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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Zacam on September 28, 2010, 12:45:44 am

Title: Antipodes 6 (r6533)
Post by: Zacam on September 28, 2010, 12:45:44 am
Should be functionally identical to Trunk/Nightly Builds r6532, only faster, cleaner and better.

This is thanks to taylors contributions for engine enhancements. The full list of enhancements is directly quoted below the builds.

Windows Builds
FSO_Win-Antipodes_6_SSE-r6533.7z (http://www.mediafire.com/file/00m16qc1yb7af1l/FSO_Win-Antipodes_6_SSE-r6533.7z)
MD5: EEFEA55D7AEECA0E6D25E7CD6E928C96

FSO_Win-Antipodes_6_SSE2-r6533.7z (http://www.mediafire.com/file/n0co6h41jcpujtp/FSO_Win-Antipodes_6_SSE2-r6533.7z)
MD5: F6D7377D6922852070834E54F96568A2

Linux Builds
(awaiting linkage for 32 bit)

64 Bit:
fso-LINUX-Antipodes6-Inferno-x64.tar.bz2 (http://www.mediafire.com/file/ot926b5mrwe/fso-LINUX-Antipodes6-Inferno-x64.tar.bz2)
MD5: dc6e9cb02b5d90b5a31ca6f670b239f6

Mac OS-X Builds
FS2_Open-Inferno_Ant6_r6533 (http://swc.fs2downloads.com/builds/OSX/FS2_Open-Inferno_Ant6_r6533.zip)
MD5: f79c3c3ebb8bbe097c9d7a6ddebe9998

In relation to the shaders, there are replacement files for Blur and PostProcessing:
(to be place in data\effects)
Ant_6-Shaders.7z (http://www.mediafire.com/file/a11y9cdn6xalnnl/Ant_6-Shaders.7z)
MD5: 3A2D4C6D77E941FA7E7F57D5CEBA4850

Because there are changes to the handling of POF data and cache generation, the following VP (in 7z format) is being provided with the new cache files for the models released in the 3.6.12 MediaVPs.
3612_Ant-Cache.7z (http://www.mediafire.com/file/ejapyer9y5hpg6z/3612_Ant-Cache.7z)
MD5: C5E8CDBE1A49354DFF160F9467129BB9

So, here is a basic rundown of the go_faster changes:

One vertex buffer per model.
The original task for go_faster.  The current trunk code uses one VBO per submodel and keeps the index list local.  That means that we have a lot of VBOs, many of which are very small, and we have to do a lot of switching between them.  And buffer changes are one of the most costly operations in OpenGL.  Put simply, the way that the code was originally written is quite possibly the least efficient method of doing it.  So the goal was simple: have just one VBO per model, and use IBOs properly.

Even in the worst case, the performance gain is easily noticeable.  But the performance gain increases for every submodel that a model has.  A small fighter will see a nice performance boost from the simplified and optimized code, but a large ship with lots of turrets and other such submodels can get a tremendous performance improvement.  And what's more, this also represents a change which allows OpenGL to better optimize memory usage.

But there remains room for future improvement as well.  How VBOs are handled can still be optimized much further.  A manager could be implemented which handles VBOs and tries to stuff as much info into as few of them as possible.  VBOs work best when there are few of them and when are around a certain size.  That is more of a long term goal however, as it would require a good bit of graphics work; not a rewrite, but more than a weekend or two to code (if done well).  In the short term it is possible to make more use of the VBO that we have, moving more info into it.  Things such as glow points and insignia and possibly even thruster glows can be added to the VBO.  It should both make those things more efficient, optimize code and memory, and allow greater possibilities with those features because of shader use.

Updated IBX code.
Originally written to be just for dev use and only exist in the code base for a few months, all of these years later they are still around. :(

The new code, using the ".bx" extension, addresses every issue that I have had with the current IBX code.  First off, it's just a bunch of int's now.  The old code stored the actual list of vertex data, which was both a pain to save and read back as well as the fact that it introduced some machine specific errors into the equation.  The new code takes advantage of one simple fact: all of that vertex info that was saved to the IBX file is always present.  So the new code just stores the original position of the indexed vertexes and simply builds the new data by copying it from what already exists.  No muss, no fuss.

Additionally the old code would store the index data as either short's or int's based on how many verts there were.  The new code only stores as int's and then coverts to short's if it can.  This way we still be the better optimized code for the graphics card, but have a much easier file format to deal with.

Strive to get rid of immediate mode as much as possible.
Immediate mode is slow.  If used a lot it really hurts performance.  Most of the performance gain from the addition of the HTL code is simply from the fact that it reduced the dependence on immediate mode for rendering.  But the thing is, you don't require HTL to do that, and it doesn't require advanced hardware or new OpenGL versions either.  We aren't even taking full advantage of OpenGL version 1.1 features.

So, things are largely in place now with the gr_render() function.  This is a replacement for the existing/old gr_tmapper() function, only using arrays rather than immediate mode for rendering.  The main difference in using it is that it takes an array of vertex structs rather than an array or pointers to vertex structs.  I have already converted some parts of the code to use gr_render() instead of gr_tmapper(), but there are still plenty of areas that could be converted.  And the nice thing is that is doesn't take any real graphics knowledge or anything to, any coder here should have the skills needed to make the changes.

