Author Topic: Game Crashes to Desktop or Hangs in Multiplayer when using Mic  (Read 1687 times)

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Offline Luxfan

  • 21
Game Crashes to Desktop or Hangs in Multiplayer when using Mic
Hello everyone.  First of all thank you for all your hard work in continuing to develop and support this game.  I am running Windows Vista Ultimate and am running into an issue when activating my microphone in multiplayer the game freezes or crashes to the desktop.   Forgive me if this has been reported before.  I did try a search of the forums but may have missed it.  Are there any solutions.  I reproduced in debug mode and am attaching my fs2_open.log file

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: 3.6.10
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -3dshockwave
  -orbradar
  -targetinfo
  -3dwarp
  -snd_preload
  -mod mediavps
  -window
Building file index...
Found root pack 'C:\freespace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\freespace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\freespace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\freespace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\freespace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\freespace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\freespace2\mediavps\' ... 2 files
Searching root pack 'C:\freespace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\freespace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\freespace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\freespace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\freespace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\freespace2\' ... 7 files
Searching root pack 'C:\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\freespace2\warble_fs2.vp' ... 52 files
Found 17 roots and 13086 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x1024 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     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 8800 GT/PCI/SSE2
  OpenGL Version    : 2.1.2

  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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: 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 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-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' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 211
Movie Error:  Unable to open 'intro' movie in any supported format.
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 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_OPTIONS_MENU (8) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.537 (0.537)
Frame  0 too long!!: frametime = 0.533 (0.533)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_OPTIONS_MENU (5)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_MULTI_JOIN_GAME (18) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MULTI_START_GAME (51) in state GS_STATE_MULTI_JOIN_GAME (14)
Got event GS_EVENT_MULTI_HOST_SETUP (31) in state GS_STATE_MULTI_START_GAME (39)
Someone passed an extension to bm_load for file 'Ter0003.pcx'
Someone passed an extension to bm_load for file 'hammer1.pcx'
Frame  0 too long!!: frametime = 0.366 (0.366)
Frame  0 too long!!: frametime = 0.683 (0.683)
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_MULTI_HOST_SETUP (25)
=================== STARTING LEVEL LOAD ==================
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 128
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'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'CoOpSM1-04.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Unknown
Using alternate ship type name: Unknown
Using alternate ship type name: Unknown
Using alternate ship type name: Unknown
Starting mission message count : 205
Ending mission message count : 228
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles2-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles4-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Potential problem found: Unrecognized type subsystem 'reactor', believed to be in ship cruiser2s-01.pof
Allocating space for at least 20 new ship subsystems ...  a total of 200 is now available (20 in-use).
Loading model 'cargo05.pof'
IBX: Found a good IBX to read for 'cargo05.pof'.
IBX-DEBUG => POF checksum: 0xc12d8b7b, IBX checksum: 0x8af13598 -- "cargo05.pof"
Loading model 'cargo06.pof'
IBX: Found a good IBX to read for 'cargo06.pof'.
IBX-DEBUG => POF checksum: 0x2ca9e578, IBX checksum: 0xec5db953 -- "cargo06.pof"
Loading model 'transport03.pof'
IBX: Found a good IBX to read for 'transport03.pof'.
IBX-DEBUG => POF checksum: 0xefff5acf, IBX checksum: 0x86b75718 -- "transport03.pof"
BMPMAN: Found EFF (transport03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'freighter06.pof'
IBX: Found a good IBX to read for 'freighter06.pof'.
IBX-DEBUG => POF checksum: 0x8e2776b4, IBX checksum: 0x88815345 -- "freighter06.pof"
BMPMAN: Found EFF (freighter06-01-glow.eff) with 37 frames at 15 fps.
Loading model 'freighter07.pof'
IBX: Found a good IBX to read for 'freighter07.pof'.
IBX-DEBUG => POF checksum: 0x5825bbea, IBX checksum: 0xc907e1d5 -- "freighter07.pof"
BMPMAN: Found EFF (freighter07-01-glow.eff) with 37 frames at 15 fps.
BMPMAN: Found EFF (freighter07-02-glow.eff) with 37 frames at 20 fps.
Loading model 'freighter2s-01.pof'
IBX: Found a good IBX to read for 'freighter2s-01.pof'.
