Author Topic: FS2 crashes when a craft explodes  (Read 2997 times)

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Offline TomShak

  • 26
FS2 crashes when a craft explodes
Hi All,

I've been creating some custom ships in freespace 2. All is going well so far, minor glitches aside. However, whenever one of the new ships is destroyed in game FS2 crashes with the following error.



Since this only happens with the custom ships I'm guessing it's some kind of problem with the models, however, I have no idea what the problem is. If anyone has seen this problem before, and has any ideas how to fix it then I'd be really appreciative :)


Cheers


T.

 

Offline Wobble73

  • 210
  • Reality is for people with no imagination
    • Steam
Re: FS2 crashes when a craft explodes
Have your custom models got debris models?
Who is General Failure and why is he reading my hard disk?
Early bird gets the worm, but the second mouse gets the cheese
Ambition is a poor excuse for not having enough sense to be lazy.
 
Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 You would be well adviced to question the wisdom of older forumites, we all have our preferences and perversions

 

Offline TomShak

  • 26
Re: FS2 crashes when a craft explodes
No, they haven't. Are they needed?

 

Offline Wobble73

  • 210
  • Reality is for people with no imagination
    • Steam
Re: FS2 crashes when a craft explodes
No, they haven't. Are they needed?
I'm no modeller, but if they are large craft then I think they should have debris. Maybe someone who is a modeller can explain, but I think the game engine will ask for debris models when a ship has exploded.
Who is General Failure and why is he reading my hard disk?
Early bird gets the worm, but the second mouse gets the cheese
Ambition is a poor excuse for not having enough sense to be lazy.
 
Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 You would be well adviced to question the wisdom of older forumites, we all have our preferences and perversions

 

Offline TomShak

  • 26
Re: FS2 crashes when a craft explodes
Ah they're not large craft, they're fighters. Hence I wasn't really going to have any debris, a simple explosion was all I had in mind.

 

Offline Wobble73

  • 210
  • Reality is for people with no imagination
    • Steam
Re: FS2 crashes when a craft explodes
Ah they're not large craft, they're fighters. Hence I wasn't really going to have any debris, a simple explosion was all I had in mind.
The maybe there is an option somewhere that stops the engine requests debris lods/models. Maybe this thread needs moving to FreeSpace Modding forum. Thats where most of the experts hang out. Create a new thread there or request a mod to move this thread into that forum.

*Edit* Forgive me I've had a couple of Brandy's now!  :drevil:  :lol: *Edit*
Who is General Failure and why is he reading my hard disk?
Early bird gets the worm, but the second mouse gets the cheese
Ambition is a poor excuse for not having enough sense to be lazy.
 
Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 You would be well adviced to question the wisdom of older forumites, we all have our preferences and perversions

 

Offline TomShak

  • 26
Re: FS2 crashes when a craft explodes
Okay, so it's definitely not a question of debris models. I've added some debris subobjects to the ships and the game still crashes.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: FS2 crashes when a craft explodes
This error appears to happen in submodel_get_two_random_points() function basically indicating that code failed to get anything from the model

If you haven't done so already, run debug build and post its contents using the code tags or post only the last lines from the log (fs2_open.log)
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline TomShak