The one real downside with gr_render() is that right now it can't handle things requiring TMAP_FLAG_CORRECT in order to render correctly.  For the most part this is just models however, and so it would only have a problem in -nohtl mode.  Getting it to work with shaders wouldn't be a difficult task, but having it work without shaders is another matter.  Someone may come up with a brilliant idea to solve that little dilemma though.

And a implementation issue with opengl_render_internal() is that it doesn't really use the texture matrix stack all that smartly.  We can only depend on it being 2 deep, so it's possible to go over than in some situations.  Currently it should only be used with interface graphics, so the chances of it getting messed up are slim.  Still, that is something that needs to be addressed.

Memory usage.
Overrides for global new/new[]/delete/delete[] for one thing.  Whether or not it's the best thing to do aside, it's better than nothing, which is what we have now.  Either way it addresses a problem in the code.

But the primary thing: reduced the size of the vertex struct.  That one struct is made heavy use of throughout the code.  The problem was that it had things in it which were not really used.  Originally 80-bytes, it now sits at 42-bytes.  So a reduction of nearly half.  And if you wonder whether 38 bytes really matters, realize that every vert in a model has one of these.  So you have a model with 30,000 verts, it's memory usage wen't from about 2.3 meg to about 1.2 meg.  That greatly reduces the amount memory necessary to load and process a model.

Better optimize various states which don't change often.
There are numerous things in the OpenGL code which are not quite done as efficiently as they could be.  Some of these are state which are set every time that a texture is made active, even though those state settings never change once the texture is created and don't need to be set again.  Changing the code to handle that in a more intelligent manner is not a big thing overall, but it leads to both cleaner and easier to work with code as well as offering better performance.

Another big offender is the model render code.  It often checks and sets things which never change once a model starts rendering.  So instead of doing those checks for every submodel, or even worse every texture on every submodel, I just moved them to only be done once.  Simple enough, but greatly improves code readability and makes things faster too.

Shaders & Hery's code.
I really don't have any polite things to say about Hery's code, so I'm not even going to bother trying.  This code should simply have never been permitted into trunk.  And that it represents a precursor to what was planned for a code rewrite just scares the hell out of me.  This stuff is basically just an alien parasite that got latched onto the code tree for little more than slowing things down and making coders nauseous.  I tried to work with it, but it just was not possible.

So, I ripped it out.

The first thing that I noticed when I replaced the shader code with the old code was that Hery's new code was about 20% slower than the code it replaced.  That is a considerable performance boost for something that took all of 10 minutes or work.  And the old code is far easier to read and understand.  There are quite a number of things which could be done to the shader setup to squeak out a bit of extra performance, and better hardware compatibility, but the new code was just so difficult to work with that those things were impossible without a rewrite.  The old code isn't great, I wrote it, I should know.  But the old code was written with the intention of being replaced either in whole or in part by something more efficient.  I made a few small changes to the code to both benefit their use as well as to improve performance a little bit beyond what it had originally.  I'm also hoping that it will allow another coder to more easily implement some larger changes later on for both better performance and compatibility.

The changes are rather minor, but should be noted.  First, all shaders will now have a SHADER_MODEL define available to them, which will identify to the shader whether the hardware is at a SM2.0 (#if SHADER_MODEL == 2), SM3.0 or SM4.0 level.  What this means for shader developers is that they can write in some more advanced features and not have to break shaders for lower-end hardware.  This will also allow for shaders to be used by SM2.0 hardware, if some sacrifices are willing to be made.  Secondly, if shaders can't be used on the hardware for some reason, but GLSL is supported, then shader use can still be available for other things as opposed to simply being disabled and will instead just make models be rendered via the fixed-function pipeline.

And since people would surely complain about post-processing being gone with the code rip, I rewrote it as well.  So now the post-processing code is cleaned up and written in the same basic way as the rest of the graphics code.  It should be less buggy, less resource intensive, and just easier to figure out how the damn code works.  I did cut a few corners, since I only worked on it this past weekend, but it should be pretty easy to follow I hope.  The corner cutting was mainly to keep the code as self-contained as possible so that it could be edited on later without really messing up other parts of the graphics code.  This means that there are a few magic numbers in there, but I tried to comment everything so that it makes sense.  The new code should be a functional equivalent of the original code, so how it worked before should be how it works now (aside from the crashing and all ;)).  Graphically it should produce the exact same results in other words.  What was not implemented was the DoF code, since it was only an example in the old code and disabled.  I also added the ability to see post-processing effects in the ship lab.  This should make it a little quicker and easier to see what effects will look like without having to load up a mission.  As an additional bonus, the new code is faster too.  Plus, users can get post-processing without bloom by using "-bloom_intensity 0" (should that want/need such a thing for some reason).

