Author Topic: Ships suddenly disappearing (possible issue w/ GTCv Baranec)  (Read 1430 times)

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Offline TopAce

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  • FREDder, FSWiki editor, and tester
Ships suddenly disappearing (possible issue w/ GTCv Baranec)
I've FREDded a mission where there is some action around a Baranec, Everything worked fine for at least a dozen complete run-throughs, but then ships kept disappearing, breaking the mission and causing some further inconveniences (lethargic framerate, sound out of sync, disappearing shots). I figured it somehow relates to the GTCv Baranec, because if it's only one ship that disappears, it's the Baranec. I changed the Baranec to a Deimos, and it works now, but for my purposes, the Baranec would be a lot better,

Reproducability is random. Sometimes you can finish the mission five times in a row without it occurring once. Sometimes it's buggy three times in a row.

Occurs both w/ and without MediaVPs. Also with debug and release builds.

Has this occurred to anyone else? Is this fixable with PCS?

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: 3.6.13
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -post_process
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -ship_choice_3d
  -weapon_choice_3d
  -mod Rogues!,mediavps_3612
  -loadallweps
Building file index...
Found root pack 'D:\Games\FreeSpace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Games\FreeSpace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Games\FreeSpace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Games\FreeSpace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
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\Rogues!\' ... 169 files
Searching root 'D:\Games\FreeSpace 2\mediavps_3612\' ... 100 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\Games\FreeSpace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\Games\FreeSpace 2\' ... 44 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 13 roots and 12034 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Creative Sound Blaster PCI
  Capture device: Creative Sound Blaster PCI
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1152x864 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, 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".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 4 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using bilinear texture filter.
  Using GLSL for model rendering.
  OpenGL 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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
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_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-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)
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 'newsubach-wep.tbm' ...
TBM  =>  Starting parse of 'Avenger-wep.tbm' ...
WARNING: "For 'ml16_Impact', 3 of 4 LODs are missing!" at weapons.cpp:206
ANI Avenger_Impact with size 80x80 (37.5% wasted)
WARNING: "For 'Avenger_Impact', 3 of 4 LODs are missing!" at weapons.cpp:206
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'compatibilities-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 395
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)
Frame  0 too long!!: frametime = 3.309 (3.309)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Wed Nov 17 21:03:49 2010
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I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

  

Offline General Battuta

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Re: Ships suddenly disappearing (possible issue w/ GTCv Baranec)
IT'S THIS BUG AGAIN

 :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking:

Obviously not the same exact thing, perhaps not even related, but many of the symptoms you've described are really similar to what we saw there and earlier with the crappy Vishnan Keeper.

 

Offline TopAce

  • Stalwart contributor
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  • FREDder, FSWiki editor, and tester
Re: Ships suddenly disappearing (possible issue w/ GTCv Baranec)
Wow.. that's a long (but entertaining) read.

I don't use match speed. I simply keep pressing Z then release it if I want to accelerate. There may be some SEXPs repairing engines. I'll check.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline General Battuta

  • Poe's Law In Action
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Re: Ships suddenly disappearing (possible issue w/ GTCv Baranec)
No, I really don't think that's the cause. I think it's a model issue with the Baranec, and my decision to link them may be completely out of left field.

But we have seen disappearing models before - the Vishnan Keeper would wink out of existence and sometimes take other stuff with it. I believe that was fixed via...something blowfish did in PCS2. Let's ask him.

 

Offline FUBAR-BDHR

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Re: Ships suddenly disappearing (possible issue w/ GTCv Baranec)
Well you do have 2 warnings in the log that need fixed.  Warnings are there for a reason.  While they may not cause problems immediately it would not be the first time they caused weird behavior such as this. 
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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  • FREDder, FSWiki editor, and tester
Re: Ships suddenly disappearing (possible issue w/ GTCv Baranec)
I've recalculated its moment of inertia. So far, so good after 6 test runs.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline General Battuta

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Re: Ships suddenly disappearing (possible issue w/ GTCv Baranec)
Might well have done it. I also recall fixing some issues with bounding boxes and purging some sort of cache. I wish I were less of a nooblet so I could be more help.

 

Offline Droid803

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Re: Ships suddenly disappearing (possible issue w/ GTCv Baranec)
Purging the BSP cache?
The thing you should do every time you save from PCS2 or run the risk of getting ghost ships?
(´・ω・`)
=============================================================

 

Offline FUBAR-BDHR

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Re: Ships suddenly disappearing (possible issue w/ GTCv Baranec)
Actually at times purging bsp cache has proven to break models imported from .dae.  Haven't tried with latest 2.1 but an example would be a turret on the side of a ship with the pivot near the edge.  After saving the model purging bsp cache will occasionally flip the bounding box leaving the barrels with no collision detection. 

So as with all things there are exceptions to every rule.
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