login. I create a pilot no problem, try to engage and bam, 'string error' (will post full errors at end of post).

A quick glance at the forums and I figure the java installer's done something silly so I grab the complete package, delete the old fsport and fsport mediavp packages. Extract the new .7z file... same issue. Not sure it's exactly the same bug as others saw to be honest.

Tried toggling between sse2 and base inferno builds and whatnot, no dice.

Playing vanilla fsport without the mediavps works just dandy though.

Error reports:

ERANGE: String error. Please Report.
Trying to put into 127 byte buffer:
2_MainHall_Galatea-m.tga
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
ntdll.dll! SbSelectProcedure + 243 bytes
<no module>! <no symbol>


Verify failure: Vbuf0 != NULL

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
ntdll.dll! SbSelectProcedure + 243 bytes
<no module>! <no symbol>
Title: Re: Bit stumped by trying to get FSPort running
Post by: The E on September 03, 2010, 08:24:09 am
Please post the complete fs2_open.log.
Title: Re: Bit stumped by trying to get FSPort running
Post by: marajin on September 03, 2010, 10:42:11 am
There is no fsopen.log in the entire file tree.... which is a little intervexing.
Title: Re: Bit stumped by trying to get FSPort running
Post by: The E on September 03, 2010, 10:44:18 am
Please read the FAQ (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359).
Title: Re: Bit stumped by trying to get FSPort running
Post by: marajin on September 03, 2010, 02:11:14 pm
Please don't make assumptions. I've been lurking around this community for a long time and I'm more than aware of the posting rules. It has not created a .log. I'm gonna hunt around and try some other binaries.
Title: Re: Bit stumped by trying to get FSPort running
Post by: The E on September 03, 2010, 02:27:54 pm
What I meant was that if you have Vista or 7 and FS2 installed in C:\Program Files\, the log won't be where you expect it to be; that post I linked to contains instructions on how to find it.
Title: Re: Bit stumped by trying to get FSPort running
Post by: marajin on September 03, 2010, 08:08:56 pm
In that case I apologise. Wasn't in the best of moods but no justification to take it out on you. It wasn't clear what your point of linking the FAQ was however.

It may interest you to know that another build did actually create it inside the program files folder, or else 7 is intelligently merging the 'virtualized folder' in explorer now. Unfortunately the build in question crashed for an utterly different reason which I'm not too concerned about cause it was one of the various testing builds.

I'll see if the 3.6.12 debug binary log turns up in the app data tomorrow.

Edit: Occurred to me to add this - The build in question was the HUD upgrade testing build and it merely died because I didn't think to put the new .tbl in there. My bad. Still, curious that it appears in "C:\Program Files (x86)\GOG.com\Freespace 2\data" Did someone find a workaround in the post 3.6.12?
Title: Re: Bit stumped by trying to get FSPort running
Post by: marajin on January 02, 2011, 01:03:40 am
FWIW,

I just recently bought a new flight stick (Saitek X52) and decided to give it a blast with freespace... Remembered my problem so I redownloaded all the VPs (but interestingly NOT the media VP). Problem is completely gone...

In clarification, I took the vps from the freespace port page and popped them overwriting the vps I had in my existing install directory. Must've been an odd corrupted file somewhere from the FSO installer java thing.
Title: Re: Bit stumped by trying to get FSPort running
Post by: Mental Menace on March 30, 2011, 04:57:34 pm
I have a similair problem, just installed all the latest media_vp's and FSO runs just fine. Only when I try to play this mod do I get these messages after the pilot selection:

Could not load in main hall mask '2_MainHall_Galatea-m'!

(This error most likely means that you are missing required 1024x768 interface art.)
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>

Verify failure: Vbuf0 != NULL

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>

Here's the log, please help me ;)

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: 3.6.12
Passed cmdline options:
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -snd_preload
  -mod fsport_mediavps,fsport,mediavps_3612
  -window
Building file index...
Found root pack 'F:\Freespace2\fsport_mediavps\mv_fsport.vp' with a checksum of 0xb5009f03
Found root pack 'F:\Freespace2\fsport\fsport-missions.vp' with a checksum of 0x2d27b494
Found root pack 'F:\Freespace2\fsport\fsport3_2.vp' with a checksum of 0xfd80cf91
Found root pack 'F:\Freespace2\fsport\stu_fs1.vp' with a checksum of 0x060994cb
Found root pack 'F:\Freespace2\fsport\tango_fs1.vp' with a checksum of 0xac31d566
Found root pack 'F:\Freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'F:\Freespace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'F:\Freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'F:\Freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'F:\Freespace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'F:\Freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'F:\Freespace2\FS1OGGcutscenepack.vp' with a checksum of 0x6b9172f7
Found root pack 'F:\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\Freespace2\fsport_mediavps\' ... 1 files
Searching root pack 'F:\Freespace2\fsport_mediavps\mv_fsport.vp' ... 487 files
Searching root 'F:\Freespace2\fsport\' ... 1 files
Searching root pack 'F:\Freespace2\fsport\fsport-missions.vp' ... 160 files
Searching root pack 'F:\Freespace2\fsport\fsport3_2.vp' ... 866 files
Searching root pack 'F:\Freespace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'F:\Freespace2\fsport\tango_fs1.vp' ... 85 files
Searching root 'F:\Freespace2\mediavps_3612\' ... 1 files
Searching root pack 'F:\Freespace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'F:\Freespace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'F:\Freespace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'F:\Freespace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'F:\Freespace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'F:\Freespace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'F:\Freespace2\' ... 138 files
Searching root pack 'F:\Freespace2\FS1OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\Freespace2\warble_fs2.vp' ... 52 files
Found 23 roots and 17369 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Hardware' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 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   : Radeon X1650 Series x86/MMX/3DNow!/SSE
  OpenGL Version    : 2.0.6458 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  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_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
  Shaders Manager initialized.

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.10
... 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)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1484
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.538 (0.538)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ASSERTION: "bm_bitmaps[bitmapnum].handle == handle" at bmpman.cpp:1103
Freeing all existing models...
ERROR: Verify failure: Vbuf0 != NULL

File: 3ddraw.cpp
Line: 64

When suddenly it occurs to me that perhaps I should download everything (and not just the core package) if I want to play with all the shiny things...
Title: Re: Bit stumped by trying to get FSPort running
Post by: Goober5000 on March 30, 2011, 10:42:33 pm
When suddenly it occurs to me that perhaps I should download everything (and not just the core package) if I want to play with all the shiny things...

Excellent, a newbie who can figure things out for himself!  Welcome. :)
Title: Re: Bit stumped by trying to get FSPort running
Post by: Mental Menace on April 01, 2011, 05:40:58 am
Well tbh I've been around even before this site was created (back when we had Planet Freespace, Command rest its soul), just more of a reader than a poster ;) I was temporarely mentally crippled by an insane hangover but after downloading everything the port works like a charm now, great work guys!