Author Topic: Brrr... cold... freezing  (Read 7131 times)

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Offline Ziame

  • 28
  • ED ftw
Brrr... cold... freezing
Weeeeeell, game is just knocking out cold, it freezes whenever I start to see the universe. I mean, I click the COMMIT and then, for example, Bearbaiting, I see this cool Sathanas in front of me, yet game is just FROZZEEEEEEN.

SysSpecs:
AMD Athlon Le-1640 2.61GHz
1.00 GB RAM DDR 2 (GoodRam)
Radeon x1950Pro
Win XP SP3

Launcher Tags:
-mod MediaVPs -spec -glow -env -mipmap -nomotiondebris -missile_lighting -normal -3dshockwave -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload  -fov 0.39 -ambient_factor 35 -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1

Funny thing is, that the game works when there's no mod. Kill me or help me plox.
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Brrr... cold... freezing
Run the debug build and post the log.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Brrr... cold... freezing
Only happening with the MediaVPs or any mod?   If it's only the MediaVPs and you are using the 3.6.10 MediaVPs then it's probably a corrupted VP.  Try a manual download of the MediaVPs.
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 Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
Run the debug build and post the log.

Debug doesn't show any bugs, I'm afraid.

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 16.7
  -fov 0.39
  -spec_static 0.9
  -spec_point 0.6
  -spec_tube 1
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod MediaVPs
Building file index...
Found root pack 'C:\FSO\MediaVPs\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'C:\FSO\MediaVPs\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\FSO\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\FSO\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\FSO\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\FSO\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\FSO\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\FSO\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\FSO\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\FSO\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\FSO\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'f:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'f:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'f:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\FSO\MediaVPs\' ... 1 files
Searching root pack 'C:\FSO\MediaVPs\MV_Complete.vp' ... 5253 files
Searching root pack 'C:\FSO\MediaVPs\mv_music.vp' ... 32 files
Searching root 'C:\FSO\' ... 63 files
Searching root pack 'C:\FSO\Root_fs2.vp' ... 157 files
Searching root pack 'C:\FSO\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\FSO\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\FSO\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\FSO\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\FSO\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\FSO\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\FSO\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\FSO\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 3 files
Searching root pack 'f:\tango1_fs2.vp' ... 32 files
Searching root pack 'f:\tangoA_fs2.vp' ... 0 files
Searching root pack 'f:\warble_fs2.vp' ... 52 files
Found 17 roots and 12431 files.
AutoLang: Language auto-detection successful...
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 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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1950 Pro
  OpenGL Version    : 2.1.8395 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: 16384
  Max texture size: 4096x4096
  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 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 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_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-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_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-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 277
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)
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 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.520 (0.520)
Frame  0 too long!!: frametime = 0.477 (0.477)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.422 (0.422)
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: 'SM3-01.fs2'
Hmmm... Extension passed to mission_load...
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 203
Ending mission message count : 239
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2v-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-03.pof'.
IBX-DEBUG => POF checksum: 0x01e9f487, IBX checksum: 0x0b0a8f33 -- "fighter2v-03.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "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 type subsystem 'fighterbay', believed to be in ship SuperCap2S-01.pof
Allocating space for at least 64 new ship subsystems ...  a total of 200 is now available (64 in-use).
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB 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 'fighter10.pof'
IBX: Found a good IBX/TSB to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x599a6228 -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'capital2t-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2t-01.pof'.
IBX-DEBUG => POF checksum: 0x64a47ffe, IBX checksum: 0xd97c6719 -- "capital2t-01.pof"
Unknown special object type $path45 while reading model capital2t-01.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship capital2t-01.pof
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0xd5ba13a1, IBX checksum: 0x4dbf8cff -- "corvette2v-01.pof"
Loading model 'capital04.pof'
IBX: Found a good IBX/TSB to read for 'capital04.pof'.
IBX-DEBUG => POF checksum: 0xdd0af35a, IBX checksum: 0xd3f4404b -- "capital04.pof"
BMPMAN: Found EFF (capital04-02-glow.eff) with 37 frames at 15 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
Potential problem found: Unrecognized type subsystem 'fighterbay 1', believed to be in ship capital04.pof
Potential problem found: Unrecognized type subsystem 'fighterbay 2', believed to be in ship capital04.pof
Loading model 'fighter2s-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-01.pof'.
IBX-DEBUG => POF checksum: 0xdfa60ff6, IBX checksum: 0x1cc6386a -- "fighter2s-01.pof"
BMPMAN: Found EFF (fighter2s-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2v-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-02.pof'.
IBX-DEBUG => POF checksum: 0x45a2f668, IBX checksum: 0x8dc599b9 -- "fighter2v-02.pof"
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/TSB 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.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 168 new ship subsystems ...  a total of 400 is now available (198 in-use).
About to page in ships!
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
ANI shieldfv-02 with size 112x93 (27.3% wasted)
ANI shieldbv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shieldfs-01 with size 112x93 (27.3% wasted)
ANI shieldfs-02 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 (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 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_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 55 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/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
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 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xfd9a4057, IBX checksum: 0xdfb98a48 -- "helios.pof"
Model helios.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
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 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB 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/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
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"
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 shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shieldfv-02.ani with size 112x93 (27.3% wasted)
ANI shieldbv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f10.ani with size 112x93 (27.3% wasted)
ANI shieldfs-01.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
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: 2125/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 576,  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)
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0xf7ad8c4f, IBX checksum: 0x14139590 -- "fighter2t-01.pof"
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'bomber06.pof'
IBX: Found a good IBX/TSB to read for 'bomber06.pof'.
IBX-DEBUG => POF checksum: 0xbcfa62e1, IBX checksum: 0x6a3fa596 -- "bomber06.pof"
ANI 2_ssfighter2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-01.ani
ANI 2_ssfighter2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-03.ani
ANI 2_ssfighter2v-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2v-02.ani
ANI 2_ssbomber06.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber06.ani
ANI 2_ssbomber2v-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2v-03.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
Loading model 'helios_tech.pof'
IBX: Found a good IBX/TSB to read for 'helios_tech.pof'.
IBX-DEBUG => POF checksum: 0x551ec88b, IBX checksum: 0x018a4544 -- "helios_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode.ani with size 90x90 (29.7% wasted)
ANI iconS-super with size 200x89 (30.5% wasted)
ANI fadeiconS-super with size 200x89 (30.5% wasted)
ANI fadeiconS-super.ani with size 200x89 (30.5% wasted)
Frame  0 too long!!: frametime = 20.880 (20.880)
ANI iconnode.ani with size 90x90 (29.7% wasted)
ANI iconS-super.ani with size 200x89 (30.5% wasted)
Frame  0 too long!!: frametime = 0.331 (0.331)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  34.494


