Author Topic: BP: War in Heaven discussion  (Read 673929 times)

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Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker
    • My old squad sub-domain
Re: BP: War in Heaven discussion
Right *****es, it's half eight at night... I'm not in a pub, or with a woman. I'm in a freakin net cafe and have spent an hour and a half downloading this thing and it's pre-requisites....




I'm gonna be late home and this had better be worth it :p

I had to pay £3 for the honour too  :mad:

 

Offline Vip

  • 28
Re: BP: War in Heaven discussion

I'll check out the m14 checkpoint, it was inadequately tested. Could you post a debug log?


Does it have to be from the campaign, or can it be from the simulator as well ? Though I tried in the simulator, and it didn't have any checkpoints at all. And that mission crashed on me, once again. Too action heavy plus it's too freaking hot in this room, I should play such things in winter :P
Lieutenant Commander Richard "Viper" Pred

 

Offline General Battuta

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Re: BP: War in Heaven discussion

I'll check out the m14 checkpoint, it was inadequately tested. Could you post a debug log?


Does it have to be from the campaign, or can it be from the simulator as well ? Though I tried in the simulator, and it didn't have any checkpoints at all. And that mission crashed on me, once again. Too action heavy plus it's too freaking hot in this room, I should play such things in winter :P

Doesn't even have to be the mission - just boot up FS2 with War in Heaven selected. I just want to look at your install config.

Checkpoints won't work in the simulator.

 

Offline Infamus

  • 26
Re: BP: War in Heaven discussion
@General Battuta Incompatible is the right word man.

@Vip I was using a UEF ship, sry man

 

Offline Mobius

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Re: BP: War in Heaven discussion
Code: [Select]
sounds.tbl(line 341:
Error: Missing required token: [#Flyby Sounds End]. Found [$UEF: 0 T_flyby1.wav, 0, 0.75, ]  instead.

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

How did this occur? I was pretty sure I followed all instructions carefully... :wtf:
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Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
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Offline Scotty

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Re: BP: War in Heaven discussion
Make sure all of your folders are "<main mod folder> --> files", not "<main mod folder> --> <folder of same name> --> files"

 

Offline Vip

  • 28
Re: BP: War in Heaven discussion
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 11
  -fov .39
  -ogl_spec 80
  -spec_static .8
  -spec_point .6
  -spec_tube .4
  -ambient_factor 25
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x2a530d55
Found root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\blueplanet2\' ... 1 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 660 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'D:\Games\FreeSpace2\blueplanet\' ... 1 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'D:\Games\FreeSpace2\mediavps_3612\' ... 0 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'D:\Games\FreeSpace2\' ... 17 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'h:\' ... 0 files
Found 32 roots and 20086 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Hardware' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

OpenAL: Restricting MAX_CHANNELS to 28 (default: 32)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 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 9800 GT/PCI/SSE2
  OpenGL Version    : 3.3.0

  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 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30 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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-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 '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 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-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 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1688
MVE: Buffer underun (First is normal)
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)
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
Frame  0 too long!!: frametime = 0.272 (0.272)
Frame  0 too long!!: frametime = 0.334 (0.334)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Mon Aug 09 22:13:18 2010
Lieutenant Commander Richard "Viper" Pred

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Code: [Select]
sounds.tbl(line 341:
Error: Missing required token: [#Flyby Sounds End]. Found [$UEF: 0 T_flyby1.wav, 0, 0.75, ]  instead.

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

How did this occur? I was pretty sure I followed all instructions carefully... :wtf:

I think you forgot to patch AoA up to the latest.

 

Offline Mobius

  • Back where he started
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Re: BP: War in Heaven discussion
I'm pretty sure I did it. :confused: My AoA Core VP has been created on August 5th, 2010. Is that the latest version?
The Lightblue Ribbon

Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]

 
Re: BP: War in Heaven discussion
You missed a huge warning in red letters

NOTE: A new BP: AoA update  has been released, you must re-download BP: AoA Core, Visual 1 and Visual 2 if you downloaded them before August 7 2010. These AoA updates are required to play War in Heaven.

It's in the WiH release post

 

Offline Mobius

  • Back where he started
  • 213
  • Porto l'azzurro Dolce Stil Novo nella fantascienza
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    • The Lightblue Ribbon | Cultural Project
Re: BP: War in Heaven discussion
Yep, I should have DLed it a third time. I've also noticed that I still had to extract all latest MVPs from their archives.