IBX-DEBUG => POF checksum: 0x0853bc1b, IBX checksum: 0xec7077f2 -- "freighter2s-01.pof"
BMPMAN: Found EFF (stiles2-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (tile2-glow.eff) with 50 frames at 25 fps.
Unknown special object type $path01 while reading model freighter2s-01.pof
Loading model 'cargo2s-01.pof'
IBX: Found a good IBX to read for 'cargo2s-01.pof'.
IBX-DEBUG => POF checksum: 0xc0e9ca3f, IBX checksum: 0x7dc22773 -- "cargo2s-01.pof"
BMPMAN: Found EFF (tile4-glow.eff) with 50 frames at 25 fps.
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'capital01.pof'
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x9e305e56, IBX checksum: 0x5d3a90c3 -- "capital01.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship capital01.pof
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0xd5ba13a1, IBX checksum: 0x4dbf8cff -- "corvette2v-01.pof"
Loading model 'fighter2s-03.pof'
IBX: Found a good IBX to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum: 0x26d0ea87, IBX checksum: 0xdf758ddf -- "fighter2s-03.pof"
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'Gate2a-01.pof'
IBX: Found a good IBX to read for 'Gate2a-01.pof'.
IBX-DEBUG => POF checksum: 0x5c0591f4, IBX checksum: 0xd4bdc68f -- "Gate2a-01.pof"
Potential problem found: Unrecognized type subsystem 'jump2a', believed to be in ship Gate2a-01.pof
Potential problem found: Unrecognized type subsystem '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'
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'
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 252 new ship subsystems ...  a total of 400 is now available (65 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldfs-03 with size 112x93 (27.3% wasted)
ANI shield-b10 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 (Alouqua_AniBitmap.eff) with 6 frames at 20 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 (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_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 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: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'S_Infyrno.pof'
IBX: Found a good IBX to read for 'S_Infyrno.pof'.
IBX-DEBUG => POF checksum: 0x670850d0, IBX checksum: 0xaa88a090 -- "S_Infyrno.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
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_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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.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)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2897/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 623,  Estimated count = 425
================================================
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MULTI_MISSION_SYNC (38)
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-02 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconHornet with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI 2_hornet.ani with size 332x304 (40.6% wasted)
ANI 2_cross.ani with size 332x304 (40.6% 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 icons-cruiser with size 70x28 (12.5% wasted)
ANI Fadeicons-cruiser with size 70x28 (12.5% wasted)
ANI Fadeicons-cruiser.ani with size 70x28 (12.5% wasted)
ANI icons-fighterW with size 59x40 (37.5% wasted)
ANI Fadeicons-FighterW with size 59x40 (37.5% wasted)
ANI Fadeicons-FighterW.ani with size 59x40 (37.5% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconv-fightW with size 63x46 (28.1% wasted)
ANI Fadeiconv-FighterW with size 63x46 (28.1% wasted)
ANI Fadeiconv-FighterW.ani with size 63x46 (28.1% wasted)
Frame  0 too long!!: frametime = 19.106 (19.106)
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_BRIEFING (10)
ANI 2_Count.ani with size 302x198 (22.7% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_MULTI_MISSION_SYNC (38)
Entering game at time =  66.199
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)

I have also noticed that the Mic Test from single player options does not seem to work.  I saw a post where this may not be working and could just be a red herring to my actual problem.

Thanks for your time.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Game Crashes to Desktop or Hangs in Multiplayer when using Mic
If you are talking about in game voice chat it is a know issue that it doesn't work.  You should be able to use 3rd part chat software though.  If that is what you are trying to do and it's crashing that would be a problem. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Luxfan

  • 21
Re: Game Crashes to Desktop or Hangs in Multiplayer when using Mic
Thanks for the quick reply, and that is indeed what I was trying to get to work (in game chat).  Thanks for the confirmation that it's not simply something I had set up wrong.  I will look into using another solution like Vent.

Thanks

 

Offline Jeff Vader

  • The Back of the Hero!
  • Moderator
  • 212
  • Bwahaha
Re: Game Crashes to Desktop or Hangs in Multiplayer when using Mic
:yes: for providing the fs2_open.log in your first post and for installing everything correctly.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

  

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Game Crashes to Desktop or Hangs in Multiplayer when using Mic
:yes: for providing the fs2_open.log in your first post and for installing everything correctly.

Someone had to get it right before the year was over. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras