Author Topic: Not all subsystems in model is in ships.tbl  (Read 1608 times)

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Offline TopAce

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Not all subsystems in model is in ships.tbl
RC3d_INF says that not all subsystems in gtibretonia.pof are in the ship's table entry.

Well...

These are the subsystems in PCS2:



The turrets:



And this is the relevant part of the Bretonia's ship.tbl entry:

Code: [Select]
$Subsystem:                     turret01, 1, 5.0
$Default PBanks: ( "Imperator" )
$Subsystem:                     turret02, 1, 5.0
$Default PBanks: ( "Imperator" )
$Subsystem:                     turret03, 1, 5.0
$Default PBanks: ( "Imperator" )
$Subsystem:                     turret04, 1, 5.0
$Default PBanks: ( "Terran Huge Turret" )
$Subsystem:                     turret05, 1, 5.0
$Default PBanks: ( "Terran Huge Turret" )
$Subsystem:                     weapons,    8, 0.0
$Subsystem:                     fighterbay,         7, 0.0
$Subsystem:                     communications,    5, 0.0
$Subsystem:                     navigation,    5, 0.0
$Subsystem:                     sensors,    5, 0.0

And the fslog:

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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -post_process
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -ship_choice_3d
  -weapon_choice_3d
  -mod SolSystem,mediavps
  -loadallweps
Building file index...
Found root pack 'D:\Games\FreeSpace 2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\Games\FreeSpace 2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\Games\FreeSpace 2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\Games\FreeSpace 2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\Games\FreeSpace 2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\Games\FreeSpace 2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\Games\FreeSpace 2\JtEP.vp' with a checksum of 0x84786bf8
Found root pack 'D:\Games\FreeSpace 2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace 2\SolSystem\' ... 579 files
Searching root 'D:\Games\FreeSpace 2\mediavps\' ... 7 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps\MV_Music.vp' ... 32 files
Searching root 'D:\Games\FreeSpace 2\' ... 14 files
Searching root pack 'D:\Games\FreeSpace 2\JtEP.vp' ... 13 files
Searching root pack 'D:\Games\FreeSpace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace 2\warble_fs2.vp' ... 52 files
Found 15 roots and 13623 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 1152x864 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 7600 GT/AGP/SSE2
  OpenGL Version    : 2.1.2

  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 (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: 4 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20 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 1152x864 FBO
render_buffer: creating new 1152x864 render buffer
texture_pool: creating new 1152x864 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_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 'vasweaps-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 'strkbmb-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'yellowneb-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 239
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)
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 'One.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 = 0.255 (0.255)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'gtibretonia.pof'
IBX: Found a good IBX/TSB to read for 'gtibretonia.pof'.
IBX-DEBUG => POF checksum: 0xf5a00fae, IBX checksum: 0x727c6a09 -- "gtibretonia.pof"
WARNING: "Not all subsystems in model "gtibretonia.pof" have a record in ships.tbl. This can cause game to crash.  List of subsystems not found from table is in log file." at modelread.cpp:633
Int3(): From g:\fso\fs2_rc3_export\code\globalincs\windebug.cpp at line 1277

I've had the same issue another user-made ship, the Mafdet. It's been bothering me why this error message comes up while it's painfully obvious that every single subsystem matches the one in the POF file. I even reordered the list so that they are in the same order in both places.
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Offline FUBAR-BDHR

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Re: Not all subsystems in model is in ships.tbl
Don't cancel when you get the message skip through it and it will list the problems.

You also need to check for everything with $special=subsystem and make sure that it's only on LOD0.  Also check paths aren't pointing to an invalid subsystem. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline TopAce

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Re: Not all subsystems in model is in ships.tbl
I didn't cancel. I pressed "No" and this was the only error message that came up.
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Offline zookeeper

  • *knock knock* Who's there? Poe. Poe who?
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Re: Not all subsystems in model is in ships.tbl
I've had this problem recently on some model(s) on which the subsystems certainly did match, and I recall someone else saying they've been experiencing the same. So, it might be a bug causing false positives.

 

Offline FUBAR-BDHR

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Re: Not all subsystems in model is in ships.tbl
You can try deleting the cache file and let it recreate it.  Other then that just go through every subobject (including detail0) and look for any $special=subsystem entries.  Do the same for every path, glow point, thruster, etc.  Make sure they all point to the subobjects in the table.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline TopAce

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Re: Not all subsystems in model is in ships.tbl
I noticed that there is a sensors subsystem built in into the model's radar dome, so I deleted the $Sensors subsystem that I added to the POF myself, then capitalized the 'S' in 'Sensors' in the table to make even capitals match. No luck with that.

Deleted the cache, no luck with that either.

Checked the paths. Nothing extraordinary there. It's just four dockpoints and the fighterbay paths.
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Offline The E

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Re: Not all subsystems in model is in ships.tbl
Hrm. Looking at the model we're using in WiH, there are a few differences. Namely, that the Sensors and Communication subsystems are modelled. I've attached that version, maybe you have more luck with that one.

Attachment folder is full, so here's another link:
http://blueplanet.fsmods.net/E/GTIBretonia.7z

Also, here's the relevant section from the ships.tbl entry:
Code: [Select]
$Subsystem: turret01, 1, 5.0
$Default PBanks: ( "UEF Light Turret" )
$Flags: ( "check hull" )
$Subsystem: turret02, 1, 5.0
$Default PBanks: ( "UEF Light Turret" )
$Flags: ( "check hull" )
$Subsystem: turret03, 1, 5.0
$Default PBanks: ( "UEF Light Turret" )
$Flags: ( "check hull" )
$Subsystem: turret04, 1, 5.0
$Default PBanks: ( "UEF Light Turret" )
$Flags: ( "check hull" )
$Subsystem: turret05, 1, 5.0
$Default PBanks: ( "UEF Light Turret" )
$Flags: ( "check hull" )
$Subsystem: communicationa, 5, 0.0
$Subsystem: sensors, 5, 0.0
$Subsystem: weapons, 8, 0.0
$Subsystem: fighterbay, 7, 0.0
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Offline TopAce

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Re: Not all subsystems in model is in ships.tbl
That solved it. Thanks, The E!

So here's the solution:
In the model, the communications subsystem is embedded into the model, so there's no need to add another communications subsystem into the Special Points section. Also, perhaps more importantly, the subsystem's name must be communicationa, not communications, because that's what the POF file calls it. I was assuming that the parameter after $name, below $special=subsystem is what I had to supply in the tables. Actually, it is the parameter that's under "Name" at the top of the screen that matters.
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Offline The E

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Re: Not all subsystems in model is in ships.tbl
Yeah, the "a" thing is unfortunately necessary.
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