Author Topic: Nightly (Windows): 01 Jan 2010 - Revision 5758  (Read 4274 times)

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Offline SirKnightly

  • George or Keira?
  • 211
Nightly (Windows): 01 Jan 2010 - Revision 5758
Here is the nightly for Windows on 01 Jan 2010 - Revision 5758

Group: SSE2
fso-WIN-SSE2-20100101_r5758.7z
MD5Sum

Group: Standard
fso-WIN-Standard-20100101_r5758.7z
MD5Sum

Group: Inferno_SSE
fso-WIN-Inferno_SSE-20100101_r5758.7z
MD5Sum

Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20100101_r5758.7z
MD5Sum

Code: [Select]
------------------------------------------------------------------------
r5756 | Goober5000 | 2010-01-01 01:52:22 -0600 (Fri, 01 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/missionui/fictionviewer.cpp

adjust number of lines according to font, per KeldorKatarn
------------------------------------------------------------------------
r5757 | Goober5000 | 2010-01-01 02:27:25 -0600 (Fri, 01 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/mission/missionbriefcommon.cpp

Zacam's fix for Int3 in mission briefing (Mantis #2059)
------------------------------------------------------------------------
r5758 | Goober5000 | 2010-01-01 02:30:53 -0600 (Fri, 01 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/globalincs/alphacolors.cpp
   M /trunk/fs2_open/code/globalincs/alphacolors.h
   M /trunk/fs2_open/code/mission/missionbriefcommon.cpp

Zacam's extra colors for briefings (Mantis #2059)
------------------------------------------------------------------------



 

Offline Qent

  • 29
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
The Inferno SSE debug build crashes just after the splash screen when using the MediaVPs.

The error message:
Code: [Select]
Assert: check_status()
File: gropengltexture.cpp
Line: 1968

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

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: 3.6.11.1111
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 80
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -height
  -3dshockwave
  -post_process
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace\FreeSpace2\mediavps\' ... 2 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace\FreeSpace2\' ... 165 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\warble_fs2.vp' ... 52 files
Found 17 roots and 13244 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 1920x1200 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    : 2.1.7769 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_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
  Compiling main shader ->  b-v.sdr (b-v.sdr) / b-f.sdr (b-f.sdr) ...
  Compiling main shader ->  b-v.sdr (b-v.sdr) / bg-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lb-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbg-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbgs-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbs-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lbgse-f.sdr (lbgse-f.sdr) ...
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lbse-f.sdr (lbse-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgn-f.sdr (lbgn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgsn-f.sdr (lbgsn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbn-f.sdr (lbn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbsn-f.sdr (lbsn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgnh-f.sdr (lbgnh-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgsnh-f.sdr (lbgsnh-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbnh-f.sdr (lbnh-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbsnh-f.sdr (lbsnh-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbgsne-f.sdr (lbgsne-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbsne-f.sdr (lbsne-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbgsnhe-f.sdr (lbgsnhe-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbsnhe-f.sdr (lbsnhe-f.sdr) ...
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfb-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbg-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbgs-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbs-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  lfe-v.sdr (lfe-v.sdr) / lfbgse-f.sdr (lfbgse-f.sdr) ...
  Compiling main shader ->  lfe-v.sdr (lfe-v.sdr) / lfbse-f.sdr (lfbse-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgn-f.sdr (lfbgn-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgsn-f.sdr (lfbgsn-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbn-f.sdr (lfbn-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbsn-f.sdr (lfbsn-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgnh-f.sdr (lfbgnh-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgsnh-f.sdr (lfbgsnh-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbnh-f.sdr (lfbnh-f.sdr) ...
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbsnh-f.sdr (lfbsnh-f.sdr) ...
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbgsne-f.sdr (lfbgsne-f.sdr) ...
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbsne-f.sdr (lfbsne-f.sdr) ...
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbgsnhe-f.sdr (lfbgsnhe-f.sdr) ...
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbsnhe-f.sdr (lfbsnhe-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / null-f.sdr (null-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lg-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lgs-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  l-v.sdr (l-v.sdr) / ls-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lgse-f.sdr (lgse-f.sdr) ...
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lse-f.sdr (lse-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgn-f.sdr (lgn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgsn-f.sdr (lgsn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / ln-f.sdr (ln-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lsn-f.sdr (lsn-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgnh-f.sdr (lgnh-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgsnh-f.sdr (lgsnh-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lnh-f.sdr (lnh-f.sdr) ...
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lsnh-f.sdr (lsnh-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lgsne-f.sdr (lgsne-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lsne-f.sdr (lsne-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lgsnhe-f.sdr (lgsnhe-f.sdr) ...
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lsnhe-f.sdr (lsnhe-f.sdr) ...
Shaders Manager initialized.

