Author Topic: RELEASE: 3.6.12 Release Candidate 1 (RC1)  (Read 26775 times)

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Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
By the way, did anyone else notice the white-damage-polygon-bug reappear in this release?
"I just can't find a way to do life pods in Freespace!"
"How about the GTEP Hermes?"
"Oh my, where are my eyes..."

 

Offline The E

  • He's Ebeneezer Goode
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Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Have you updated your shaders to use the ones linked to in the release post? Are your mediavps up to date? Can you provide a debug log?
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Qent

  • 29
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
By the way, did anyone else notice the white-damage-polygon-bug reappear in this release?
Yes, upgrading drivers fixed it for me.

 
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
It was a driver issue indeed, Quent. Catalyst Drivers 10.3 fixed it for me, too. Thanks.
"I just can't find a way to do life pods in Freespace!"
"How about the GTEP Hermes?"
"Oh my, where are my eyes..."

 
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Hello all. I need some assistance with this release. Anytime I use this build, on any mod, the background is blurry. Ships and debris are fine, it is just the background (planets and stars) that is out of focus. I have always used the regular 3.6.10 build that came with the  Turrey (sp?) installer, and it has worked fine for all of the mods that I have played so far (30+). The reason I wanted to switch over to the .12 INF build is to play the director's cut of Blueplanet. If someone can tell me how to fix this, I would greatly appreciate it.

 

Offline The E

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  • Nothing personal, just tech support.
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Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Can you make screenshots that illustrate the issue? And provide a debug log?

Also, note that the minimal build required for BP:AoA DC is 3.6.10 Inferno, so you could use that one instead of the .12 build.
« Last Edit: March 30, 2010, 01:46:00 pm by The E »
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Can you make screenshots that illustrate the issue? And provide a debug log?

Also, note that the minimal build required for BP:AoA DC is 3.6.10 Inferno, so you could use that one instead of the .12 build.
Well, here is the debug. It wouldn't even get into the mission so I could take a screen shot. Will do that in a regular build in a sec. BTW how do i post a screen shot on here? And where do I find the screenshots. I hit Print Screen button, and then Shift + Print screen and I can't find a screenshot in the freespace folder.

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: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -targetinfo
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Blueplanet,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-core.vp' with a checksum of 0x5eebfd21
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-visuals1.vp' with a checksum of 0x30ee5a34
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-visuals2.vp' with a checksum of 0x39f81ddc
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\Blueplanet\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-visuals1.vp' ... 373 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-visuals2.vp' ... 1440 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 23 roots and 15679 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!
Initializing OpenGL graphics device at 1024x768 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 3200 Graphics
  OpenGL Version    : 2.1.8395 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".


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' ...
TBM  =>  Starting parse of 'bp-exp-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' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-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' ...
TBM  =>  Starting parse of 'bp-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.
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp_merc.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (shockwave02.eff) with 29 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 'bp-wep.tbm' ...
BMPMAN: Found EFF (Shockwave01.eff) with 94 frames at 60 fps.
TBM  =>  Starting parse of 'bp-aip.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 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
loading animated cursor "cursor"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 502
TrackIR Init Failed - 1
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
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'
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
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 ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
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' ...
TBM  =>  Starting parse of 'bp-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: 'bp-01-2.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Bei
Using callsign: Corey
Using callsign: Taylor
Starting mission message count : 242
Ending mission message count : 284
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighterCW-02t.pof'
IBX: Found a good IBX/TSB to read for 'fighterCW-02t.pof'.
IBX-DEBUG => POF checksum: 0x19fccfce, IBX checksum: 0x5843737d -- "fighterCW-02t.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX/TSB to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0x10cd349c -- "navbuoy.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'escapepod01.pof'
IBX: Found a good IBX/TSB to read for 'escapepod01.pof'.
IBX-DEBUG => POF checksum: 0x4a31f88c, IBX checksum: 0xfaf426da -- "escapepod01.pof"
Loading model 'transport01.pof'
IBX: Found a good IBX/TSB to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 0xe911fa84, IBX checksum: 0x469fdbf2 -- "transport01.pof"
Loading model 'fighter11.pof'
IBX: Found a good IBX/TSB to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0xe92e2c8b -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
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 'crackedEarth.pof'
IBX: Found a good IBX/TSB to read for 'crackedEarth.pof'.
IBX-DEBUG => POF checksum: 0x3afe26a6, IBX checksum: 0x1dde0907 -- "crackedEarth.pof"
Model crackedEarth.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Tdebris01.pof'
IBX: Found a good IBX/TSB to read for 'Tdebris01.pof'.
IBX-DEBUG => POF checksum: 0xdde292c1, IBX checksum: 0x2be89359 -- "Tdebris01.pof"
Loading model 'Tdebris02.pof'
IBX: Found a good IBX/TSB to read for 'Tdebris02.pof'.
IBX-DEBUG => POF checksum: 0xeafbe044, IBX checksum: 0x1fd9ac7b -- "Tdebris02.pof"
Loading model 'Tdebris03.pof'
IBX: Found a good IBX/TSB to read for 'Tdebris03.pof'.
IBX-DEBUG => POF checksum: 0xdbd91966, IBX checksum: 0xb0a82153 -- "Tdebris03.pof"
=================== STARTING LEVEL DATA LOAD ==================
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"
About to page in ships!
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldAurora 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 (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model '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"
No subsystems found for model "crossbow.pof".
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.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 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.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"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
Bitmap is to small at 0x0.
Int3(): From g:\fso\fs2_rc1_export\code\graphics\gropengltexture.cpp at line 1069
« Last Edit: March 30, 2010, 02:42:46 pm by tcolli17 »

 

Offline The E

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Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Screenshots can be posted either as attachments or (and this is the preferred way) via the [IMG] or [lvlshot] tags.

As for the error, I shall investigate, but it may take some time.

My working theory at this point is that there's some form of data corruption; but if so, it's hidden somewhere.

Can you generate md5 checksums for all the vps loaded here?
« Last Edit: March 30, 2010, 02:48:16 pm by The E »
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
You'll need to paste the screenshot into MS Paint or something; it's stored on the clipboard. Then upload to imageshack or something and link.

As for the error, we're working on it...it's nothing I've ever seen before. You seem to have a pretty good install.

Just as a hunch, disable sound preload? I don't know what it does.

If that doesn't work, try re-downloading the visual VPs...the easiest answer is that something's corrupted.

 

Offline Angelus

  • 210
  • The Angriest Angel
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Can you make screenshots that illustrate the issue? And provide a debug log?

Also, note that the minimal build required for BP:AoA DC is 3.6.10 Inferno, so you could use that one instead of the .12 build.
Well, here is the debug. It wouldn't even get into the mission so I could take a screen shot. Will do that in a regular build in a sec. BTW how do i post a screen shot on here? And where do I find the screenshots. I hit Print Screen button, and then Shift + Print screen and I can't find a screenshot in the freespace folder.

*snip*


It should be in the Screenshots folder in your Freespace folder, and use only Printscreen.
while ( !asleep)     |     Building a Warmachine for FreeSpace: Chronicles of a dark Age        |       My WIP's                                 
{Eights++}

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Oh, yeah, or that.

 
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Screenshots can be posted either as attachments or (and this is the preferred way) via the [IMG] or [lvlshot] tags.

As for the error, I shall investigate, but it may take some time.

My working theory at this point is that there's some form of data corruption; but if so, it's hidden somewhere.

Can you generate md5 checksums for all the vps loaded here?

How do i generate these checksums? Sorry for being a noob. And where do I get new Visual VP's. I'm guessing MediaVPs thread, but don't want to download wrong thing.

General, took off the preload sound and it did nothing.

Will have a screenshot up shortly. Had to hit fn (function) button to take screenshot because of laptop.

Also downloaded .10 INF and had the same problem.

« Last Edit: March 30, 2010, 03:16:55 pm by tcolli17 »

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
I meant new copies of the Blue Planet visual VPs, actually.

For the screenshot, try hitting print screen, then going into MS Paint and pressing ctrl-V.

 

Offline The E

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Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
As for file hashes, I recommend HashTab, which adds another tab to Windows' file properties window.

Regarding the screenshots, are you on a Laptop by any chance? is there some sort of key combo you have to press to make it work?
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Angelus

  • 210
  • The Angriest Angel
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Screenshots can be posted either as attachments or (and this is the preferred way) via the [IMG] or [lvlshot] tags.

As for the error, I shall investigate, but it may take some time.

My working theory at this point is that there's some form of data corruption; but if so, it's hidden somewhere.

Can you generate md5 checksums for all the vps loaded here?



How do i generate these checksums? Sorry for being a noob. And where do I get new Visual VP's. I'm guessing MediaVPs thread, but don't want to download wrong thing.

General, took off the preload sound and it did nothing.

Don't have a screenshots folder? Need to know where to put a new folder and if that will even work. Tried to make a screenshots folder in main freespace directory and nothing happened when i hit Print Screen button (which is also home button- increases shield, don't know if that is a problem).

Also downloaded .10 INF and had the same problem.

Hm, that's odd, the game should create the screenshot folder when you hit printscreen ingame for the first time. Bind the increase shield to another key and then try again.

Just out of curiosity, appears this graphic glitch in FSo ( the standard campaign ) or only when playing Blue Planet Directors cut?


while ( !asleep)     |     Building a Warmachine for FreeSpace: Chronicles of a dark Age        |       My WIP's                                 
{Eights++}

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
    • Twitter
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
How do i generate these checksums? Sorry for being a noob. And where do I get new Visual VP's. I'm guessing MediaVPs thread, but don't want to download wrong thing.
I recently stumbled upon MX MD5 Calculator. Haven't had time to test it yet, but I suppose it might work. Or try HashTab, as The E suggested.

General, took off the preload sound and it did nothing.
If anything, it's a good flag. I've always had it on.

Had to hit fn (function) button to take screenshot because of laptop.
Yeah, fn tends to confuse me from time to time, too.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Screenshots can be posted either as attachments or (and this is the preferred way) via the [IMG] or [lvlshot] tags.

As for the error, I shall investigate, but it may take some time.

My working theory at this point is that there's some form of data corruption; but if so, it's hidden somewhere.

Can you generate md5 checksums for all the vps loaded here?
Got the screenshots, do have a laptop and have to press fn key instead of me trying to hit shift and print screen.
First one is of the Blue Planet main page, second one is in game.






How do i generate these checksums? Sorry for being a noob. And where do I get new Visual VP's. I'm guessing MediaVPs thread, but don't want to download wrong thing.

General, took off the preload sound and it did nothing.

Don't have a screenshots folder? Need to know where to put a new folder and if that will even work. Tried to make a screenshots folder in main freespace directory and nothing happened when i hit Print Screen button (which is also home button- increases shield, don't know if that is a problem).

Also downloaded .10 INF and had the same problem.

This happens on all mods using INF build.
« Last Edit: March 30, 2010, 03:27:11 pm by tcolli17 »

 

Offline The E

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Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
I think I can see what's going on here. Please go to the options menu (just press F2), navigate to the details tab, and set the "3D Hardware textures" setting to maximum.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 
Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
here is a better screenshot from the main freespace 2 campaign.

 

Offline General Battuta

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Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
A-ha, good call. Crossing my fingers that this solves his problem.

tcolli17: try The_E's solution, report back ASAP.