As for the mods... nay, it's only mediavps... well, I haven't thought about that, 'cause it worked a week ago ;O
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Steam
    • Twitter
    • ModDB Feature
Re: Brrr... cold... freezing
Code: [Select]
Searching root 'f:\' ... 3 files
Searching root pack 'f:\tango1_fs2.vp' ... 32 files
Searching root pack 'f:\tangoA_fs2.vp' ... 0 files
Searching root pack 'f:\warble_fs2.vp' ... 52 files

Uh, wut? I'm thinking not supposed to be there.
Code: [Select]
Found root pack 'C:\FSO\Root_fs2.vp' with a checksum of 0x747372cc
Funny, mine says:
Code: [Select]
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c

Note the different checksum.

Code: [Select]
Searching root 'C:\FSO\' ... 63 files
Hmmmm. What has it gots in its pocketses?

Code: [Select]
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!

Should say VALID if all you are playing is the MediaVPs.

Code: [Select]
MVE: Buffer underun (First is normal)

First time I ever seen that. No clue.

So, some interesting things there.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
Still nuffin. New MediaVPs files didn't do any good.

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 16.7
  -fov 0.39
  -spec_static 0.9
  -spec_point 0.6
  -spec_tube 1
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod MediaVPs
Building file index...
Found root pack 'C:\FSO\MediaVPs\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\FSO\MediaVPs\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\FSO\MediaVPs\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\FSO\MediaVPs\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\FSO\MediaVPs\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\FSO\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\FSO\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\FSO\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\FSO\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\FSO\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\FSO\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\FSO\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\FSO\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\FSO\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\FSO\MediaVPs\' ... 4 files
Searching root pack 'C:\FSO\MediaVPs\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\FSO\MediaVPs\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\FSO\MediaVPs\MV_Core.vp' ... 139 files
Searching root pack 'C:\FSO\MediaVPs\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\FSO\MediaVPs\mv_music.vp' ... 32 files
Searching root 'C:\FSO\' ... 63 files
Searching root pack 'C:\FSO\Root_fs2.vp' ... 157 files
Searching root pack 'C:\FSO\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\FSO\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\FSO\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\FSO\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\FSO\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\FSO\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\FSO\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\FSO\warble_fs2.vp' ... 52 files
Found 16 roots and 12742 files.
AutoLang: Language auto-detection successful...
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 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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1950 Pro
  OpenGL Version    : 2.1.8395 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: 16384
  Max texture size: 4096x4096
  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 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 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 1252
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)
Wokka!  Error opening file (boomerang.fc2)!
Error parsing 'boomerang.fc2'
Error code = 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)
Frame  0 too long!!: frametime = 0.810 (0.810)
Frame  0 too long!!: frametime = 0.585 (0.585)
Got event GS_EVENT_INITIAL_PLAYER_SELECT (48) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Wokka!  Error opening file (boomerang.fc2)!
Error parsing 'boomerang.fc2'
Error code = 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_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Wokka!  Error opening file (boomerang.fc2)!
Error parsing 'boomerang.fc2'
Error code = 5.
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
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 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.863 (0.863)
Frame  0 too long!!: frametime = 0.714 (0.714)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.551 (0.551)
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: 'SM3-01.fs2'
Hmmm... Extension passed to mission_load...
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 203
Ending mission message count : 239
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2v-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-03.pof'.
IBX-DEBUG => POF checksum: 0x01e9f487, IBX checksum: 0x0b0a8f33 -- "fighter2v-03.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "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 type subsystem 'fighterbay', believed to be in ship SuperCap2S-01.pof