  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 = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
render_target: creating new 1920x1200 FBO
render_buffer: creating new 1920x1200 render buffer
texture_pool: creating new 1920x1200 texture
Could not initialize FBO (1920x1200): 36059
ASSERTION: "check_status()" at gropengltexture.cpp:1968

The non-debug build works fine. The debug build works when MediaVPs are not selected.

 

Offline The E

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Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
Does this happen with post_process disabled?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Qent

  • 29
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
Nope. :)

EDIT: So did I do something wrong, or is my computer just incapable of using post processing? :(
« Last Edit: January 01, 2010, 03:08:25 pm by Qent »

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
Is it with SSE or SSE2, I didn't have any problems starting the game with the latter.

 

Offline Qent

  • 29
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
I would need some SSE2 debug builds to test it.

 

Offline Hery

  • 26
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
It looks like another ATi issue. Could you try running it at lower screen resolution?

 

Offline Qent

  • 29
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
I tried a few resolutions but it's the same, even at 640x480.

 

Offline Zacam

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Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
Not to be stupid here, just checking some facts. I notice the linking for the 3.6.10 sdr files and they look fine. But do you have the post-processing shanders and it's necessary TBL file in either Freespace\data or mediavps\data?

FSU_and-PostProc_Shaders.7z Has both the PostProcessing and the newer Unified Shaders. *.sdr Files in effects folder, TBL in tables. If you already have them, then by all means disregard.
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 Qent

  • 29
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
Apparently you're not the stupid one here. But adding them in didn't help. I put the shaders in mediavps/data/effects/ and the table in mediavps/data/tables/. Is that right?

 

Offline Zacam

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Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
That would be correct. And it still does not work? Interesting.

Can you confirm if the same issue happens with The Builds Here? They are in many respects identical to these builds, with the exception of missing 5756 but the code for 5657 and 5658 is present, along with PNG code.

If it DOES crash, then I have no idea.

ALSO: When you encounter a crash like this, a good idea is to extract from the download archive the .PDB file for the executable and place it in the same dir as the executable. (As an example: fs2_open_3_6_11d_INF_SSE-20100101_r5758.pdb)

This will turn all of those "<no module>! <no symbol>" into something a little more readable for us.

Additionally: If it does crash on the Test Builds, go to the Launcher Features Tab, select "Troubleshoot" scroll and put a check in "Disabel OpenGL VBO" and try again.

Additional Additionally: -height and -mipmap are not required with mediavps. There are no height maps and if you need dynamic mip-map generation (and you really shouldn't) it's better to let the video card drivers handle it.
« Last Edit: January 02, 2010, 08:53:37 am by Zacam »
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 Hery

  • 26
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
It crashes because FSO can't properly initialize FBO. Shaders, tables, etc have nothing to do here since they are not even loaded at this stage.
However, the question remains, why FSO can't initialize FBO. Debug log says there is a problem with FBO color attachment, I think I should add some error checks to texture creation code and then we may be able to get more informative debug logs.

Qent, could you sent me debug log with post-processing disabled?

 

Offline Qent

  • 29
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
Can you confirm if the same issue happens with The Builds Here?
Yes, it's exactly the same.

ALSO: When you encounter a crash like this, a good idea is to extract from the download archive the .PDB file for the executable and place it in the same dir as the executable. (As an example: fs2_open_3_6_11d_INF_SSE-20100101_r5758.pdb)

This will turn all of those "<no module>! <no symbol>" into something a little more readable for us.
Okay, that's strange. I always extract the .pdb files to my FreeSpace 2 directory, but that's what it produces. The test builds above, however, give
Code: [Select]
Assert: check_status()
File: gropengltexture.cpp
Line: 1968

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 208 bytes
<no module>! opengl::render_target::attach_texture + 251 bytes
<no module>! opengl::render_target::attach_texture + 49 bytes
<no module>! opengl::post_processing::post_processing + 155 bytes
<no module>! opengl::post_processing::create + 161 bytes
<no module>! gr_opengl_post_process_init + 100 bytes
<no module>! game_init + 1743 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes
which looks a little better.

Additionally: If it does crash on the Test Builds, go to the Launcher Features Tab, select "Troubleshoot" scroll and put a check in "Disabel OpenGL VBO" and try again.
That made no difference.

