Author Topic: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]  (Read 253451 times)

0 Members and 3 Guests are viewing this topic.

Offline Rodo

  • Custom tittle
  • 212
  • stargazer
    • Minecraft
    • Steam
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Heya, I was just using the wxLauncher and found something that might be a bug.

If I try to start the game right away, without letting the launcher load the hightlights from HLP it enters a dead loop, never loading FSO.
The Play button changes to Starting alright, but stays there and after a while I get the regular crash window from Win8.
el hombre vicio...

 

Offline jg18

  • A very happy zod
  • 210
  • can do more than spellcheck
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
That'll learn you not to try playing until the highlights have loaded. :P

More seriously, though, does this issue reliably happen every time you start FSO before the highlights load? Does it ever happen when highlights retrieval is turned off?

A quick attempt to reproduce this on OS X didn't work. FSO started just fine, and the highlights loaded while FSO started. Hmm.

By crash window, do you mean that both FSO and wxL crashed, or just FSO?

I feel like this might not be fixed until highlights retrieval is done in a separate thread, which is scheduled for 1.0 but I guess might be done before that.

  

Offline Rodo

  • Custom tittle
  • 212
  • stargazer
    • Minecraft
    • Steam
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Yes, every time I try to run FSO without letting the launcher load the highlights the launcher tries to start FSO but never finishes the task.
Eventually Windows shows the program as not responding and lets you choose to close it or wait. I've allowed it to work for a few minutes and nothing happened afterwards.

If I make the launcher start FSO after the highlights appeared the game starts with no problems at all, almost instantaneously.

If I disable the highlight retrieval I can start FSO with no problems right after starting the launcher, so I'd say you are pretty right about the hole highlights being the probable cause.
el hombre vicio...

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Anims: 420, Cutscenes: 10, Mainhalls: 7, Logos: 52
    • Steam
    • Twitter
    • Mix-Hai Productions
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
I've also experienced this issue.
Cutscene Upgrade Project - Mainhall Remakes - MixaelANITools - Between the Ashes - MjnMixael's Render Boutique - Mix-Hai Productions
Youtube Channel - P3D Model Box - Photobucket Albums - Model Releases - Downloads
Between the Ashes is looking for committed testers, PM me for details.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!

 

Offline jg18

  • A very happy zod
  • 210
  • can do more than spellcheck
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Hmm, ok, I'll bump up the priority of retrieving the highlights in a separate thread. Luckily, I don't think it should be too hard to do, but we'll see.

 
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
so far, this only has diaspora in it, right?

 

Offline niffiwan

  • 211
  • Eluder Class
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
I'm not 100% sure what you mean.  You can use wxLauncher for any FSO based mod/TC.  I've used it for FSO, TBP & Diaspora.

If you're talking about custom launcher artwork, I believe only Diaspora has that so far.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Is there any way to install this without root privileges? The best I've been able to find so far is making a symlink from /usr/local/share/wxlauncher to the source directory's "resources" directory. This seems like an ugly hack.

Perhaps i'm just being dense when compiling it. Any tips?

 

Offline niffiwan

  • 211
  • Eluder Class
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
I haven't tried it, but you can probably run cmake with an option to specify an install location that you can write to.

e.g.
Code: [Select]
mkdir build
cd build
cmake -DUSE_OPENAL=1 -DCMAKE_INSTALL_PREFIX=/my/home/dir/wxl ../
make
make install
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Iss Mneur

  • 210
  • TODO:
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
If you build it in devlopement mode it will look for the resources directly in the local directory, and you can then just copy the build directory anywhere and run it from there.

Code: [Select]
-DDEVLOPMENT_MODE=1
If you do this you will need to make sure that your eurrent working directory is set correctly though, ie:

Code: [Select]
#!/bin/sh
cd /path/to/wxlauncher/binary
exec wxlauncher
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline niffiwan

  • 211
  • Eluder Class
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
I did some actual testing of this, and this cmake command seems to work OK.

Code: [Select]
cmake28 -DUSE_OPENAL=1 -DCMAKE_INSTALL_PREFIX=/tmp/foo -DRESOURCES_PATH=/tmp/fooshare -DDEVELOPMENT_MODE=OFF ../

And of course, what Iss Mneur said as well :)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline D-420

  • 24
  • I met a traveler from an antique land...
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
I am sorry if this is not the place to ask this, but do I install this in the directory where I have installed FreeSpace 2, or does it need its own?
[She/Her]
My username predates 4/20 jokes, and I do not appreciate them.

