Author Topic: Black Squares (Solved)  (Read 2057 times)

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Black Squares (Solved)
I have no idea why it took me so long to try TBP out but now that I have I'm definitely hooked. This is a real kick in the pants. My only problem so far is occasional black squares around some explosions. I installed the DVD 1.0, Zathras 2.0, Launcher 5.5g, and fs2_open_3_6_12r_INF_SSE2. I also dropped a atioglxx.dll into the folder because my ATI Radeon HD 4500 needs it.

I've looked through the threads and even though the issue is discussed a solution isn't described.

Every once in awhile this happens...


Here's a debug log...
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:
  -ambient_factor 65
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod HTLpackage,Zathras
  -window
Building file index...
Found root pack 'C:\Games\The Babylon Project\HTLpackage\HTL_package_280810.vp' with a checksum of 0x1947b747
Found root pack 'C:\Games\The Babylon Project\Zathras\0rph3u5.vp' with a checksum of 0xf4f337da
Found root pack 'C:\Games\The Babylon Project\Zathras\Gun.vp' with a checksum of 0x4cb92d30
Found root pack 'C:\Games\The Babylon Project\Zathras\Nameplates.vp' with a checksum of 0x6c0007b7
Found root pack 'C:\Games\The Babylon Project\Zathras\Revan.vp' with a checksum of 0x2ec9998c
Found root pack 'C:\Games\The Babylon Project\Zathras\Vidmaster.vp' with a checksum of 0x506e2e5c
Found root pack 'C:\Games\The Babylon Project\Zathras\Z_Multi.vp' with a checksum of 0x80d52635
Found root pack 'C:\Games\The Babylon Project\Zathras\Zathras.vp' with a checksum of 0xbf97b601
Found root pack 'C:\Games\The Babylon Project\AchenSchoolingFlight.vp' with a checksum of 0x1b04f7fb
Found root pack 'C:\Games\The Babylon Project\B5-C-sp-EMW-3_0.vp' with a checksum of 0x5529d851
Found root pack 'C:\Games\The Babylon Project\B5-C-sp-RW-3_0.vp' with a checksum of 0x1ca3d242
Found root pack 'C:\Games\The Babylon Project\B5-Core-3_4.vp' with a checksum of 0xbda39a14
Found root pack 'C:\Games\The Babylon Project\B5-M-MultiPack-1.vp' with a checksum of 0xa2f5f491
Found root pack 'C:\Games\The Babylon Project\B5-M-MultiPack-1_0.vp' with a checksum of 0xdcf27819
Found root pack 'C:\Games\The Babylon Project\B5SFP.vp' with a checksum of 0xc9d34e0e
Found root pack 'C:\Games\The Babylon Project\DarkChildren.vp' with a checksum of 0x7e5ca08a
Found root pack 'C:\Games\The Babylon Project\eatraining.vp' with a checksum of 0x595c32d0
Found root pack 'C:\Games\The Babylon Project\EBW.vp' with a checksum of 0xd56d6d9e
Found root pack 'C:\Games\The Babylon Project\ebwpatch1a.vp' with a checksum of 0x118777f4
Found root pack 'C:\Games\The Babylon Project\FortuneHunters.vp' with a checksum of 0x7d8e6d5c
Found root pack 'C:\Games\The Babylon Project\Infestation.vp' with a checksum of 0x0208547c
Found root pack 'C:\Games\The Babylon Project\Operations.vp' with a checksum of 0xfc82bb68
Found root pack 'C:\Games\The Babylon Project\Root_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\The Babylon Project\sparky_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\The Babylon Project\sparky_hi_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\The Babylon Project\stu_fs2.vp' with a checksum of 0x7738890b
Found root pack 'C:\Games\The Babylon Project\Survivor.vp' with a checksum of 0xc81f3998
Found root pack 'C:\Games\The Babylon Project\TBP-AotB-Demo.vp' with a checksum of 0xe887836e
Found root pack 'C:\Games\The Babylon Project\TBP-DrumsOfWar-1.vp' with a checksum of 0x51240964
