you're running the FS2_open exe from the freespace directory right? First thing that tipped me off is where the actual executable was being called from....
Err, what?
Warning: Couldn't open particle texture "Yellow_glow"
referenced by weapon "Standard Flak"
File:C:\temp\fs2_open_3_6_9.rc7dot8\code\Weapon\Weapons.cpp
Line: 3197
[This filename points to the location of a file on the computer that built this excecutable]
Call stack:
---------------------------------------------------------------------------------
parse_weaponstbl() parse_modular_table() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() Kernel32.dll 7d4e992a()
---------------------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use yes to break into Debugger, No to continue
and Cancel to Quit
AFAIK that file (Weapons.cpp) is part of the source, which is compiled into an executable along with all the other code... I don't think that has anything to do with mod.ini files.
Mod.ini files are used to
1. make it easier to use multiple mod directories and
2. display some information about the mod in the Launcher.
Game-wise, they basically add some lines into command line, according to what stands in their primary and secondary mod arrays... If he has told the game to use MediaVP's via Launcher, there is no reason to use any mod.ini file. Actually, since he doesn't have any other mods (yet), use of a mod.ini file would be even more unpurposed and it could potentially even screw things up more.
As far as I can see, all files should be there... Lifehost, what happens if you try running the game(or perhaps even debug build) without MediaVP's, so that just the retail graphics are used?
If that works all right, you should perhaps consider re-downloading the MediaVP files. Maybe they are corrupted somehow?
If you encounter similar errors with retail graphics, something else is wrong. In which case, someone more qualified (read: taylor, karajorma et al)
Putting the MediaVP's into the root directory won't probably solve anything - most likely it will make it impossible to play with retail behaviour, since the game tries to use the MediaVP's even if you don't tell it to do so, and if the VP's don't work as they should, they simply won't work regardless of where you put them.
As you already noticed. So, if the retail behaiviour (no MediaVP's) work all right, I would recommend re-downloading the MediaVP files.
You could also try to first run only mv_core.vp, and then use only for example mv_models.vp with core, then only mv_textures.vp and the core vp and so on. That way you could probably find the b0rked file.
If you think this is slow, just take the effects and adveffects off the folder and try enabling the mediaVP's without them. The error talked something about weapons and AFAIK the weapons stuff is in the effects/adveffects VP's.
Good luck...