Also, in the go_faster archive, there is a modified blur shader (post-v and blur-f).  This was modified for a couple of reasons, the first being compatibility.  The new version of the shader is about +10% FPS faster, has no discernible difference in image quality, works with SM2.0 hardware, and remains compatible with the older code/builds.  Just drop these files in place and get around a 10% FPS boost with post-processing, even with existing trunk builds.  And with the GLSL changes I mentioned earlier, this also means that SM2.0 hardware people could take advantage of post-processing (for the most part), even if they aren't able to use shaders for model rendering.
Title: Re: Antipodes 6 (r6533)
Post by: FUBAR-BDHR on September 28, 2010, 12:53:43 am
One thing when using this is make sure if you are using shaders that you card/drivers support at least shader version 3.0.  If not update or enable no glsl as the code will no longer disable it automatically resulting in slower performance instead of faster. 
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 28, 2010, 01:12:29 am
However, if your card supports at least Shader Model 2, you can use these shaders: http://blueplanet.fsmods.net/E/effects.7z

Unpack these to mediavps_3612/data/effects
Title: Re: Antipodes 6 (r6533)
Post by: Swifty on September 28, 2010, 01:47:28 am
FYI, the new HUD framework isn't in Antipodes yet. It will be as soon as I crank out a patch against Antipodes that I know for sure will work properly with the graphics tweaks. Likely in a couple days.
Title: Re: Antipodes 6 (r6533)
Post by: Fury on September 28, 2010, 02:08:50 am
So I wonder how much of a performance improvement there is in something like WiH? Some of those optimizations sounds like they'd help a lot in Steve-O's ships.
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 28, 2010, 02:13:31 am
There is some performance boost. Optimizations are still necessary, though.
Title: Re: Antipodes 6 (r6533)
Post by: Darius on September 28, 2010, 02:18:47 am
Scenes with Steve-O's ships (and the Solaris especially) have definitely got a framerate improvement.
Title: Re: Antipodes 6 (r6533)
Post by: General Battuta on September 28, 2010, 07:47:08 am
This is amazing. The VBO change alone had me drooling.
Title: Re: Antipodes 6 (r6533)
Post by: Hades on September 28, 2010, 10:19:41 am
This build is awesome, I get doubled FPS with it.

Making a note here: HUGE SUCCESS!!
Title: Re: Antipodes 6 (r6533)
Post by: Shivan Hunter on September 28, 2010, 10:33:54 am
This is most definitely a win.

80FPS in the beginning of Delenda Est, where I was getting 30-40 with those frakking Karunas on screen.

bp-massivebattle is even increased by a FPS or two... of course, using that thing as a benchmark is not even remotely fair. :P
Title: Re: Antipodes 6 (r6533)
Post by: General Battuta on September 28, 2010, 10:49:40 am
Hero_Swe reports a jump of 60 FPS, to 120, with 2 Karunas onscreen.
Title: Re: Antipodes 6 (r6533)
Post by: Topgun on September 28, 2010, 11:01:08 am
Taylor is my hero.
Title: Re: Antipodes 6 (r6533)
Post by: Sushi on September 28, 2010, 11:09:22 am
Just curious, what kind of drops do you get once the action starts?

I find that once the models get big and complex enough, the bottleneck isn't the GPU rendering them... it's the CPU trying to process collision detection on them.
Title: Re: Antipodes 6 (r6533)
Post by: Satellight on September 28, 2010, 11:12:17 am
In Delenda Est, I never felt difficulty to play (with Antipode) due to this ****ing "technical plague". I use the V-sync so I don't know how far I can go  ;7 but as I saw never under 35-40 FPS even in the middle of the battle (PEW PEW PEW  :D)
Spec : i7760, 4Gb Ram, HD 5850 XFX BE

EDIT : @Sushi : my drop to 35-40 FPS only happen at this very beginning, when the Karuna appears, and only for 1/2 second or less.
Title: Re: Antipodes 6 (r6533)
Post by: chief1983 on September 28, 2010, 02:14:19 pm
Rufus Taylor, he's the man.
Title: Re: Antipodes 6 (r6533)
Post by: MatthTheGeek on September 28, 2010, 02:29:56 pm
Awesome improvement. DE actually got playable for me. Reached 30 fps at some points, although I still stayed much of the time between 8 and 10, full screen with all settings down.
Title: Re: Antipodes 6 (r6533)
Post by: chief1983 on September 28, 2010, 03:00:44 pm
I uploaded some of the mediashare files here (http://swc.fs2downloads.com/builds/WIN/Ant6/) if anyone wants a mirror.
Title: Re: Antipodes 6 (r6533)
Post by: CKid on September 28, 2010, 08:53:12 pm
When I try to select the build from the launcher I get a error and the launcher crashes on me. The only way that I can run the build is to actually open the freespace folder and click on the .exe itself.
Title: Re: Antipodes 6 (r6533)
Post by: General Battuta on September 28, 2010, 08:55:52 pm
When I try to select the build from the launcher I get a error and the launcher crashes on me. The only way that I can run the build is to actually open the freespace folder and click on the .exe itself.

Use 5.5g or WXLauncher, not 5.5f.

It's 5, not 3 --The E
Title: Re: Antipodes 6 (r6533)
Post by: CKid on September 28, 2010, 09:14:49 pm
5.5g did the same thing but the WXLaunher worked out fine once I figured out how it works. Thank you for the quick response.
Title: Re: Antipodes 6 (r6533)
Post by: Kolgena on September 28, 2010, 09:18:41 pm
Uh, where's 5.5g?