Found root pack 'C:\Games\The Babylon Project\TBP-DrumsOfWar2.vp' with a checksum of 0xc7f53004
Found root pack 'C:\Games\The Babylon Project\TBP-TheBlackHand-Eps1.vp' with a checksum of 0xdc925b35
Found root pack 'C:\Games\The Babylon Project\trail of light.vp' with a checksum of 0xe46f3b5e
Searching root 'C:\Games\The Babylon Project\HTLpackage\' ... 39 files
Searching root pack 'C:\Games\The Babylon Project\HTLpackage\HTL_package_280810.vp' ... 23 files
Searching root 'C:\Games\The Babylon Project\Zathras\' ... 13 files
Searching root pack 'C:\Games\The Babylon Project\Zathras\0rph3u5.vp' ... 79 files
Searching root pack 'C:\Games\The Babylon Project\Zathras\Gun.vp' ... 220 files
Searching root pack 'C:\Games\The Babylon Project\Zathras\Nameplates.vp' ... 346 files
Searching root pack 'C:\Games\The Babylon Project\Zathras\Revan.vp' ... 131 files
Searching root pack 'C:\Games\The Babylon Project\Zathras\Vidmaster.vp' ... 1 files
Searching root pack 'C:\Games\The Babylon Project\Zathras\Z_Multi.vp' ... 28 files
Searching root pack 'C:\Games\The Babylon Project\Zathras\Zathras.vp' ... 466 files
Searching root 'C:\Games\The Babylon Project\' ... 54 files
Searching root pack 'C:\Games\The Babylon Project\AchenSchoolingFlight.vp' ... 76 files
Searching root pack 'C:\Games\The Babylon Project\B5-C-sp-EMW-3_0.vp' ... 188 files
Searching root pack 'C:\Games\The Babylon Project\B5-C-sp-RW-3_0.vp' ... 724 files
Searching root pack 'C:\Games\The Babylon Project\B5-Core-3_4.vp' ... 7607 files
Searching root pack 'C:\Games\The Babylon Project\B5-M-MultiPack-1.vp' ... 21 files
Searching root pack 'C:\Games\The Babylon Project\B5-M-MultiPack-1_0.vp' ... 38 files
Searching root pack 'C:\Games\The Babylon Project\B5SFP.vp' ... 456 files
Searching root pack 'C:\Games\The Babylon Project\DarkChildren.vp' ... 96 files
Searching root pack 'C:\Games\The Babylon Project\eatraining.vp' ... 91 files
Searching root pack 'C:\Games\The Babylon Project\EBW.vp' ... 610 files
Searching root pack 'C:\Games\The Babylon Project\ebwpatch1a.vp' ... 1 files
Searching root pack 'C:\Games\The Babylon Project\FortuneHunters.vp' ... 45 files
Searching root pack 'C:\Games\The Babylon Project\Infestation.vp' ... 125 files
Searching root pack 'C:\Games\The Babylon Project\Operations.vp' ... 89 files
Searching root pack 'C:\Games\The Babylon Project\Root_fs2.vp' ... 3 files
Searching root pack 'C:\Games\The Babylon Project\sparky_fs2.vp' ... 3 files
Searching root pack 'C:\Games\The Babylon Project\sparky_hi_fs2.vp' ... 3 files
Searching root pack 'C:\Games\The Babylon Project\stu_fs2.vp' ... 3 files
Searching root pack 'C:\Games\The Babylon Project\Survivor.vp' ... 53 files
Searching root pack 'C:\Games\The Babylon Project\TBP-AotB-Demo.vp' ... 21 files
Searching root pack 'C:\Games\The Babylon Project\TBP-DrumsOfWar-1.vp' ... 11 files
Searching root pack 'C:\Games\The Babylon Project\TBP-DrumsOfWar2.vp' ... 16 files
Searching root pack 'C:\Games\The Babylon Project\TBP-TheBlackHand-Eps1.vp' ... 26 files
Searching root pack 'C:\Games\The Babylon Project\trail of light.vp' ... 2 files
Searching root 'f:\' ... 0 files
Found 36 roots and 11708 files.
AutoLang: Language auto-detection successful...
Setting language to English
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 1360x768 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     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4300/4500 Series   
  OpenGL Version    : 3.3.10188 Compatibility Profile Context

