Author Topic: War in Heaven Community Multiplayer Project  (Read 9201 times)

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Offline General Battuta

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War in Heaven Community Multiplayer Project
Special thanks to bigchunk1, the founder, and to the crew who got the ball rolling: Sara, Hades, ION3, DeadlyinaShadow, QuantumDelta, MatthTheGeek, Droid803, Satellight, Shade, and (if I forgot you please yell at me)

This is a community project to build War in Heaven multiplayer, using a public SVN as a way to rapidly distribute balance tweaks and new missions. SVN is incredibly easy to use and really powerful. Follow the simple steps below to get set up!

To get involved:

  • Make sure you have Blue Planet 2 correctly installed, including Blue Planet 1, the 3.6.12 MVPs, and all patches
  • Install TortoiseSVN - guaranteed malware free
  • Create a folder in your FreeSpace 2 directory called blueplanet2_multi
  • Right click on it and hit 'SVN Checkout'
  • Enter the following address in the 'URL of repository' field: https://subversion.assembla.com/svn/blueplanet2_multi/
  • Press okay!
  • Select blueplanet2_multi as your mod in the launcher, and assuming you have an FS2NetD account and everything is set up right, enjoy!

IMPORTANT

Before you start playing, make sure you're up to date by right clicking on the folder and hitting 'SVN Update'. Do this every time you want to play!

We will be building dogfight variants of ships and weapons and adding new missions. If you want to get involved in this, ask for an SVN account and you can make your own commits.


Okay, so, here's a report from our first time out.

General points:
-Dogfight versions of
         -Redeemer
         -Slammer
         -Shrike
         -Dart
         -UXA
         -Sidhe
         -Tev fighters
         -What am I forgetting?

Missions:
-Co-op
        -Stained Mars Red is too easy.
        -Karuna dogfight needs spells, ETS system, more music, better spawns
« Last Edit: January 18, 2011, 09:39:58 am by General Battuta »

 

Offline Deadly in a Shadow

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Re: Blue Planet Multiplayer Balance and Mission Thread
My opinion is to scratch the REEDEMAH (for MP).

I hope, for the future, to navigate Deimos-Corvettes through the MP-UEF battle lines. I think that the GTVA Fighters are as good as they are, but they need their primaries (Nyx with Prom would be godlike).

The Slammer is as deadly as expected, the damage should be reduced greatly.

And Stained Mars needs some UEF-Frigates, the destruction of these Diomedes-Corvette should be result in a greater battle (not too big because of the performance.)
"Ka-BOOOOOOOOM!!!!"
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Offline General Battuta

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Re: Blue Planet Multiplayer Balance and Mission Thread
I would like to set up a public SVN we can use to rapidly roll out changes and new missions.

  

Offline General Battuta

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Re: Blue Planet Multiplayer Balance and Mission Thread
aaaaaaaaaaahahahahah The Blade Itself in co-op was hilarious; Hades set it up so one person was the frigate and the rest were escorts. Unfortunately crashes EVERYWHERE

 

Offline Hades

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    • Skype
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Re: Blue Planet Multiplayer Balance and Mission Thread
yeah but for a 10 minute job it was pretty ok, we were only testing to make sure it worked with more than one player anyway
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline General Battuta

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Re: Blue Planet Multiplayer Balance and Mission Thread
It was awesome. Add some checks so the spells only turn up for Alpha 1. Also maybe more hostile wings, just cue them to jump in with the existing ones.

 

Offline bigchunk1

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Re: Blue Planet Multiplayer Balance and Mission Thread
In future tests keep an eye on reverse afterburner acceleration. I don't know what to make of it yet. It's a pretty cool option for the player to have, but it changes the mechanics of the game.
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Shivan Hunter

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Re: Blue Planet Multiplayer Balance and Mission Thread
People were complaining about about it earlier, but IMO it adds an interesting aspect to gameplay. The main problem is it's on the Kent, which is a bit too fast for multi atm.

Ship balance: In the first dogfight, I mainly only focused on bigchunk1 because he was in a Uriel, which was easy to kill since it was slow. Possibly the faster fighters like the Kent could be slowed down, and the slower ones could be augmented somehow.

Weapon balance: Hellfires are really useless here, possibly because of the faster ships. Darts, on the other hand, are overpowered, and don't even get me started on Slammers. Those things break the game. The Redeemer should be scrapped altogether where multi is concerned- it's absurdly overpowered, to the point that you can one-shot most enemies. I took a Redeemer for the third dogfight and won the battle, and I'm not even that good. In fact, a lot of the overly powerful primaries don't really belong in multi, and especially in dogfights.

tldr: tone down some missiles and make faster ships slower, for dogfight versions of each.

 

Offline Satellight

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Re: Blue Planet Multiplayer Balance and Mission Thread
People were complaining about about it earlier, but IMO it adds an interesting aspect to gameplay. The main problem is it's on the Kent, which is a bit too fast for multi atm.