Very excited for these new changes :D
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 28, 2010, 09:34:30 pm
The newer Launcher needs the latest OpenAL to work correctly.
Title: Re: Antipodes 6 (r6533)
Post by: CKid on September 28, 2010, 09:43:59 pm
So after playing a few missions, I do notice a increase in fps, but the sound is messed up. Sometimes when I shoot my primaries, I don't hear them or when my wing mates are talking, their voices cuts off mid sentence. It only seems to happen when I am in the thick of battle.
Title: Re: Antipodes 6 (r6533)
Post by: Kolgena on September 28, 2010, 09:48:22 pm
Did you update your OpenAL? If the launcher needs the newest version, there's a good chance it'll be needed for gameplay as well.

Also, I'm going to guess that people who actually know what they're talking about (ie, not me), would need a debug spew.
Title: Re: Antipodes 6 (r6533)
Post by: CKid on September 28, 2010, 09:59:30 pm
What is the latest version of OpenAL? I got 1.1.
Title: Re: Antipodes 6 (r6533)
Post by: Shivan Hunter on September 28, 2010, 09:59:41 pm
for the record, which OpenAL version is the one we need? I have 1.1, but I _think_ (not sure) I'm getting the same sound problem CKid was.

[EDIT] ninja'd
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 28, 2010, 10:02:31 pm
2.0.7.0, according to Creative. http://connect.creativelabs.com/openal/Downloads/oalinst.zip
Title: Re: Antipodes 6 (r6533)
Post by: CKid on September 28, 2010, 10:12:11 pm
Downloaded, however the WXLaunher still says that I am running 1.1.
Edit: And audio is still not functioning correctly.
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 28, 2010, 10:19:09 pm
*shrug* I go only by what Creatives' site is telling me.

You may also want to try OpenAL Soft (http://kcat.strangesoft.net/openal.html), see if that makes a difference.
Title: Re: Antipodes 6 (r6533)
Post by: Zacam on September 29, 2010, 12:08:57 am
Re: OpenAL/Audio Issues
Also, determine if you can replicate the issue with:

Nightly (Windows): 27 Sep 2010 - Revision 6532 (http://www.hard-light.net/forums/index.php?topic=71771.0)
or
Nightly (OS X): 27 Sep 2010 - Revision 6532 (http://www.hard-light.net/forums/index.php?topic=71773.0)

If the behaviour is the same, we can then see if it's something with either the OpenAL implementation or our code.

EDIT: The OpenALSoft provides a nice executable called openal-info. Here are the results, first with their provided DLL renamed to OpenAL.dll in the Freespace2 dir:
Code: [Select]
C:\Games\FreeSpace2>openal-info
Available playback devices:
    DirectSound Software on Speakers (Creative SB X-Fi)
    DirectSound Software on SPDIF Out (Creative SB X-Fi)
Available capture devices:
    WaveIn on Microphone (Creative SB X-Fi)
    WaveIn on "What U Hear" (Creative SB X-Fi
    WaveIn on Line-In (Creative SB X-Fi)
    WaveIn on Digital-In (Creative SB X-Fi)
    WaveIn on Auxiliary (Creative SB X-Fi)
Default playback device: DirectSound Software
Default capture device: WaveIn on Microphone (Creative SB X-Fi)
ALC version: 1.1

** Info for device "DirectSound Software" **
ALC version: 1.1
ALC extensions:
    ALC_ENUMERATE_ALL_EXT, ALC_ENUMERATION_EXT, ALC_EXT_CAPTURE,
    ALC_EXT_disconnect, ALC_EXT_EFX, ALC_EXT_thread_local_context
OpenAL vendor string: OpenAL Community
OpenAL renderer string: OpenAL Soft
OpenAL version string: 1.1 ALSOFT 1.12.854
OpenAL extensions:
    AL_EXTX_buffer_sub_data, AL_EXT_DOUBLE, AL_EXT_EXPONENT_DISTANCE,
    AL_EXT_FLOAT32, AL_EXT_IMA4, AL_EXT_LINEAR_DISTANCE, AL_EXT_MCFORMATS,
    AL_EXT_MULAW, AL_EXT_MULAW_MCFORMATS, AL_EXT_OFFSET,
    AL_EXTX_sample_buffer_object, AL_EXT_source_distance_model,
    AL_LOKI_quadriphonic
EFX version: 1.0
Max auxiliary sends: 2
Supported filters:
    Low-pass
Supported effects:
    EAX Reverb, Reverb, Echo

And here is the output from using the OpenAL Installer from Creative:
Code: [Select]
C:\Games\FreeSpace2>openal-info
Available playback devices:
    DirectSound Software on Speakers (Creative SB X-Fi)
    DirectSound Software on SPDIF Out (Creative SB X-Fi)
    SB X-Fi Audio [AC00]
    Generic Software on Speakers (Creative SB X-Fi)
    Generic Software on SPDIF Out (Creative SB X-Fi)
Available capture devices:
    WaveIn on Microphone (Creative SB X-Fi)
    WaveIn on "What U Hear" (Creative SB X-Fi
    WaveIn on Line-In (Creative SB X-Fi)
    WaveIn on Digital-In (Creative SB X-Fi)
    WaveIn on Auxiliary (Creative SB X-Fi)
    Microphone (Creative SB X-Fi)
    "What U Hear" (Creative SB X-Fi
    Line-In (Creative SB X-Fi)
    Digital-In (Creative SB X-Fi)
    Auxiliary (Creative SB X-Fi)
Default playback device: SB X-Fi Audio [AC00]
Default capture device: Microphone (Creative SB X-Fi)
ALC version: 1969392853.2686916

** Info for device "SB X-Fi Audio [AC00]" **
ALC version: 1.1
ALC extensions:
    None
OpenAL vendor string: Creative Labs Inc.
OpenAL renderer string: SB X-Fi Audio [AC00]
OpenAL version string: OpenAL version 1.1
OpenAL extensions:
    EAX
EAX1.0
EAX2.0
EAX3.0
EAX4.0
EAX5.0

EFX version: 1.0
Max auxiliary sends: 2
Supported filters:
    Low-pass
Supported effects:
    EAX Reverb, Reverb, Chorus, Distortion, Echo, Flanger, Frequency Shifter,
    Vocal Morpher, Pitch Shifter, Ring Modulator, Autowah, Compressor,
    Equalizer

So, as we can see, there is quite a bit of difference between the two implementations. So do feel free to experiment, just don't forget to report back, please.
Title: Re: Antipodes 6 (r6533)
Post by: Kolgena on September 29, 2010, 12:28:26 am
I'm not sure what sound issues he's talking about, but I just tried massivebattle2 on Anti6. I don't quite remember the behavior of the 3.6.12 officials, but with tons of beams and explosions going off at the same time, it becomes this garbled noisy, bumpy (gravelly?) sounding mess. (I think it's playing more sounds at the same time now though, but I can't tell for sure).

I found a big problem has to do with lead indicators. At least with turrets on cap ships (and probably fighters though I didn't check this specifically), the engine shows the "lasers in range" round brackets when you're too far out to actually hit them. Subachs were "in range" at about 1.25km, though shooting the turret from that far away didn't do damage (obviously).

Before, missile indicators for lots of lock missiles used to show the "in range" triangular thing long before you could trigger the aspect lock to start. That wasn't too bad, but now laser ranges are messed up, and that's kinda annoying.
Title: Re: Antipodes 6 (r6533)
Post by: General Battuta on September 29, 2010, 12:30:23 am
I'm not sure what sound issues he's talking about, but I just tried massivebattle2 on Anti6. I don't quite remember the behavior of the 3.6.12 officials, but with tons of beams and explosions going off at the same time, it becomes this garbled noisy, bumpy sounding mess. (I think it's playing more sounds at the same time now though, but I can't tell for sure).

I found a big problem has to do with lead indicators. At least with turrets on cap ships (and probably fighters though I didn't check this specifically), the engine shows the "lasers in range" round brackets when you're too far out to actually hit them. Subachs were "in range" at about 1.25km, though shooting the turret from that far away didn't do damage (obviously).

Before, missile indicators for lots of lock missiles used to show the "in range" triangular thing long before you could trigger the aspect lock to start. That wasn't too bad, but now laser ranges are messed up, and that's kinda annoying.

This is a BP thing, not Antipodes related, I believe.
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 29, 2010, 12:47:32 am
I'm not sure what sound issues he's talking about, but I just tried massivebattle2 on Anti6. I don't quite remember the behavior of the 3.6.12 officials, but with tons of beams and explosions going off at the same time, it becomes this garbled noisy, bumpy (gravelly?) sounding mess. (I think it's playing more sounds at the same time now though, but I can't tell for sure).

That's the new sound code at work. It's been in the nightlies for some time now.

See Zacam's post above for more info.

Enough sound derailment, though.
Title: Re: Antipodes 6 (r6533)
Post by: Kolgena on September 29, 2010, 12:53:51 am
I'm not sure what sound issues he's talking about, but I just tried massivebattle2 on Anti6. I don't quite remember the behavior of the 3.6.12 officials, but with tons of beams and explosions going off at the same time, it becomes this garbled noisy, bumpy sounding mess. (I think it's playing more sounds at the same time now though, but I can't tell for sure).

I found a big problem has to do with lead indicators. At least with turrets on cap ships (and probably fighters though I didn't check this specifically), the engine shows the "lasers in range" round brackets when you're too far out to actually hit them. Subachs were "in range" at about 1.25km, though shooting the turret from that far away didn't do damage (obviously).

Before, missile indicators for lots of lock missiles used to show the "in range" triangular thing long before you could trigger the aspect lock to start. That wasn't too bad, but now laser ranges are messed up, and that's kinda annoying.

This is a BP thing, not Antipodes related, I believe.

Except my active mod isn't BP.

