I just re-installed FS2 after re-downlaoding it from HOTU. I installed all the media vps except the textures ones and extracted all the files into my Data folder overwriting everything that was there. I then downloaded DaBrains 3d Shockwaves and the 7/28 Goober Build and they didn't work. So then I downloaded every other build that uspported them and they didn't work. Then I downloaded the source from CVS and compiled it myself and they didn't work. I get no errors they just aren't there. Then I deleted all of the 3d shocwave files out of their directories and copied the ships.tbl from the mv_effects.vp and the 2d shockwaves. I edited the ships.tbl so that the drones would have a shockwave(they didn't with the 2d) by setting the time to 95.0 and count to 2. No errors, no shockwave on training mission one or two.
Running debug the only errors I get seem to be from not having the high res sparky vp installed. Is there anyway that this could be causing the issue?
it seems to load the models and textures for the 3D Shockwaves:
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3823586065, IBX checksum: 2940853514 -- "shockwave.pof"
For "shockwave.pof" I couldn't find shockwave3d.ani but I did find shockwave3d.dds.
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
For "shockwave.pof" I couldn't find shockwave3d-shine.pcx
SHOCKWAVE => Default model load: SUCCEEDED!!
After this though the debug build crashes with two warnings about 2_energy2 and knowing that this from the Hi-res sparky vp(which I don't have) I tried running at 640x480 when I do that the first two 2_energy2 but either way I get this:
Assert: instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames
File: c:\fs2_open\code\anim\animplay.cpp
Line: 671
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
anim_render_all() cmd_brief_do_frame() game_do_state() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7d4e6e1a()
------------------------------------------------------------------
Assert: be->type != BM_TYPE_NONE
File: c:\fs2_open\code\bmpman\bmpman.cpp
Line: 2313
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
opengl_create_texture() gr_opengl_tcache_set_internal() gr_opengl_tcache_set() gr_tcache_set() gr_opengl_tmapper_internal() gr_opengl_tmapper() g3_draw_poly_constant_sw() g3_draw_2d_poly_bitmap() gr_bitmap() gr_opengl_flip() gr_opengl_cleanup() gr_close() doexit() exit() WinAssert()------------------------------------------------------------------
Then it Assert fails in dbgheap.c expression:_CrtIsValidHeapPointer(pUserdata)
Then it crashes on an Assert fail in dbgheap.c expression:_BLOCK_TYPE_IS_VALID(pHead->nBlockUse)
*Note it only crashes on the first training mission. Not on the second and I haven't played any farther yet.
No matter what I do here I get an error report form. If I'm running in 1024x768 then I don't get tje CrtIsValid...ect Assert Failure. IT doesn't crash in the non debug version but I also have no shockwaves at all. not even the 2d ones.(Even when I deliberately tried to just use those.)
So might this be caused by not having the hi-res sparky vp or should I submit this as a bug in mantis nixing the 2_energy2 part(because thats obviously because I don't have the hi res sparky vp).