 

Offline Iss Mneur

  • 210
  • TODO:
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
This is definitely the place to ask.

Short answer: No.  wxLauncher should not be installed into the same directory as FreeSpace 2.  It should be installed into its own directory either to its default location in program files or as a sibling of FreeSpace 2, because wxLauncher is designed to manage several installs of FSO.

Long answer: read this thread.  The ins and outs and reasoning have been covered several times in this thread.
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline Kevin48

  • 20
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Hi all, I'm new to the forum and had a quick question about the wxlauncher.

Anyone know why Norton internet security is flagging this file as dangerous by reputation when downloading it through Google Chrome?  What is really weird is that after it is downloaded I tried scanning it with Norton Internet Security and it says the file is safe.   :banghead:

I'm assuming it's a DB mismatch of some kind as it clearly isn't a bad file.
« Last Edit: December 18, 2013, 09:36:21 am by Kevin48 »

 
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Anyone know why Norton internet security is flagging this file as dangerous by reputation when downloading it through Google Chrome?  What is really weird is that after it is downloaded I tried scanning it with Norton Internet Security and it says the file is safe.   :banghead:
'cuz Norton is weird and you should get a better virusscanner :P

 
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Anyone know where the version number is displayed?

 

Offline Iss Mneur

  • 210
  • TODO:
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
The version number of wxLauncher is not displayed in interface.  You can check the wxLauncher log, both the release and debug versions write their version number there; check in the Troubleshooting section of the OP for more info.

Also, wxLauncher is backwards compatible, so you can just download and install the new version and not worry about it.
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline Kolgena

  • 211
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
I recently installed windows 8 and just installed wxLauncher because the 5.5g launcher doesn't work on this OS. I tried to load up the newest BP AVX build and the launcher freezes, and cannot be killed with task manager. Anyone know what might be the cause?

Relevant info: both wxlauncher and my freespace root folder are in Program files (x86). I'm running the 2014 Avast antivirus, which has been problematic for me in the past.

Edit: So, moving the root folder to C:\Freespace and turning off my antivirus seems to have allowed the launcher to work properly. However, I now have no sound when running the latest BP AVX build, but have sound when running the latest BP debug build.

Edit2: Disregard all. Normal SSE2 bp build works fine. The AVX doesn't, which seems to be a build-specific issue, not related to the launcher.

Edit3: Actually, following another few launcher freezes and computer restarts, both the non-debug bp builds have resumed having no sound. I'm a bit at a loss as to what's going on. Here's a log from debug, despite it being not very useful because there are no errors with it...

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 2 Open version: 3.7.1
Passed cmdline options:
  -fov .55
  -ogl_spec 48
  -spec_static 0.8
  -spec_point 0.4
  -spec_tube 0.48
  -ambient_factor 85
  -missile_lighting
  -nomotiondebris
  -no_emissive_light
  -soft_particles
  -post_process
  -bloom_intensity 85
  -fxaa
  -fxaa_preset 3
  -fb_explosions
  -no_vsync
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod MediaVPs_2014
  -no_set_gamma
  -fps
Building file index...
Found root pack 'C:\Freespace\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Freespace\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Freespace\MediaVPs_2014\' ... 76 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Freespace\' ... 30 files
Searching root pack 'C:\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Freespace\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Freespace\warble_fs2.vp' ... 52 files
Found 22 roots and 15964 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 48000 (44100)
  EFX enabled: NO
  Playback device: Speakers (Razer Surround Audio Controller)
  Capture device: Microphone (Realtek High Definition Audio)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 8800M Series
  OpenGL Version   : 4.2.11932 Compatibility Profile Context

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr
  Compiling post-processing shader 8 ...
   Loading built-in default shader for: shadowdebug-v.sdr
   Loading built-in default shader for: shadowdebug-f.sdr