Um, also this. I'm not sure if it's GPU overclock issues or what, but when that corvette jumped in, certain 2D elements and effects went wonky. (The warp hole was also a white square) In this same mission, (where you see the Iceni communicating with Shivans), I couldn't use anything except mekhus and akhetons for primaries, and rockeyes, tempests, and TAG-Bs for secondaries. Anyone else getting these issues? If not, I could try and reproduce, and post a debug.

[attachment deleted by admin]
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 29, 2010, 12:55:04 am
Please do. Please post screenshots as well.
Title: Re: Antipodes 6 (r6533)
Post by: Kolgena on September 29, 2010, 12:56:41 am
Now that I look at the screenshot, it seems the game engine took the warp flare effect, chopped it up, and pretended that they were letters. And it thought that green would look good with the radar. I'm not sure what exactly that means. Brb with a debug.
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 29, 2010, 01:03:04 am
Looks to me like memory corruption of some kind. Does this happen if you don't OC your GPU?
Title: Re: Antipodes 6 (r6533)
Post by: Kolgena on September 29, 2010, 01:10:02 am
Maybe it won't. I couldn't reproduce it on the debug build. The problem with loadouts still exists though. Anyways:
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: 3.6.13.6533
Passed cmdline options:
  -spec_exp 5.6
  -fov 0.60
  -ogl_spec 85
  -spec_static 2.8
  -spec_point 2.2
  -spec_tube 1.8
  -ambient_factor 105
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 85
  -cache_bitmaps
  -no_vsync
  -orbradar
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\3612_Ant-Cache.vp' with a checksum of 0x64d89f2a
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\Freespace\mediavps_3612\' ... 2 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\3612_Ant-Cache.vp' ... 199 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files (x86)\Freespace\' ... 7 files
Searching root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' ... 52 files
Found 21 roots and 14083 files.
AutoLang: Language auto-detection successful...
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 Speaker/HP (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 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 Mobility Radeon HD 3650
  OpenGL Version   : 3.3.10148 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)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30
... 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 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' ...
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' ...
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)
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 'mv_beamrangefix-wep.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 '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 : VALID
Weapons.tbl is : VALID
cfile_init() took 408
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'vasudan1.pcx'
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
Frame  0 too long!!: frametime = 0.318 (0.318)
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 ==================
Reassigning player to squadron 203rd Scorpions
Someone passed an extension to bm_load for file 'vasudan1.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM2-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 203rd Scorpions
Someone passed an extension to bm_load for file 'vasudan1.pcx'
Starting mission message count : 205
Ending mission message count : 251
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2v-02.pof'
IBX: Found a good IBX to read for 'fighter2v-02.pof'.
IBX-DEBUG => POF checksum: 0xdf042acc, IBX checksum: 0xa35fcb8f -- "fighter2v-02.pof"
Loading model 'Gate2a-01.pof'
Potential problem found: Unrecognized subsystem type 'jump2a', believed to be in ship Gate2a-01.pof
Potential problem found: Unrecognized subsystem type 'jump1a', believed to be in ship Gate2a-01.pof
Unknown special object type $path01 while reading model Gate2a-01.pof
Found live debris model for 'jump2a'
Found live debris model for 'jump2a'
Found live debris model for 'jump2a'
Found live debris model for 'jump2a'
Found live debris model for 'jump1a'
Found live debris model for 'jump1a'
Found live debris model for 'jump1a'
Found live debris model for 'jump1a'
IBX: Found a good IBX to read for 'Gate2a-01.pof'.
IBX-DEBUG => POF checksum: 0x5c0591f4, IBX checksum: 0xd4fb22f4 -- "Gate2a-01.pof"
Submodel 'jumpgateb' is detail level 1 of 'jumpgatea'
Submodel 'jumpgatec' is detail level 2 of 'jumpgatea'
Submodel 'jumpgated' is detail level 3 of 'jumpgatea'
Submodel 'jump2b' is detail level 1 of 'jump2a'
Submodel 'jump2c' is detail level 2 of 'jump2a'
Submodel 'jump2d' is detail level 3 of 'jump2a'
Submodel 'jump1b' is detail level 1 of 'jump1a'
Submodel 'jump1c' is detail level 2 of 'jump1a'
Submodel 'jump1d' is detail level 3 of 'jump1a'
Allocating space for at least 2 new ship subsystems ...  a total of 200 is now available (2 in-use).
Loading model 'fighter2s-03.pof'
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
IBX: Found a good IBX to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum: 0x26d0ea87, IBX checksum: 0xec91e864 -- "fighter2s-03.pof"
Submodel 'fighter-b' is detail level 1 of 'fighter-a'