Qent, could you sent me debug log with post-processing disabled?
Here is the log for the Inferno SSE debug from this thread:
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: 3.6.11.1111
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 80
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -env
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace\FreeSpace2\mediavps\' ... 9 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace\FreeSpace2\' ... 165 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\warble_fs2.vp' ... 52 files
Found 17 roots and 13251 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 1920x1200 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    : 2.1.7769 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_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.

  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 = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 232
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_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Sat Jan 02 18:14:01 2010

 

Offline chief1983

  • Still lacks a custom title
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Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
Okay, that's strange. I always extract the .pdb files to my FreeSpace 2 directory, but that's what it produces.

Well bugger then.  Not sure why my PDB files wouldn't be working properly.
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Karajorma's 'How to report bugs' | Mantis
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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iamzack:  lays

 

Offline Zacam

  • Magnificent Bastard
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Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
I don't happen to see a crash with the PostProcessing disabled. Looks like it fired up and was exited normally. Am I mistaken?

This wouldn't be the first time though that ATi hase done some screwed up method oy doing something between it's hardware and it's software though. And OpenGL sadly still isn't a major API of consideration when it comes to Vid Card makers, especially since Vista itself has a rather ****ed up wrapper layer for it (though 7 improves on it substantially).

So, first it was borking VTF hardware support, now it's FBO Texture conditioning. Christ.

We really need to look at implementing a HW Index profile or something that can enumerate what FSO can (and how) do on particular hardware.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
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[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
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Offline Hery

  • 26
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
Qent: I wasn't specific enough. FSO initializes FBO twice, each time it is performed by different part of the code. I want to check whether both of these initializations fails. However, second time, FBO is configured during mission loading and that's why your debug log doesn't give me needed information. Could you try playing any mission and then send me your debug log (still without post-processing)?

  

Offline Qent

  • 29
Re: Nightly (Windows): 01 Jan 2010 - Revision 5758
I don't happen to see a crash with the PostProcessing disabled. Looks like it fired up and was exited normally. Am I mistaken?
That's correct, debug does not crash when post-processing is disabled.

Could you try playing any mission and then send me your debug log (still without post-processing)?
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: 3.6.11.1111
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 80
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -env
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace\FreeSpace2\mediavps\' ... 9 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace\FreeSpace2\' ... 165 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\warble_fs2.vp' ... 52 files
Found 17 roots and 13251 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 1920x1200 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    : 2.1.7769 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_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.

  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 = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 968
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.462 (0.462)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
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: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 300
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: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
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 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0xef71a6a2, IBX checksum: 0x58d8919e -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xcc331676, IBX checksum: 0x3a14455c -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 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)
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.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldfv-01 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_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (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 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.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 '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 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "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_Loading.ani with size 824x43 (32.8% 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-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1668/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 485,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 20.792 (20.792)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.407 (0.407)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Got event GS_EVENT_OPTIONS_MENU (8) in state GS_STATE_BRIEFING (10)
Frame  0 too long!!: frametime = 0.480 (0.480)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_OPTIONS_MENU (5)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  41.424
Frame  1 too long!!: frametime = 0.325 (0.325)
ANI Head-TP1a.ani with size 160x120 (6.3% wasted)
ANI Head-TP1b.ani with size 160x120 (6.3% wasted)
ANI Head-VP1a.ani with size 160x120 (6.3% wasted)
1784 frames executed in  30.013 seconds,  59.441 frames per second.
ANI Head-CM2a.ani with size 160x120 (6.3% wasted)
ANI Head-TP1a.ani with size 160x120 (6.3% wasted)
Frame 9003: Could not create debris, no more slots left
Frame 9003: Could not create debris, no more slots left
Frame 9003: Could not create debris, no more slots left
Frame 9003: Could not create debris, no more slots left
Frame 9003: Could not create debris, no more slots left
Frame 9003: Could not create debris, no more slots left
Frame 9003: Could not create debris, no more slots left
Frame 9003: Could not create debris, no more slots left
Frame 9695: Could not create debris, no more slots left
Frame 9695: Could not create debris, no more slots left
Frame 9695: Could not create debris, no more slots left
Frame 9695: Could not create debris, no more slots left
Frame 9695: Could not create debris, no more slots left
Frame 9695: Could not create debris, no more slots left
Frame 9695: Could not create debris, no more slots left
Frame 9695: Could not create debris, no more slots left
ANI Head-VCa.ani with size 160x120 (6.3% wasted)
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)
ANI Head-CM2b.ani with size 160x120 (6.3% wasted)
ANI Head-VCc.ani with size 160x120 (6.3% wasted)
ANI Head-CM2a.ani with size 160x120 (6.3% wasted)
ANI Head-VCa.ani with size 160x120 (6.3% wasted)
ANI Head-CM1b.ani with size 160x120 (6.3% wasted)
ANI Head-VCc.ani with size 160x120 (6.3% wasted)
ANI Head-CM1a.ani with size 160x120 (6.3% wasted)
ANI Head-VCb.ani with size 160x120 (6.3% wasted)
ANI Head-VCa.ani with size 160x120 (6.3% wasted)
ANI Head-VCb.ani with size 160x120 (6.3% wasted)
ANI Head-CM2b.ani with size 160x120 (6.3% wasted)
Got event GS_EVENT_PLAYER_WARPOUT_START (41) in state GS_STATE_GAME_PLAY (2)
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 (44) in state GS_STATE_GAME_PLAY (2)
Hit target speed.  Starting warp effect and moving to stage 2!
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 (45) in state GS_STATE_GAME_PLAY (2)
Hit warp effect.  Moving to stage 3!
Got event GS_EVENT_PLAYER_WARPOUT_DONE (46) in state GS_STATE_GAME_PLAY (2)
Player warped out.  Going to debriefing!
Got event GS_EVENT_DEBRIEF (33) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Storing stats now
Got event GS_EVENT_START_GAME (1) in state GS_STATE_DEBRIEF (27)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 300
MISSION LOAD: 'SM1-02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: Unknown
Using alternate ship type name: NTFr Triton
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Starting mission message count : 205
Ending mission message count : 241
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX/TSB to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xd677638e, IBX checksum: 0x6d453f00 -- "cargo03.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX/TSB to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xde76166c, IBX checksum: 0x64913910 -- "Platform2T-01.pof"
Loading model 'Base2r-01.pof'
IBX: Found a good IBX/TSB to read for 'Base2r-01.pof'.
IBX-DEBUG => POF checksum: 0x7c9a904e, IBX checksum: 0xa8880246 -- "Base2r-01.pof"
Potential problem found: Unrecognized subsystem type 'asteroid02a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'bunker01a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'bunker02a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'comtowera', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbaya', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'asteroid01a', believed to be in ship Base2r-01.pof
Unknown special object type $path29 while reading model Base2r-01.pof
Found live debris model for 'asteroid02a'
Found live debris model for 'asteroid02a'
Found live debris model for 'bunker01a'
Found live debris model for 'bunker02a'
Found live debris model for 'bunker02a'
Found live debris model for 'comtowera'
Found live debris model for 'comtowera'
Found live debris model for 'engine01a'
Found live debris model for 'engine01a'
Found live debris model for 'engine02a'
Found live debris model for 'engine02a'
Found live debris model for 'fighterbaya'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x13fad0b4, IBX checksum: 0x793319e8 -- "fighter13.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX/TSB to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x4fac00b7, IBX checksum: 0x7ae3cbd7 -- "bomber04.pof"
OpenGL: Reusing 512x512 FBO!
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.)
Loading model 'astb03.pof'
IBX: Found a good IBX/TSB to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x5f11b621, IBX checksum: 0xf7b0cf72 -- "astb03.pof"
Loading model 'astb02.pof'
IBX: Found a good IBX/TSB to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xedb70527, IBX checksum: 0x69cad7b5 -- "astb02.pof"
Loading model 'astb01.pof'
IBX: Found a good IBX/TSB to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0x456e2605, IBX checksum: 0x4996eecb -- "astb01.pof"
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Allocating space for at least 130 new ship subsystems ...  a total of 400 is now available (73 in-use).
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shield-b04 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 fps.
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"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
Loading model 'MX-50.pof'
IBX: Found a good IBX/TSB to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x80ed0ef6, IBX checksum: 0x79a2a4ec -- "MX-50.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX/TSB to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x3d4ed74c, IBX checksum: 0x6283fd66 -- "Interceptor.pof"
Model Interceptor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shield-b04.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP440x200+16'
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1881/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 490,  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 iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI icont-cargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW.ani with size 124x43 (32.8% wasted)
ANI icont-freightercw with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW.ani with size 209x59 (7.8% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame  0 too long!!: frametime = 7.223 (7.223)
ANI icont-cargoW.ani with size 124x43 (32.8% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_BRIEFING (10)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sun Jan 03 07:09:42 2010

EDIT: I unpacked MV_Core.vp (since everything's fine when I delete that file) and here's what happened:
Disable entire effects directory: No error
Disable main-f.sdr or null-f.sdr: Error
Disable main-f.sdr and null-f.sdr: No error
Disable main-v.sdr or null-v.sdr: Error
Disable main-v.sdr and null-v.sdr: No error
« Last Edit: January 03, 2010, 09:46:05 am by Qent »