  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_ARB_shader_texture_lod".
  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: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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
... 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.
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.
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
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 29 frames at 22 fps.
BMPMAN: Found EFF (exp04.eff) with 40 frames at 21 fps.
BMPMAN: Found EFF (exp05.eff) with 51 frames at 22 fps.
BMPMAN: Found EFF (exp06.eff) with 71 frames at 23 fps.
BMPMAN: Found EFF (Shockwave01.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Shockwave02.eff) with 146 frames at 30 fps.
BMPMAN: Found EFF (Shockwave03.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Shockwave04.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Disruptor_Impact.eff) with 6 frames at 25 fps.
BMPMAN: Found EFF (particleexp01.eff) with 21 frames at 20 fps.
TBM  =>  Starting parse of 'Zathras-wep.tbm' ...
TBM  =>  Starting parse of 'additional-shp.tbm' ...
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
BMPMAN: Found EFF (rockexp01.eff) with 96 frames at 24 fps.
TBM  =>  Starting parse of 'FH2261-str.tbm' ...
TBM  =>  Starting parse of 'XmasNBG-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 418
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)
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
Frame  0 too long!!: frametime = 0.356 (0.356)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file 'AotBDemo3b-1.tga'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (JumpIn01.eff) with 61 frames at 22 fps.
BMPMAN: Found EFF (JumpOut02.eff) with 61 frames at 22 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xcaae6bc9, IBX checksum: 0x80fee7f5 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'AotB_demo3b_hotw.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 196
Ending mission message count : 197
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'tbolt.pof'
IBX: Found a good IBX/TSB to read for 'tbolt.pof'.
IBX-DEBUG => POF checksum: 0x68018e71, IBX checksum: 0x1a28fa37 -- "tbolt.pof"
Submodel 'tboltb-hull' is detail level 1 of 'tbolta-hull'
Submodel 'tboltc-hull' is detail level 2 of 'tbolta-hull'
Submodel 'tboltd-hull' is detail level 3 of 'tbolta-hull'
Loading model 'omega.pof'
IBX: Found a good IBX/TSB to read for 'omega.pof'.
IBX-DEBUG => POF checksum: 0xdfeda93b, IBX checksum: 0xd4d72411 -- "omega.pof"
BMPMAN: Found EFF (narndebris01-glow.eff) with 53 frames at 30 fps.
Potential problem found: Unrecognized subsystem type 'rotsec01a', believed to be in ship omega.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship omega.pof
Submodel 'rotsec01b' is detail level 1 of 'rotsec01a'
Submodel 'rotsec01c' is detail level 2 of 'rotsec01a'
Submodel 'rotsec01d' is detail level 3 of 'rotsec01a'
Submodel 'extra01b' is detail level 1 of 'extra01a'
Submodel 'extra01c' is detail level 2 of 'extra01a'
Submodel 'turret13b' is detail level 1 of 'turret13a'
Submodel 'turret14b' is detail level 1 of 'turret14a'
Submodel 'turret15b' is detail level 1 of 'turret15a'
Submodel 'turret16b' is detail level 1 of 'turret16a'
Submodel 'turret17b' is detail level 1 of 'turret17a'
Submodel 'turret18b' is detail level 1 of 'turret18a'
Submodel 'turret19b' is detail level 1 of 'turret19a'
Submodel 'turret20b' is detail level 1 of 'turret20a'
Submodel 'turret21b' is detail level 1 of 'turret21a'
Submodel 'turret22b' is detail level 1 of 'turret22a'
Submodel 'turret23b' is detail level 1 of 'turret23a'
Submodel 'turret24b' is detail level 1 of 'turret24a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Submodel 'turret08b' is detail level 1 of 'turret08a'
Submodel 'turret09b' is detail level 1 of 'turret09a'
Submodel 'turret10b' is detail level 1 of 'turret10a'
Submodel 'turret11b' is detail level 1 of 'turret11a'
Submodel 'turret12b' is detail level 1 of 'turret12a'
Submodel 'rotsec01b-destroyed' is detail level 1 of 'rotsec01a-destroyed'
Submodel 'engine01b' is detail level 1 of 'engine01a'
Submodel 'engine01c' is detail level 2 of 'engine01a'
Submodel 'engine02b' is detail level 1 of 'engine02a'
Submodel 'engine02c' is detail level 2 of 'engine02a'
Submodel 'engine03b' is detail level 1 of 'engine03a'
Submodel 'engine03c' is detail level 2 of 'engine03a'
Submodel 'engine04b' is detail level 1 of 'engine04a'
Submodel 'engine04c' is detail level 2 of 'engine04a'
Allocating space for at least 35 new ship subsystems ...  a total of 200 is now available (35 in-use).
Loading model 'midwinter.pof'
IBX: Found a good IBX/TSB to read for 'midwinter.pof'.
IBX-DEBUG => POF checksum: 0xe2ed2b44, IBX checksum: 0x154c2469 -- "midwinter.pof"
BMPMAN: Found EFF (ea-debris01-glow.eff) with 53 frames at 7 fps.
Potential problem found: Unrecognized subsystem type 'reactor01a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized subsystem type 'reactor02a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized subsystem type 'reactor03a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized subsystem type 'reactor04a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship midwinter.pof
Submodel 'reactor01b' is detail level 1 of 'reactor01a'
Submodel 'reactor02b' is detail level 1 of 'reactor02a'
Submodel 'reactor03b' is detail level 1 of 'reactor03a'
Submodel 'reactor04b' is detail level 1 of 'reactor04a'
Submodel 'sensors01b' is detail level 1 of 'sensors01a'
Submodel 'sensors03b' is detail level 1 of 'sensors03a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Submodel 'turret08b' is detail level 1 of 'turret08a'
Submodel 'turret09b' is detail level 1 of 'turret09a'
Loading model 'aurora.pof'
IBX: Found a good IBX/TSB to read for 'aurora.pof'.
IBX-DEBUG => POF checksum: 0xdaff0dfd, IBX checksum: 0x86d32453 -- "aurora.pof"
Submodel 'aurorab-hull' is detail level 1 of 'auroraa-hull'
Submodel 'aurorac-hull' is detail level 2 of 'auroraa-hull'
Submodel 'aurorad-hull' is detail level 3 of 'auroraa-hull'
Loading model 'badger.pof'
IBX: Found a good IBX/TSB to read for 'badger.pof'.
IBX-DEBUG => POF checksum: 0x2f05669d, IBX checksum: 0x0cc68ea7 -- "badger.pof"
Submodel 'badgerb-hull' is detail level 1 of 'badgera-hull'
Submodel 'badgerc-hull' is detail level 2 of 'badgera-hull'
Submodel 'badgerd-hull' is detail level 3 of 'badgera-hull'
Submodel 'gun01b-geo' is detail level 1 of 'gun01a-geo'
Submodel 'turret01b' is detail level 1 of 'turret01a'
OpenGL: Created 512x512 FBO!
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 40x31 (3.1% 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 ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'crewshuttle.pof'
IBX: Found a good IBX/TSB to read for 'crewshuttle.pof'.
IBX-DEBUG => POF checksum: 0x13fe2d74, IBX checksum: 0x3c22a290 -- "crewshuttle.pof"
Submodel 'crewshuttleb-hull' is detail level 1 of 'crewshuttlea-hull'
Submodel 'crewshuttlec-hull' is detail level 2 of 'crewshuttlea-hull'
Submodel 'crewshuttled-hull' is detail level 3 of 'crewshuttlea-hull'
Loading model 'cratmshuttle.pof'
IBX: Found a good IBX/TSB to read for 'cratmshuttle.pof'.
IBX-DEBUG => POF checksum: 0xfcdd8b8d, IBX checksum: 0x7565f084 -- "cratmshuttle.pof"
Loading model 'lintira.pof'
IBX: Found a good IBX/TSB to read for 'lintira.pof'.
IBX-DEBUG => POF checksum: 0x04375951, IBX checksum: 0x12c6d38a -- "lintira.pof"
Submodel 'lintirab-hull' is detail level 1 of 'lintiraa-hull'
Submodel 'lintirac-hull' is detail level 2 of 'lintiraa-hull'
Submodel 'lintirad-hull' is detail level 3 of 'lintiraa-hull'
Allocating space for at least 197 new ship subsystems ...  a total of 400 is now available (65 in-use).
About to page in ships!
ANI shield-eaaurora with size 112x93 (27.3% wasted)
ANI shield-eabadger with size 112x93 (27.3% wasted)
ANI shield-eathunderbolt with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle with size 112x93 (27.3% wasted)
ANI shield-crritan with size 112x93 (27.3% wasted)
ANI shield-mflintira with size 112x93 (27.3% wasted)
Loading model 'EAvenom1.pof'
IBX: Found a good IBX/TSB to read for 'EAvenom1.pof'.
IBX-DEBUG => POF checksum: 0x6005f569, IBX checksum: 0xf32b6648 -- "EAvenom1.pof"
Model EAvenom1.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAHeavyFighterMiss.pof'
IBX: Found a good IBX/TSB to read for 'EAHeavyFighterMiss.pof'.
IBX-DEBUG => POF checksum: 0x5269fd89, IBX checksum: 0x5428bd0a -- "EAHeavyFighterMiss.pof"
Loading model 'EAHeavyFighterMissW.pof'
IBX: Found a good IBX/TSB to read for 'EAHeavyFighterMissW.pof'.
IBX-DEBUG => POF checksum: 0xad280c53, IBX checksum: 0xb0321cb6 -- "EAHeavyFighterMissW.pof"
BMPMAN: Found EFF (trailrail.eff) with 11 frames at 10 fps.
Loading model 'valasdil.pof'
IBX: Found a good IBX/TSB to read for 'valasdil.pof'.
IBX-DEBUG => POF checksum: 0x7297ecbb, IBX checksum: 0xb7425bed -- "valasdil.pof"
Model valasdil.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nothing.pof'
IBX: Found a good IBX/TSB to read for 'nothing.pof'.
IBX-DEBUG => POF checksum: 0x307871d7, IBX checksum: 0x4d993d84 -- "nothing.pof"
Model nothing.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x0c6105fe -- "cmeasure01.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x3a5fd3e0 -- "hornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
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"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x31 (3.1% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-eaaurora.ani with size 112x93 (27.3% wasted)
ANI shield-eabadger.ani with size 112x93 (27.3% wasted)
ANI shield-eathunderbolt.ani with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle.ani with size 112x93 (27.3% wasted)
ANI shield-crritan.ani with size 112x93 (27.3% wasted)
ANI shield-mflintira.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP338x25+16'
User bitmap 'TMP337x25+16'
User bitmap 'TMP337x25+16'
User bitmap 'TMP337x25+16'
User bitmap 'TMP337x25+16'
User bitmap 'TMP338x25+16'
User bitmap 'TMP1024x576+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1709/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 467,  Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
Frame  0 too long!!: frametime = 13.523 (13.523)
Frame  0 too long!!: frametime = 0.365 (0.365)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  49.778
Frame  1 too long!!: frametime = 0.309 (0.309)
Warning:  Message here they come has no persona assigned.
ANI b5-pilota.ani with size 160x120 (6.3% wasted)
894 frames executed in  30.007 seconds,  29.793 frames per second.
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
ANI b5-pilotb.ani with size 160x120 (6.3% wasted)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Killing beam at initial fire because of illegal targeting!!!
ANI b5-pilota.ani with size 160x120 (6.3% wasted)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI b5-pilotb.ani with size 160x120 (6.3% wasted)
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
ANI b5-pilota.ani with size 160x120 (6.3% wasted)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
ANI b5-pilotb.ani with size 160x120 (6.3% wasted)
Got event GS_EVENT_DEATH_DIED (24) in state GS_STATE_GAME_PLAY (2)
Got event GS_EVENT_DEATH_BLEW_UP (25) in state GS_STATE_DEATH_DIED (18)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_DEATH_BLEW_UP (19)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Mar 24 11:12:59 2011


Edit: Nevermind, found the solution here. Turns out you need the "Enable 3d Shockwaves" flag checked in the launcher.
« Last Edit: March 24, 2011, 07:31:05 pm by rscaper1070 »
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Black Squares (Solved)
2D shockwave in TBP is saved in a format that has an Alpha channel (transparency), while not having any Alpha set.
If a format has no Alpha, FS2_Open will use black for transparency. If it does have it, Alpha channel will be used for transparency and black will be black.

 

Offline wesp5

  • 29
Re: Black Squares (Solved)
Could this somehow be fixed in all upcoming TBP versions? Or at least removed from the launcher?