  • 26
Re: FS2 crashes when a craft explodes
Here's the fs2_open.log

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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -mod mediavps
  -debug_window
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 9 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'C:\Games\FreeSpace2\' ... 126 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 19 roots and 13210 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!
Failed to init speech
Initializing OpenGL graphics device at 1280x800 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 Radeon HD 4800 Series
  OpenGL Version    : 2.1.8304 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  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 ->  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 ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-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 ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-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 ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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
... 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.
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 1
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 35 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_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-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 : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 239
MVE: Buffer underun (First is normal)
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 'ravens.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)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'xwing.pof'
IBX:  Warning!  Found invalid TSB file: 'xwing.tsb'
IBX: Starting a new IBX for 'xwing.pof'.
IBX: Starting a new TSB for 'xwing.pof'.
Someone passed an extension to bm_load_animation for file 'xwing_texture000.tga'
Someone passed an extension to bm_load for file 'xwing_texture000.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture000.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture000.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture000.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture000.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture000.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture000.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture001.tga'
Someone passed an extension to bm_load for file 'xwing_texture001.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture001.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture001.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture001.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture001.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture001.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture001.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture002.tga'
Someone passed an extension to bm_load for file 'xwing_texture002.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture002.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture002.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture002.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture002.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture002.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture002.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture003.tga'
Someone passed an extension to bm_load for file 'xwing_texture003.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture003.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture003.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture003.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture003.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture003.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture003.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture004.tga'
Someone passed an extension to bm_load for file 'xwing_texture004.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture004.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture004.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture004.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture004.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture004.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture004.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture005.tga'
Someone passed an extension to bm_load for file 'xwing_texture005.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture005.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture005.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture005.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture005.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture005.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture005.tga-normal'
Frame  0 too long!!: frametime = 1.143 (1.143)
Frame  0 too long!!: frametime = 0.295 (0.295)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.738 (0.738)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== 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/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 256
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/TSB 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: 'xwvtf'
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'xwing.pof'
IBX: Found a good IBX/TSB to read for 'xwing.pof'.
IBX-DEBUG => POF checksum: 0xba1885f3, IBX checksum: 0x27b37824 -- "xwing.pof"
Someone passed an extension to bm_load_animation for file 'xwing_texture000.tga'
Someone passed an extension to bm_load for file 'xwing_texture000.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture000.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture000.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture000.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture000.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture000.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture000.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture001.tga'
Someone passed an extension to bm_load for file 'xwing_texture001.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture001.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture001.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture001.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture001.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture001.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture001.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture002.tga'
Someone passed an extension to bm_load for file 'xwing_texture002.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture002.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture002.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture002.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture002.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture002.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture002.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture003.tga'
Someone passed an extension to bm_load for file 'xwing_texture003.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture003.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture003.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture003.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture003.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture003.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture003.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture004.tga'
Someone passed an extension to bm_load for file 'xwing_texture004.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture004.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture004.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture004.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture004.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture004.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture004.tga-normal'
Someone passed an extension to bm_load_animation for file 'xwing_texture005.tga'
Someone passed an extension to bm_load for file 'xwing_texture005.tga'
Someone passed an extension to bm_load_animation for file 'xwing_texture005.tga-glow'
Someone passed an extension to bm_load for file 'xwing_texture005.tga-glow'
Someone passed an extension to bm_load_animation for file 'xwing_texture005.tga-shine'
Someone passed an extension to bm_load for file 'xwing_texture005.tga-shine'
Someone passed an extension to bm_load_animation for file 'xwing_texture005.tga-normal'
Someone passed an extension to bm_load for file 'xwing_texture005.tga-normal'
Loading model 'tiefighter.pof'
IBX:  Warning!  Found invalid TSB file: 'tiefighter.tsb'
IBX: Starting a new IBX for 'tiefighter.pof'.
IBX: Starting a new TSB for 'tiefighter.pof'.
Someone passed an extension to bm_load_animation for file 'tiefighter_texture000.tga'
Someone passed an extension to bm_load for file 'tiefighter_texture000.tga'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture000.tga-glow'
Someone passed an extension to bm_load for file 'tiefighter_texture000.tga-glow'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture000.tga-shine'
Someone passed an extension to bm_load for file 'tiefighter_texture000.tga-shine'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture000.tga-norma'
Someone passed an extension to bm_load for file 'tiefighter_texture000.tga-norma'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture001.tga'
Someone passed an extension to bm_load for file 'tiefighter_texture001.tga'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture001.tga-glow'
Someone passed an extension to bm_load for file 'tiefighter_texture001.tga-glow'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture001.tga-shine'
Someone passed an extension to bm_load for file 'tiefighter_texture001.tga-shine'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture001.tga-norma'
Someone passed an extension to bm_load for file 'tiefighter_texture001.tga-norma'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture002.tga'
Someone passed an extension to bm_load for file 'tiefighter_texture002.tga'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture002.tga-glow'
Someone passed an extension to bm_load for file 'tiefighter_texture002.tga-glow'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture002.tga-shine'
Someone passed an extension to bm_load for file 'tiefighter_texture002.tga-shine'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture002.tga-norma'
Someone passed an extension to bm_load for file 'tiefighter_texture002.tga-norma'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture003.tga'
Someone passed an extension to bm_load for file 'tiefighter_texture003.tga'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture003.tga-glow'
Someone passed an extension to bm_load for file 'tiefighter_texture003.tga-glow'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture003.tga-shine'
Someone passed an extension to bm_load for file 'tiefighter_texture003.tga-shine'
Someone passed an extension to bm_load_animation for file 'tiefighter_texture003.tga-norma'
Someone passed an extension to bm_load for file 'tiefighter_texture003.tga-norma'
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
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)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
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 shield-f01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1332/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 130,  Estimated count = 425
================================================
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 iconfighter01 with size 32x28 (12.5% wasted)
ANI 2_ssfighter01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter01.ani
SHIP ANI: Found hires version of 2_ssfighter01.ani
SHIP ANI: Found hires version of 2_ssfighter01.ani
SHIP ANI: Found hires version of 2_ssfighter01.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 5.272 (5.272)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  25.431
ASSERTION: "nv > 0" at modelinterp.cpp:5187
    fs2_open_3_6_10d-20090226_r5078.exe 007836ab()
    fs2_open_3_6_10d-20090226_r5078.exe 008a5166()
    fs2_open_3_6_10d-20090226_r5078.exe 00791009()
    fs2_open_3_6_10d-20090226_r5078.exe 00791b73()
    fs2_open_3_6_10d-20090226_r5078.exe 00739e93()
    fs2_open_3_6_10d-20090226_r5078.exe 0073ac6b()
    fs2_open_3_6_10d-20090226_r5078.exe 0073bd3d()
    fs2_open_3_6_10d-20090226_r5078.exe 0073e91b()
    fs2_open_3_6_10d-20090226_r5078.exe 009538bd()
    fs2_open_3_6_10d-20090226_r5078.exe 0073ff98()
    fs2_open_3_6_10d-20090226_r5078.exe 0074022e()
    fs2_open_3_6_10d-20090226_r5078.exe 00c96bd6()
    fs2_open_3_6_10d-20090226_r5078.exe 00c96a5f()
    kernel32.dll 76e84911()
    ntdll.dll 777fe4b6()
Int3(): From e:\storage\fso\fs2_open\code\globalincs\windebug.cpp at line 1072