  Max texture units: 8 (32)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
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' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
Ship GVF Seth species was Terran, is now Vasudan
Ship GVF Horus species was Terran, is now Vasudan
Ship GVF Thoth species was Terran, is now Vasudan
Ship GVF Serapis species was Terran, is now Vasudan
Ship GVF Tauret species was Terran, is now Vasudan
Ship GVB Sekhmet species was Terran, is now Vasudan
Ship GVB Osiris species was Terran, is now Vasudan
Ship GVB Bakha species was Terran, is now Vasudan
Ship GVF Ptah species was Terran, is now Vasudan
Ship GVS Nephthys species was Terran, is now Vasudan
Ship GVT Isis species was Terran, is now Vasudan
Ship PVFR Ma'at species was Terran, is now Vasudan
Ship GVFr Bes species was Terran, is now Vasudan
Ship VAC 5 species was Terran, is now Vasudan
Ship VAC 4 species was Terran, is now Vasudan
Ship GVFr Satis species was Terran, is now Vasudan
Ship GVG Anuket species was Terran, is now Vasudan
Ship GVC Aten species was Terran, is now Vasudan
Ship GVC Mentu species was Terran, is now Vasudan
Ship GVCv Sobek species was Terran, is now Vasudan
Ship GVD Typhon species was Terran, is now Vasudan
Ship GVSG Ankh species was Terran, is now Vasudan
Ship GVSG Edjo species was Terran, is now Vasudan
Ship GVEP Ra species was Terran, is now Vasudan
Ship GVA Setekh species was Terran, is now Vasudan
Ship GVD Hatshepsut species was Terran, is now Vasudan
Ship SF Dragon species was Terran, is now Shivan
Ship SF Basilisk species was Terran, is now Shivan
Ship SF Manticore species was Terran, is now Shivan
Ship SF Aeshma species was Terran, is now Shivan
Ship SF Mara species was Terran, is now Shivan
Ship SF Astaroth species was Terran, is now Shivan
Ship SB Nephilim species was Terran, is now Shivan
Ship SB Taurvi species was Terran, is now Shivan
Ship SB Nahema species was Terran, is now Shivan
Ship SB Seraphim species was Terran, is now Shivan
Ship ST Azrael species was Terran, is now Shivan
Ship SFr Dis species was Terran, is now Shivan
Ship SAC 3 species was Terran, is now Shivan
Ship SFr Mephisto species was Terran, is now Shivan
Ship SC 5 species was Terran, is now Shivan
Ship SFr Asmodeus species was Terran, is now Shivan
Ship SAC 2 species was Terran, is now Shivan
Ship SC Lilith species was Terran, is now Shivan
Ship SC Rakshasa species was Terran, is now Shivan
Ship SC Cain species was Terran, is now Shivan
Ship SD Demon species was Terran, is now Shivan
Ship SD Ravana species was Terran, is now Shivan
Ship SD Lucifer species was Terran, is now Shivan
Ship SSG Trident species was Terran, is now Shivan
Ship SSG Belial species was Terran, is now Shivan
Ship SSG Rahu species was Terran, is now Shivan
Ship SCv Moloch species was Terran, is now Shivan
Ship SJ Sathanas species was Terran, is now Shivan
Ship SJD Sathanas species was Terran, is now Shivan
Ship SpaceHunk species was Terran, is now Shivan
Ship Shivan Comm Node species was Terran, is now Shivan
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 644
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'War in Heaven.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'hammer1.pcx'
PLR => Loading complete!
PLR => Verifying 'Age of Aquarius.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ashen Wings.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Derelict.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Dr Yong.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'FreeSpace 1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'FreeSpace 2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Template.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'War in Heaven.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'FreeSpace 2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'hammer1.pcx'
PLR => Loading complete!
CSG => Loading 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
CSG => Loading 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
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 = 0.587 (0.587)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'FreeSpace 2.plr' with version 1...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Freeing all existing models...
... Log closed, Tue Jan 07 15:30:47 2014
« Last Edit: January 07, 2014, 05:35:00 pm by Kolgena »

 

Offline Iss Mneur

  • 210
  • TODO:
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Please post the wxLauncher debug log (see the troubleshooting section from the OP) from a debug wxLauncher build (see the Downloads section of the OP).
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline Kolgena

  • 211
Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Something about OAL unknown errors, which prevents the audio device from loading.

I have two oal soft .dll's: one in wxlauncher's root, and one in Freespace root. I don't have creative's OAL installed, or OAL anywhere else in my system. I tried dumping the dll in system32, but wxlauncher couldn't find it. I have no idea how to actually install .dll's, so I probably goofed something up there.

[attachment deleted by an evil time traveler]
« Last Edit: January 09, 2014, 04:37:55 pm by Kolgena »