Meh, that's what stress does. :sigh:
The Lightblue Ribbon

Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]

 

Offline Aardwolf

  • 211
  • Posts: 16,384
    • Minecraft
Re: BP: War in Heaven discussion
Ok, here's a bug/issue:

If you use a checkpoint, some objectives / directives are still listed as "incomplete"

 

Offline General Battuta

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Re: BP: War in Heaven discussion
Ok, here's a bug/issue:

If you use a checkpoint, some objectives / directives are still listed as "incomplete"

Point 'em out, I'll fix 'em.

 

Offline Aardwolf

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    • Minecraft
Re: BP: War in Heaven discussion
As much as I would like to replay the campaign right now, I've got homework to do. Hell, I shouldn't even be on HLP right now...

All I remember is it was like that in 1 or 2 missions featuring checkpoints. Regrettably, I didn't write it down as I noticed it... that would've killed immersion!

 

Offline General Battuta

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Re: BP: War in Heaven discussion
As much as I would like to replay the campaign right now, I've got homework to do. Hell, I shouldn't even be on HLP right now...

All I remember is it was like that in 1 or 2 missions featuring checkpoints. Regrettably, I didn't write it down as I noticed it... that would've killed immersion!

No surprise. Those checkpoints were implemented very late in development, right before release.

 

Offline est1895

  • 28
Re: BP: War in Heaven discussion
I'm getting these error messages:

Could Not Load in2_CommandBrief-mbf
<No Module>! Kfast System Call Ret
<No Module>! Wait For Single Object
<No Module>! <No Symbol>
<No Module>! <No Symbol>

Theres another thing too.  When I run War in Heaven, the first screen says that there are 66 errors.  :eek2:

Help please! :sigh:

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
I'm getting these error messages:

Could Not Load in2_CommandBrief-mbf
<No Module>! Kfast System Call Ret
<No Module>! Wait For Single Object
<No Module>! <No Symbol>
<No Module>! <No Symbol>

Theres another thing too.  When I run War in Heaven, the first screen says that there are 66 errors.  :eek2:

Help please! :sigh:

You didn't install quite right. Go to the release post, go over the checklist there and make sure everything's correct. Also make sure you've got 3.6.12 final selected in the launcher.

 

Offline Shivan Hunter

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  • FRED needs lambdas!
Re: BP: War in Heaven discussion
:mad: :hopping: :mad2:

Whoever FREDded the Saturn Carthage mission is, I'm sure, quite proud to be included in that long list of moronic imbecile FREDders who think a hard mission is a good one. You should go see a FREDerapist for your balancing issues. Oh and the trick you used that I'm sure you think was oh so cute, using an end-mission SEXP so I'm never presented with the skip-mission dialog? Yeah, I'd like to force-feed you your own mousepad right now.

Time for a little www.freespace2.com... I was really hoping, having played most of the campaign on Hard so far, that I wouldn't have to do this, but I can't pass that mission even on very easy.

Gorrammit I still love the writing but I wish FREDders wouldn't pull these little stunts.

 

Offline General Battuta

  • Poe's Law In Action
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Re: BP: War in Heaven discussion
:mad: :hopping: :mad2:

Whoever FREDded the Saturn Carthage mission is, I'm sure, quite proud to be included in that long list of moronic imbecile FREDders who think a hard mission is a good one. You should go see a FREDerapist for your balancing issues.

Chill. It has checkpoints. Just use your Slammers and your wingmen.

The beam overload sequence has been made a little easier in SVN.

Quote
Oh and the trick you used that I'm sure you think was oh so cute, using an end-mission SEXP so I'm never presented with the skip-mission dialog? Yeah, I'd like to force-feed you your own mousepad right now.

Hrm, I actually never even thought of that.

Quote
Gorrammit I still love the writing but I wish FREDders wouldn't pull these little stunts.

God forbid the last mission put up a fight! (The only really unfair thing about it is the FPS raep caused by the Karunas.)

 
Re: BP: War in Heaven discussion
Support ships made vishnan beam noises when reloading primaries.  :confused:
This is my only contribution to FSSCP

These mods are made from natural code that we pump in from retail. If you tried to run one, it would be like standing outside with nostalgia and pure awesome shining on your face. It would also set your computer on fire, so don't actually do it.