Allocating space for at least 64 new ship subsystems ...  a total of 200 is now available (64 in-use).
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB 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 'fighter10.pof'
IBX: Found a good IBX/TSB to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x599a6228 -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'capital2t-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2t-01.pof'.
IBX-DEBUG => POF checksum: 0x64a47ffe, IBX checksum: 0xd97c6719 -- "capital2t-01.pof"
Unknown special object type $path45 while reading model capital2t-01.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship capital2t-01.pof
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0xd5ba13a1, IBX checksum: 0x4dbf8cff -- "corvette2v-01.pof"
Loading model 'capital04.pof'
IBX: Found a good IBX/TSB to read for 'capital04.pof'.
IBX-DEBUG => POF checksum: 0xdd0af35a, IBX checksum: 0xd3f4404b -- "capital04.pof"
BMPMAN: Found EFF (capital04-02-glow.eff) with 37 frames at 15 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
Potential problem found: Unrecognized type subsystem 'fighterbay 1', believed to be in ship capital04.pof
Potential problem found: Unrecognized type subsystem 'fighterbay 2', believed to be in ship capital04.pof
Loading model 'fighter2s-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-01.pof'.
IBX-DEBUG => POF checksum: 0xdfa60ff6, IBX checksum: 0x1cc6386a -- "fighter2s-01.pof"
BMPMAN: Found EFF (fighter2s-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2v-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-02.pof'.
IBX-DEBUG => POF checksum: 0x45a2f668, IBX checksum: 0x8dc599b9 -- "fighter2v-02.pof"
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/TSB 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.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 168 new ship subsystems ...  a total of 400 is now available (198 in-use).
About to page in ships!
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
ANI shieldfv-02 with size 112x93 (27.3% wasted)
ANI shieldbv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shieldfs-01 with size 112x93 (27.3% wasted)
ANI shieldfs-02 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 (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 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_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 55 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/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
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 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xfd9a4057, IBX checksum: 0xdfb98a48 -- "helios.pof"
Model helios.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
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 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB 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/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
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"
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 shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shieldfv-02.ani with size 112x93 (27.3% wasted)
ANI shieldbv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f10.ani with size 112x93 (27.3% wasted)
ANI shieldfs-01.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.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: 2145/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 576,  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)
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0xf7ad8c4f, IBX checksum: 0x14139590 -- "fighter2t-01.pof"
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'bomber06.pof'
IBX: Found a good IBX/TSB to read for 'bomber06.pof'.
IBX-DEBUG => POF checksum: 0xbcfa62e1, IBX checksum: 0x6a3fa596 -- "bomber06.pof"
ANI 2_ssfighter2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-01.ani
ANI 2_ssfighter2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-03.ani
ANI 2_ssfighter2v-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2v-02.ani
ANI 2_ssbomber06.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber06.ani
ANI 2_ssbomber2v-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2v-03.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
Loading model 'helios_tech.pof'
IBX: Found a good IBX/TSB to read for 'helios_tech.pof'.
IBX-DEBUG => POF checksum: 0x551ec88b, IBX checksum: 0x018a4544 -- "helios_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode.ani with size 90x90 (29.7% wasted)
ANI iconS-super with size 200x89 (30.5% wasted)
ANI fadeiconS-super with size 200x89 (30.5% wasted)
ANI fadeiconS-super.ani with size 200x89 (30.5% wasted)
Frame  0 too long!!: frametime = 37.251 (37.251)
ANI iconnode.ani with size 90x90 (29.7% wasted)
ANI iconS-super.ani with size 200x89 (30.5% wasted)
Frame  0 too long!!: frametime = 0.328 (0.328)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  68.717
Frame  1 too long!!: frametime = 0.463 (0.463)