Ship balance: In the first dogfight, I mainly only focused on bigchunk1 because he was in a Uriel, which was easy to kill since it was slow. Possibly the faster fighters like the Kent could be slowed down, and the slower ones could be augmented somehow.

Weapon balance: Hellfires are really useless here, possibly because of the faster ships. Darts, on the other hand, are overpowered, and don't even get me started on Slammers. Those things break the game. The Redeemer should be scrapped altogether where multi is concerned- it's absurdly overpowered, to the point that you can one-shot most enemies. I took a Redeemer for the third dogfight and won the battle, and I'm not even that good. In fact, a lot of the overly powerful primaries don't really belong in multi, and especially in dogfights.

tldr: tone down some missiles and make faster ships slower, for dogfight versions of each.

Absolutely agreed about the Kent's reverse afterburner and the Dart. I made, while I'm not a very good MP player, many -relatively- easy kills using both of them. That was obviously very fun, but not fair.

One word about the Karuna dogfight, even if the server crashes before completiing the game  :doubt: . It will be useful to increase the Karuna speed a little IMHO. However, I found that playing tactically with the weapon range is very interesting in MP.
Never far away from HLP and from a computer with an installed FreeSpace.

 

Offline bigchunk1

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Re: Blue Planet Multiplayer Balance and Mission Thread
Later that night we had a 'Redeemer match' which was essentially a one shot kill elimination match in Durga bombers which are large and slow targets. That was pretty fun. I would be up for making a dogfight which is exclusively Durgas, and possibly Vajras.

The Uriel for the most part seems fine the way it is right now. It has good armor and has a single slot of 6 gunbanks to make quick work of enemy fighters. It flys much like a heavy assault fighter should, and has a turret which does come in handy for those situations where you are caught in a turning match with your opponent.

I have not yet found a use for the archer though. Maybe it's fine left alone as well but it's prettymuch an ornament unless you catch an enemy fighter without shields.

Look out for the Kent, the Lao Tze and possibly the Draco in the future. Some fighters are very quick.

Battuta mentioned on IRC a possible dogfight mission escalation match style where every time you are destroyed, you spawn as a more powerful ship. So you start with Scimitars (The Gef fighter) and maybe upgrade to an Aurora, HerkMk2, Uhlan... until your upgrade yourself all the way to Durgas, Vajras, and finally the Playable Karuna. Games of this type have been implemented before in other games such as Counter Strike and have been quite popular. 

BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline General Battuta

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Re: Blue Planet Multiplayer Balance and Mission Thread
The inspiration was directly from Starfleet Command rather than CS.

 

Offline MatthTheGeek

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Re: Blue Planet Multiplayer Balance and Mission Thread
Also, a good and easy way to balance the Reedeemer for dogfights would be to lower the shield damage to bomb-like levels. It's supposed to be an anti-cap weapon after all.
People are stupid, therefore anything popular is at best suspicious.

Homeworld: Blue Planet     -     Help us help you     -     FSO Installer     -     BP extras portal     -     My legacy

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bigchunk1: ...

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Offline bigchunk1

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Re: Blue Planet Multiplayer Balance and Mission Thread
Also, a good and easy way to balance the Reedeemer for dogfights would be to lower the shield damage to bomb-like levels. It's supposed to be an anti-cap weapon after all.

That's what the Archer is now.

I forgot to mention the Dirk missile. It's pretty underpowered in multiplayer. I can barely lock on by the time an enemy fighter is on top of me. I would advise decreasing the lock time or increasing the range... something. The missile's tracking is weak as well. I didn't get a chance to gage the damage because I don't recall hitting anything. I don't see any reason as it is now to use the Dirk over the Dart.
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline General Battuta

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Re: Blue Planet Multiplayer Balance and Mission Thread
The Dirk has always been kind of crappy. It got a test buff for the 1.1 patch but was deemed OP and now it kinda languishes.

 

Offline ION3

  • 27
Re: Blue Planet Multiplayer Balance and Mission Thread
Quote
The Dirk has always been kind of crappy.

In singleplayer i do like its current incarnation. It's good for making enemy ships stop shooting at your wingmates/escort ships while you are still too far away to kill, or in head on engegements, where the AI is very dangerous if you don't manage to get it to stop shooting on you when you close in.
The key to this kind of use is a missle that is relatively resistand to countermeasures, but can be outmaneuvered quite easily, with high damage, high range, but it must not necessarily be fast or lock on fast. The current dirk is OK for that job, and kills bombers and transports/turrets.
I'd say make it have a bit more firepower and ammo to emphasize that role and it is perfect.

On that note: I think the Dart should have less ammo in sp, the harpoon more range, the Rockeye more firepower. Tell me if you want me to elaborate on that.

 

Offline Mars

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Re: Blue Planet Multiplayer Balance and Mission Thread
So I was messing around with a UEF gauntlet, and I don't know if this applies to multiplayer- but I was wondering if increasing the after-burner time for GTVA fighters might even the balance a bit?

 

Offline General Battuta

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War in Heaven Multiplayer Project
For those of you seeing this for the first time - our priority right now is to build dogfight variants of imbalanced ships and weapons so that we no longer have hilarious Redeemer instagib matches and Atalantas armed only with Circes.  :nervous:
« Last Edit: January 17, 2011, 12:31:39 pm by General Battuta »

 

Offline -Sara-

  • 29
Re: War in Heaven Community Multiplayer Project
Didn't read all 3 pages, but could make redeemer very ineffective against shields.
Currently playing: real life.

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Offline asyikarea51

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Re: War in Heaven Community Multiplayer Project
Slightly off-topic question, a few years ago when I played 3.6.9 multi with a (obviously never finished) self-made mod, the client always had a problem with ammo and never-depleting energy reserves on some types of weapons... forgot what kind, I think fighter-mounted beams but I don't remember those working right in single player in the first place... when the game complained about invalid tables I always double/triple/etc-checked to make sure both host and client had matching tables but it would still show...

The host would spawn with everything as per normal but the client spawns with no ammo and stuff and needs to commit suicide at least once. Then everything shows up on next respawn, guns, ammo, all working correctly (except for the fighter beams where you could practically lag the game by being too trigger-happy).

This was with virual LAN ala Hamachi though, not through FS2NetD due to bad ping but IIRC the connection type didn't matter.

Looking at the posts here, seems to me like that bug was fixed a long time ago? Or maybe the bug never existed and my slip-up might've been in MediaVPs... which I kinda doubt was the cause since I did the install on the client computer and the files were all the same?

Don't have the option of source control (never had, never will in a reasonable timeframe), but I did have infrequent access to the client pc so I roughly knew what files were being moved around...

That said, I'm curious with dogfight weapons, I'm nowhere near done with any tables (stripped all dogfight guns off my tables for now), but a good idea on weapon balance for future reference would be nice... obviously can't escape testing though, that's something important.
Inferno plz
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Offline IvKir

  • 24
Re: War in Heaven Community Multiplayer Project
Hi, i got some trouble with this mod, can you help me?
OS - Windows. MediaVPs, Blueplanet - it's all up to date, using build from svn... still can't get game working.

Code: [Select]
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 16
  -ogl_spec 32
  -spec_static 1.25
  -spec_point 1.5
  -spec_tube 1.5
  -ambient_factor 120
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 90
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2_multi,blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'C:\Games\FSO\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Games\FSO\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games\FSO\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games\FSO\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games\FSO\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games\FSO\blueplanet\bp-adv-core.vp' with a checksum of 0x2851edb0
Found root pack 'C:\Games\FSO\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Games\FSO\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FSO\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FSO\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Games\FSO\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Games\FSO\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FSO\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FSO\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FSO\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FSO\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FSO\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FSO\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FSO\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FSO\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FSO\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FSO\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FSO\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FSO\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FSO\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FSO\blueplanet2_multi\' ... 11 files
Searching root 'C:\Games\FSO\blueplanet2\' ... 2 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-visuals1.vp' ... 494 files
Searching root pack 'C:\Games\FSO\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games\FSO\blueplanet\' ... 1 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-adv-core.vp' ... 2 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-visuals1.vp' ... 326 files
Searching root pack 'C:\Games\FSO\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Games\FSO\mediavps_3612\' ... 9 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FSO\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FSO\' ... 33 files
Searching root pack 'C:\Games\FSO\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FSO\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FSO\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FSO\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FSO\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FSO\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FSO\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FSO\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FSO\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FSO\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FSO\warble_fs2.vp' ... 52 files
Searching root 'i:\' ... 0 files
Found 35 roots and 19620 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

  Available Playback Devices:
    Generic Software on SB Live! Audio [B880]  *preferred*
    Generic Hardware on SB Live! Audio [B880]

  Available Capture Devices:
    SB Live! Audio [B880]  *default*

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on SB Live! Audio [B880]
  Capture device: SB Live! Audio [B880]
... OpenAL successfully initialized!
Failed to init speech
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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 7600 GT/PCI/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 trilinear 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' ...
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
Loading 2_PreLoad.png for the first time.
Loading 2_PreLoad.png (1024x768x24)
Fast-unloading 2_PreLoad.png.  1024x768x24
Loading 2_PreLoadLogo.png for the first time.
Loading 2_PreLoadLogo.png (420x193x32)
Fast-unloading 2_PreLoadLogo.png.  420x193x32
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)
Failed to open network config file, using default settings
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 '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 'bp-advanced-mfl.tbm' ...
WARNING: "Muzzle flash "BP_Cmuzzle_tiny" already exists!  Using existing entry instead." at muzzleflash.cpp:145
Int3(): From g:\fso\fs2_open_0\code\globalincs\windebug.cpp at line 1277

[attachment deleted by ninja]
« Last Edit: January 18, 2011, 09:16:58 am by General Battuta »