Submodel 'fighter-c' is detail level 2 of 'fighter-a'
Submodel 'fighter-d' is detail level 3 of 'fighter-a'
Loading model 'fighter09.pof'
IBX: Found a good IBX to read for 'fighter09.pof'.
IBX-DEBUG => POF checksum: 0x0f31635c, IBX checksum: 0x9d8a4efa -- "fighter09.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf67b489e -- "freighter2t-01.pof"
Loading model 'Bomb2t-01.pof'
BMPMAN: Found EFF (bomb2t-01-glow.eff) with 43 frames at 20 fps.
IBX: Found a good IBX to read for 'Bomb2t-01.pof'.
IBX-DEBUG => POF checksum: 0xfe8aa84e, IBX checksum: 0x64979d38 -- "Bomb2t-01.pof"
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0xd5ba13a1, IBX checksum: 0x0f6dbf54 -- "corvette2v-01.pof"
Loading model 'fighter03.pof'
BMPMAN: Found EFF (fighter03-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x9f0d3e2e, IBX checksum: 0xfa2cfcf8 -- "fighter03.pof"
Loading model 'fighter2s-02.pof'
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xc2486863 -- "fighter2s-02.pof"
Loading model 'SuperCap2S-01.pof'
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship SuperCap2S-01.pof
IBX: Found a good IBX to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xa1acc7db -- "SuperCap2S-01.pof"
Submodel 'supercap2s-01c' is detail level 2 of 'supercap2s-01a'
Submodel 'supercap2s-01b' is detail level 1 of 'supercap2s-01a'
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 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
Model 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 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "Starfield.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x511e9c8b -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Allocating space for at least 260 new ship subsystems ...  a total of 400 is now available (62 in-use).
About to page in ships!
ANI shield-f09 with size 112x93 (27.3% wasted)
ANI shieldfv-02 with size 112x93 (27.3% wasted)
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldfs-03 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (SbeamAF.eff) with 25 frames at 30 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x5a0fae49 -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x19816d20 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x647d1541, IBX checksum: 0x419d0e2f -- "tagb.pof"
Submodel 'tagbreal-b' is detail level 1 of 'tagbreal-a'
Submodel 'tagbreal-c' is detail level 2 of 'tagbreal-a'
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4a2c27f4, IBX checksum: 0x2098b367 -- "S_Rockeye.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0x2b3de38f -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xf7e6e8a2 -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x9a344f4d, IBX checksum: 0xdfaafcbb -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x4b5c01e9, IBX checksum: 0x8369b9d8 -- "ShivanCluster.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-f09.ani with size 112x93 (27.3% wasted)
ANI shieldfv-02.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI shieldfs-03.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP366x206+16'
User bitmap 'TMP303x334+16'
User bitmap 'TMP143x430+16'
User bitmap 'TMP266x414+16'
User bitmap 'TMP251x264+16'
User bitmap 'TMP159x105+16'
User bitmap 'TMP86x364+16'
User bitmap 'TMP361x405+16'
User bitmap 'TMP565x154+16'
User bitmap 'TMP565x154+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2233/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 548,  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 cb_sm2-10_d.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 15.826 (15.826)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'fighter07.pof'
IBX: Found a good IBX to read for 'fighter07.pof'.
IBX-DEBUG => POF checksum: 0x14e1c998, IBX checksum: 0xd6efa7b5 -- "fighter07.pof"
Submodel 'fighter07b' is detail level 1 of 'fighter07a'
Submodel 'fighter07c' is detail level 2 of 'fighter07a'
Submodel 'fighter07d' is detail level 3 of 'fighter07a'
Loading model 'fighter08.pof'
Potential problem found: Unrecognized subsystem type 'ABFlaps', believed to be in ship fighter08.pof
IBX: Found a good IBX to read for 'fighter08.pof'.
IBX-DEBUG => POF checksum: 0xa3d1fd3f, IBX checksum: 0x42c4ab5b -- "fighter08.pof"
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconTagB with size 56x24 (25.0% wasted)
ANI icont-node with size 100x100 (21.9% wasted)
ANI Fadeicont-node with size 100x100 (21.9% wasted)
ANI Fadeicont-node.ani with size 100x100 (21.9% wasted)
ANI icont-freightc with size 103x28 (12.5% wasted)
ANI Fadeicont-FreighterC with size 103x28 (12.5% wasted)
ANI Fadeicont-FreighterC.ani with size 103x28 (12.5% wasted)
ANI iconhighlight01 with size 172x172 (32.8% wasted)
ANI iconhighlight01.ani with size 172x172 (32.8% wasted)
Frame  0 too long!!: frametime = 0.650 (0.650)
ANI icont-node.ani with size 100x100 (21.9% wasted)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
Frame  0 too long!!: frametime = 0.415 (0.415)
Got event GS_EVENT_WEAPON_SELECTION (21) in state GS_STATE_SHIP_SELECT (11)
ANI iconSD4.ani with size 56x24 (25.0% wasted)
ANI iconScalpel.ani with size 56x24 (25.0% wasted)
ANI iconMX-64.ani with size 56x24 (25.0% wasted)
ANI iconTempest.ani with size 56x24 (25.0% wasted)
ANI iconTagB.ani with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_WEAPON_SELECT (16)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Sep 29 01:06:23 2010

Huh. Debug says that I have openal 1.1. I installed 2.x from The E's link an hour ago though...

[attachment deleted by admin]
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 29, 2010, 01:17:42 am
Quote
Huh. Debug says that I have openal 1.1. I installed 2.x from The E's link an hour ago though...

My bad. I got confused by Creative's site. 1.1 is the correct version.
Title: Re: Antipodes 6 (r6533)
Post by: Kolgena on September 29, 2010, 01:20:32 am
I think I figured out the loadout problem. I may need to start a new pilot. Loading missions from the tech room gives correct loadouts. Edit: New pilot also seemed to fix the reticle problem. Huh.

Another thing I noticed that may/may not be intentional. Sliding doors in the FS2 Aquitaine main menu have their sound entirely, or close to entirely, on the right sound channel.
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 29, 2010, 01:40:21 am
Kolgena, can you please post sound issues in the threads for the new sound code, as mentioned above by Zacam? While your feedback is good, it's not the subject of this particular thread. This is supposed to be about graphical issues.
Title: Re: Antipodes 6 (r6533)
Post by: pecenipicek on September 29, 2010, 02:33:07 am
as a side report, everything here works very nicely with TAP assets, including the postprocessing stuff.
Title: Re: Antipodes 6 (r6533)
Post by: utops on September 29, 2010, 06:54:46 am
Wow, it feels like i get new rig by touch of the magical rod.
Pure genius.

Thx.


Now finally I can enjoy BP and other fresh campaign.


BTW.

 If someone still get low fps issue, make sure you have updated drivers for realtek HD(if you had one) and dual core optimiser for amd dual based rigs. 

Lesson learn from X3:TC and work in FS just fine, even on standard builds.
Title: Re: Antipodes 6 (r6533)
Post by: Shivan Hunter on September 29, 2010, 04:19:02 pm
and dual core optimiser for amd dual based rigs. 

FS does not use dual cores. The best you can do for FS is put it on a core that nothing else is (or can) use.
Title: Re: Antipodes 6 (r6533)
Post by: Kolgena on September 29, 2010, 10:11:10 pm
If you die, the bloom overlay gets stuck on the last frame you see before dying. The game continues as normal, but you get this ghost effect that you can see from the screen shot. This is after I got OHKO'd by a beam I was unlucky enough to be in the way of.

This is 100% reproducible on my setup.

[attachment deleted by admin]
Title: Re: Antipodes 6 (r6533)
Post by: taylor on September 29, 2010, 11:30:57 pm
If you die, the bloom overlay gets stuck on the last frame you see before dying. The game continues as normal, but you get this ghost effect that you can see from the screen shot. This is after I got OHKO'd by a beam I was unlucky enough to be in the way of.

This is 100% reproducible on my setup.
I think that there was some sort of hack in the original code that had something to do with the death view.  I didn't replicate that in the new code though, since I wasn't sure if it was there because it was actually needed or because the old code was crap.

Should be an easy thing to fix.  I'll go through and get it sorted in the next day or two. :)
Title: Re: Antipodes 6 (r6533)
Post by: Macfie on September 30, 2010, 12:49:36 pm
Will this get incorporated into the nightly builds?
Title: Re: Antipodes 6 (r6533)
Post by: The E on September 30, 2010, 01:07:58 pm
Once we're certain that we've found and fixed as many bugs as we can, it will.
Title: Re: Antipodes 6 (r6533)
Post by: Macfie on October 01, 2010, 10:00:02 am
Ran into a problem while playing the Vasudan Imperium.  In the last mission there is a movie that plays when the lucifer arrives.  The bottom half of the screen has a transparent white overlay.  This only appears while using the Antipodes 6 build.  It is repeatable, but it is not there with the 3.6.12r build.
Title: Re: Antipodes 6 (r6533)
Post by: chief1983 on October 01, 2010, 11:40:26 am
Could you compare to the latest nightly?  Antipodes is based on that, so it could be a bug already in the latest trunk code.
Title: Re: Antipodes 6 (r6533)
Post by: Macfie on October 01, 2010, 11:42:58 am
I tried it on the latest nightly, 6547 and it worked correctly.  It appears to be unique to Antipodes 6 (r6533).
Title: Re: Antipodes 6 (r6533)
Post by: taylor on October 01, 2010, 04:42:07 pm
Ran into a problem while playing the Vasudan Imperium.  In the last mission there is a movie that plays when the lucifer arrives.  The bottom half of the screen has a transparent white overlay.  This only appears while using the Antipodes 6 build.  It is repeatable, but it is not there with the 3.6.12r build.
Do you have post-processing enabled?  If so then it's probably the same bug that someone mentioned earlier with the death scene.  The next available Antipodes build should have that issue fixed if it was the cause.
Title: Re: Antipodes 6 (r6533)
Post by: Macfie on October 01, 2010, 06:23:41 pm
Yes I have post processing enabled.
Title: Re: Antipodes 6 (r6533)
Post by: taylor on October 01, 2010, 06:40:32 pm
Does it still happen with post-processing disabled?

If not (and I'm guessing not) then I'll assume that it's the same bug that was reported earlier, which is fixed in SVN.  Just remember to check for it in the next Antipodes build and let me know if it still happens.
Title: Re: Antipodes 6 (r6533)
Post by: Macfie on October 02, 2010, 04:11:54 am
When I disabled post processing the problem went away, so it appears this is the same bug reported earlier.
Title: Re: Antipodes 6 (r6533)
Post by: chief1983 on October 02, 2010, 11:05:50 am
New Antipodes 6 build (6b/c) that should have that bug fixed here (http://www.hard-light.net/forums/index.php?topic=71842.0).