It's clean install -> freespace 2, mediavps, 'n' beam fix
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
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Re: Brrr... cold... freezing
how was Freespace2 clean installed? GOG version?

I need to compare GOG to what used to be in Turey's installer to what comes from cd. I'm still running what used to be in the installer before GOG entered the scene, and I haven't un-packaged my originals in 5 years.

And if it is clean, I'd like to know why the Tables are still invalid. They should not be.

And if it is clean, what is this?
Code: [Select]
Wokka!  Error opening file (boomerang.fc2)!

What else is in the FSO directory? Only the retail VP's should be in there, with the executables. The only marginally acceptable VP to have is the OGG Cutscenes.

Also make sure the FSO\Data folher doesn't have anything in it other than these folders "Players" and "freddocs". a log or cfg file is fine.

The only thing that should be in FSO\MediaVPs\Data is a cache folder a log file and a cfg file.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
Forgot, I've got also Boomerang mod (in separate folder, yet it works alone), i've got cd version.
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Brrr... cold... freezing
Try selecting the FS2 campaign in the campaign room and then see if that message disappears.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
It did only appear on disabling boomerang and enabling mediavps, so that's not the problem.
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
Sooo... any help ? Is there any data I can provide to further help helping me?
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Brrr... cold... freezing
Hey guys, a really discussed issue and you haven't noticed it...

(And as I say in my signature, Ziame, you haven't read the stick threads...  :hopping:)

I bet that all the problem is your GPU. You've got a X1950 and X1K series don't run fine with shaders, although they are supposed to support them (blame ATI not SCP).

As I suppose you have WinXP 32 bit, (neither Vista nor 64 bit), you can try the next hack:
  • Update Catalyst to the latest version (9.whatever).
  • Locate and download and old version of Atioglxx.dll (or something like that). I think there are links for old versions in the sticky threads, in Lobo's signature, and scattered through HLP threads.
  • Copy it to your FS2 folder. In this way your system will use the updated drivers BUT FS2 will use the old one.
  • Run the game. Expect possible bad performance.

Or you can also disable shaders (-no_glsl flag) although you'll lose normal mapping and game overall game looking will be worse.
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
I have the same drivers I had when it worked and the weird thingies you told me don't work too... Well, I'll wait for a GPU update then. Thanks for the help, guys :)
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Brrr... cold... freezing
I have the same drivers I had when it worked and the weird thingies you told me don't work too... Well, I'll wait for a GPU update then. Thanks for the help, guys :)
It worked because you didn't have available shaders... (retail data don't include shaders AND mediavp 3.6.8zeta don't include them either). When no shaders are found, the game automatically reverts to legacy render mode.

BUT Mediavps 3.6.10 include a new set of shaders. AND if you don't specify -no_glsl, the game will try to use them and voilá, you suffer the freeze because of your GPU.

So, either you try the old atioglxx.dll version hack or you disable shaders (-no_glsl). I'm sorry but there's no other solution ATM.
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
I'm sorry for misunderstanding - I had mediavp's 3610 and they worked very well for me. I suppose I just fried something on my GPU. Anyways, I suggest closing this topic. Thanks to any one involved.;]
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Brrr... cold... freezing
I'm sorry for misunderstanding - I had mediavp's 3610 and they worked very well for me. I suppose I just fried something on my GPU. Anyways, I suggest closing this topic. Thanks to any one involved.;]


Hey, are you saying that sometime in the past you had:
  • Mediavps 3.6.10 (which include shaders).
    AND
  • A more or less new build, (ie. not old 3.6.9 which had no shader support, but a 3.6.10 build)
    AND
  • Activated shaders (ie. no usage of -no_glsl)
    AND
  • A X1950 GPU
    AND
  • A new Catalyst version, (ie. not an old version which seems to more or less properly work with FS2)
    AND
  • You had NO TROUBLES.
?????

 :confused: :confused:

Are you strictly sure???