 

Offline Woolie Wool

  • 211
  • Fire main batteries
Re: FS2 crashes when a craft explodes
Sometimes the convertor misbehaves and makes the main hull object a subobject of a dummy object with no polygons. This can cause the ship to crash FS2 when it blows up.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline TomShak

  • 26
Re: FS2 crashes when a craft explodes
And FIXED:

Thanks, I actually had some objects will no polygons in the models .. which I'd assumed were harmless because neither PCS nor FS2 gave me errors on opening. However, once I'd removed the zero polygon objects my problems with exploding ships vanished.

Cheers for the help :)


T.

 

Offline ssmit132

  • 210
  • Also known as "Typhlomence"
    • Steam
    • Twitter
Re: FS2 crashes when a craft explodes
No, they haven't. Are they needed?
I'm no modeller, but if they are large craft then I think they should have debris. Maybe someone who is a modeller can explain, but I think the game engine will ask for debris models when a ship has exploded.
It's preferable, but the engine should work fine without any debris - the retail Lucifer model didn't have any. :nod:

  

Offline Wobble73

  • 210
  • Reality is for people with no imagination
    • Steam
Re: FS2 crashes when a craft explodes
No, they haven't. Are they needed?
I'm no modeller, but if they are large craft then I think they should have debris. Maybe someone who is a modeller can explain, but I think the game engine will ask for debris models when a ship has exploded.
It's preferable, but the engine should work fine without any debris - the retail Lucifer model didn't have any. :nod:

That's because it wasn't needed, the only time you see the Lucy explode is in a cut-scene.
Who is General Failure and why is he reading my hard disk?
Early bird gets the worm, but the second mouse gets the cheese
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Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

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