Debug logs are pretty useless when it comes to asserts, but anyway.
==========================================================================
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 12
-fov 0.6
-ogl_spec 16
-spec_static 1.2
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 35
-missile_lighting
-glow
-nomotiondebris
-spec
-normal
-post_process
-ballistic_gauge
-dualscanlines
-orbradar
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod ASW2,ASW1,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\ASW1\ASW1_Normals_OUTDATED.vp' with a checksum of 0x09e4b581
Found root pack 'C:\Games\FreeSpace2\ASW1\ASW_3612_Interface.vp' with a checksum of 0x333a45d3
Found root pack 'C:\Games\FreeSpace2\ASW1\ASW_Intro.vp' with a checksum of 0xd8d071b9
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\A_MV_SubachRed.vp' with a checksum of 0x7175cb32
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\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\ASW2\' ... 107 files
Searching root 'C:\Games\FreeSpace2\ASW1\' ... 1170 files
Searching root pack 'C:\Games\FreeSpace2\ASW1\ASW1_Normals_OUTDATED.vp' ... 28 files
Searching root pack 'C:\Games\FreeSpace2\ASW1\ASW_3612_Interface.vp' ... 981 files
Searching root pack 'C:\Games\FreeSpace2\ASW1\ASW_Intro.vp' ... 1 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 9 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\A_MV_SubachRed.vp' ... 2 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\' ... 22 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 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 24 roots and 15407 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
TBM => Starting parse of 'ASW_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 1400x1050 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : Quadro FX 570M/PCI/SSE2
OpenGL Version : 2.1.1
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_NV_vertex_program3".
Found special extension function "wglSwapIntervalEXT".
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 (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 (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 (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 (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 (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) ...
Shaders Manager initialized.
Max texture units: 4 (32)
Max elements vertices: 4096
Max elements indices: 4096
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 NVIDIA via Cg compiler
... 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 1400x1050 FBO
render_buffer: creating new 1400x1050 render buffer
texture_pool: creating new 1400x1050 texture
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' ...
TBM => Starting parse of 'mv_SubachRedFix-mfl.tbm' ...
TBM => Starting parse of 'ASW-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 'ASW_effects-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 (A_Impact.eff) with 20 frames at 30 fps.
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (sup.eff) with 110 frames at 25 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 100 frames at 25 fps.
BMPMAN: Found EFF (ScythImpact.eff) with 4 frames at 30 fps.
ANI Kratos_impact with size 80x80 (37.5% wasted)
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_SubachRedFix-wep.tbm' ...
TBM => Starting parse of 'SSLBEAM-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 'ASW2-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
TBM => Starting parse of 'ASW-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1890
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.686 (0.686)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'Ancient.pcx'
Someone passed an extension to bm_load_animation for file 'empty.eff'
BMPMAN: Found EFF (empty.eff) with 1 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Someone passed an extension to bm_load_animation for file 'empty.eff'
Frame 0 too long!!: frametime = 0.892 (0.892)
Frame 0 too long!!: frametime = 0.779 (0.779)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'KatoNew.pof'
IBX: Found a good IBX/TSB to read for 'KatoNew.pof'.
IBX-DEBUG => POF checksum: 0xc7f3bfa3, IBX checksum: 0xc6f3e294 -- "KatoNew.pof"
Frame 0 too long!!: frametime = 3.901 (3.901)
Frame 0 too long!!: frametime = 1.806 (1.806)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 4.108 (4.108)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== 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 'ASW-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.
BMPMAN: Found EFF (BlueBoom.eff) with 122 frames at 25 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"
600
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
SHOCKWAVE => Default animation load: SUCCEEDED!!
MISSION LOAD: 'ASW2_Cut2'
Starting mission message count : 1
Ending mission message count : 2
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'KatoNew.pof'
IBX: Found a good IBX/TSB to read for 'KatoNew.pof'.
IBX-DEBUG => POF checksum: 0xc7f3bfa3, IBX checksum: 0xc6f3e294 -- "KatoNew.pof"
Loading model 'Akrotiri.pof'
IBX: Found a good IBX/TSB to read for 'Akrotiri.pof'.
IBX-DEBUG => POF checksum: 0x62c1b5c1, IBX checksum: 0x18735e29 -- "Akrotiri.pof"
Potential problem found: Unrecognized subsystem type 'reactor cover', believed to be in ship Akrotiri.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Akrotiri.pof
Potential problem found: Unrecognized subsystem type 'Reactor', believed to be in ship Akrotiri.pof
Loading model 'Odigitria.pof'
IBX: Found a good IBX/TSB to read for 'Odigitria.pof'.
IBX-DEBUG => POF checksum: 0xb9adb638, IBX checksum: 0x5d1ce056 -- "Odigitria.pof"
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Odigitria.pof
Loading model 'Mochlos.pof'
IBX: Found a good IBX/TSB to read for 'Mochlos.pof'.
IBX-DEBUG => POF checksum: 0x13f760cc, IBX checksum: 0x0d869226 -- "Mochlos.pof"
Potential problem found: Unrecognized subsystem type 'Tip_06', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_05', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Starb_fin', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Port_fin', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'shield_back', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_04', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_03', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_02', believed to be in ship Mochlos.pof
Potential problem found: Unrecognized subsystem type 'Tip_01', believed to be in ship Mochlos.pof
Loading model 'Heraklion_INF.pof'
IBX: Found a good IBX/TSB to read for 'Heraklion_INF.pof'.
IBX-DEBUG => POF checksum: 0x9c82af11, IBX checksum: 0x9566ea86 -- "Heraklion_INF.pof"
Loading model 'Malia_INF.pof'
IBX: Found a good IBX/TSB to read for 'Malia_INF.pof'.
IBX-DEBUG => POF checksum: 0xdc261246, IBX checksum: 0x97bdd2d0 -- "Malia_INF.pof"
Allocating space for at least 6 new ship subsystems ... a total of 200 is now available (6 in-use).
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "starfield.pof"
Model starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
ACM ERROR: Have leftover data after decode!!
Loading model 'Kamilari.pof'
IBX: Found a good IBX/TSB to read for 'Kamilari.pof'.
IBX-DEBUG => POF checksum: 0xa61c0a65, IBX checksum: 0x5b2ca12f -- "Kamilari.pof"
Allocating space for at least 214 new ship subsystems ... a total of 400 is now available (6 in-use).
About to page in ships!
ANI katoshell with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (X_Anibitmap.eff) with 60 frames at 26 fps.
Loading model 'amissile.pof'
IBX: Found a good IBX/TSB to read for 'amissile.pof'.
IBX-DEBUG => POF checksum: 0xc1646391, IBX checksum: 0xa8b36110 -- "amissile.pof"
Model amissile.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'A-HORNET.pof'
IBX: Found a good IBX/TSB to read for 'A-HORNET.pof'.
IBX-DEBUG => POF checksum: 0x6663a8de, IBX checksum: 0xbb63ddc0 -- "A-HORNET.pof"
Model A-HORNET.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'A-ROCKEYE.pof'
IBX: Found a good IBX/TSB to read for 'A-ROCKEYE.pof'.
IBX-DEBUG => POF checksum: 0x6c634f35, IBX checksum: 0xf0e2d20f -- "A-ROCKEYE.pof"
Model A-ROCKEYE.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'A-TEMPEST.pof'
IBX: Found a good IBX/TSB to read for 'A-TEMPEST.pof'.
IBX-DEBUG => POF checksum: 0xf8ca439b, IBX checksum: 0x6cd9b2ae -- "A-TEMPEST.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 '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 (PMuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (GoldMuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cretemuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (AncCMuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (ASCmuzzle.eff) with 4 frames at 30 fps.
ASSERTION: "Mflash_info[i].blobs[idx].anim_id >= 0" at muzzleflash.cpp:206
Freeing all existing models...
With empty debug_filter.cfg the interesting bit becomes:
BMPMAN: Found EFF (AncCMuzzle.eff) with 5 frames at 30 fps.
Found bitmap AncCMuzzle.eff -- number 1686
Found bitmap AncCMuzzle.eff -- number 1686
Found bitmap AncCMuzzle.eff -- number 1686
Found required string [$Type:]
Stuffed string = [DDS]
Found required string [$Frames:]
Stuffed int: 4
Stuffed int: 30
BMPMAN: Found EFF (ASCmuzzle.eff) with 4 frames at 30 fps.
Found bitmap ASCmuzzle.eff -- number 1691
Found bitmap ASCmuzzle.eff -- number 1691
ASSERTION: "Mflash_info[i].blobs[idx].anim_id >= 0" at muzzleflash.cpp:206