This info could be quite valuable for Zacam (who is trying to find out why the hell X1K GPUs don't run fine).

(OTOH, don't worry about your GPU health. X1K cards don't run fine with FS2, but using FS2 WON'T BREAK THEM).
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
I know they won't break'em. It worked in november. Then it just stopped. Don't know why. just because:( even reinstalling system didn't work
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Brrr... cold... freezing
Ziame, as I told above I'm 99% sure that your freezing problem is because X1950 GPU & shaders.

But your card should be run perfectly with legacy render mode (the one you had in 3.6.9. builds). Please try running the game with -no_glsl flag (Or you can find it in Launcher > Features TAB > Troubleshoot List Type > Disable GLSL (shader) support).

So try to:
  • Clean your data folders. At least inside main fs2 folder AND inside mediavp folder. But take in mind that doing this you'll lose your previously saved pilots.
  • ONLY use retail vps AND mediavps (within its own folder).
  • It's a very bad sign if you get the INVALID sign on your ship and weapon tables. As Zacam says, that's not possible with a clean installation.
  • EITHER use the old atioglxx.dll trick (no success guaranteed) OR use -no_glsl flag.

I also post my own FS2 log for mediavps usage. In this way you can check the file checksums, in case any of your vps is corrupted.

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 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -noscalevid
  -spec
  -normal
  -height
  -3dshockwave
  -cache_bitmaps
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod MEDIAvps
  -fps
Building file index...
Found root pack 'E:\FreeSpace2\MEDIAvps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'E:\FreeSpace2\MEDIAvps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'E:\FreeSpace2\MEDIAvps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'E:\FreeSpace2\MEDIAvps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'E:\FreeSpace2\MEDIAvps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'E:\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\FreeSpace2\MEDIAvps\' ... 110 files
Searching root pack 'E:\FreeSpace2\MEDIAvps\MV_Advanced.vp' ... 2610 files
Searching root pack 'E:\FreeSpace2\MEDIAvps\MV_Assets.vp' ... 1867 files
Searching root pack 'E:\FreeSpace2\MEDIAvps\MV_Core.vp' ... 139 files
Searching root pack 'E:\FreeSpace2\MEDIAvps\MV_Effects.vp' ... 1032 files
Searching root pack 'E:\FreeSpace2\MEDIAvps\MV_Music.vp' ... 15 files
Searching root 'E:\FreeSpace2\' ... 147 files
Searching root pack 'E:\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\warble_fs2.vp' ... 52 files
Found 16 roots and 12915 files.
AutoLang: Language auto-detection successful...
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 1680x1050 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 GTX/PCI/SSE2
  OpenGL Version    : 3.0.0

  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 ->  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 ->  ln-v.sdr / lbgnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsnh-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsnhe-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsnhe-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 ->  lfn-v.sdr / lfbgnh-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsnh-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbnh-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsnh-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsnhe-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsnhe-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 ->  ln-v.sdr / lgnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsnh-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsnhe-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsnhe-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: 1.30 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.
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 : VALID
Weapons.tbl is : VALID
cfile_init() took 746
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)
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_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Tue Mar 17 20:53:19 2009
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline Ziame

  • 28
  • ED ftw
Re: Brrr... cold... freezing
And what does this shader do? I didn't notice any difference when I turned it off. except the game works now fine. Awww normals are gone i see. When I used the atiodll trick freespace said something about a bad windows image.
« Last Edit: March 17, 2009, 04:23:12 pm by Ziame »
Rabbinic Judaism had a good start with the Old Testament but kinda missed the point about 2000 years ago

ALL HAIL HERRA
/fan of BlackHole

 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Brrr... cold... freezing
More info about shaders here: http://www.hard-light.net/wiki/index.php/OpenGL_Shaders_%28GLSL%29

Shaders are small programs run in the GPU which are used to get better and customized render effects. Opposite to that is the fixed rendered pipeline in which the GPU renders the image following a hardcoded fixed pattern where you have small tweaking capacities. All the current games use shaders but old games didn't, because they weren't available.

DirectX 7, 8, 9, 9c, 10, 10.1, ... and so on (or OpenGL whatever) is more or less the evolution from fixed rendering processes to more and more powerfull shader (customized program) rendering. In fact, current GPUs are as "open" as CPUs are, and they are used even for calculations that has nothing to do with graphics, as examples nVidia CUDA or nVidia GPUs being used por PhysX processing.

(I'm no coder, so if something of this explanation is not accurate or just plain wrong, don't kill me).
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio