Author Topic: Ships disappear for no reason or perhaps a kitty stole my chips  (Read 2218 times)

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Offline MetalDestroyer

  • Starwars reborn!
  • 210
Ships disappear for no reason or perhaps a kitty stole my chips
Well, as the title said. I notice during I was fredding there is one ship I didn't get in the ship list. But it was yesterday when i went to the F3 techroom. I didn't change anything except files for the new shaders, modify my current post processing.tbl and that's all.

I checked the Debug Spew, and I see that the tbm wasn't load by FSO. But if I move a tbm file from another ship, the ship which was disappeared, is now available. I'm using the latest nightly build and I got a total of 152 ships.

Any idea ?

 

Offline The E

  • He's Ebeneezer Goode
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  • Nothing personal, just tech support.
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Re: Ships disappear for no reason or perhaps a kitty stole my chips
Might help if you posted the tbm, in addition to an fs2_open.log.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: Ships disappear for no reason or perhaps a kitty stole my chips
And below, the ship table, it was working perfectly and suddenly it disappeared from the techroom/fred2.

Code: [Select]
#Ship Classes

$Name: HEC Typhoon
$Short name: HECTyphoon
$Species: Terran
+Tech Description: XSTR( "HEC Typhoon - A notable deviation from Homeworld Empire traditions, the new Typhoon Cruiser line of vessels completely subverted the age old moniker  of sheer firepower above all else in favor of flexibility. The Typhoon series of Cruisers don't win any brutality rewards, but it makes up for it thanks to its spacious hangar bay and agility. Quite possibly the biggest subversion of all would be the Typhoon's first use of the new Shield Fan technology. A new budding method to project a matter field to divert or stop projected energy weapons from hitting the hull rather than relying on sheer hull plating alone. Since the first Typhoon left the massive shipyards surrounding planet Homeworld itself, the cruisers have since replaced traditional Hurricane Heavy Cruisers in the role of command ships. A Typhoon is modestly armed with two twin barreled Proton cannons, a single large beam cannon turret, and an array of 6 forward beam weapons make for its main anti capital ship weapons. To deal with fighters it has a hump mounted array of rapid firing pulse cannons and several large high velocity shard cannons turrets to round out the anti fighter armament.", -1 )
$end_multi_text
$POF file: Typhoon_t.pof
$Detail distance: (0, 3000, 7000, 12000)
$Density: 1.2
$Damp: 0.8
$Rotdamp: 2.4
$Max Velocity: 0.0, 0.0, 325.0
$Rotation time: 120.0, 120.0, 120.0
$Rear Velocity: 0.0
$Forward accel: 16.0
$Forward decel: 8.0
$Slide accel: 0.0
$Slide decel: 0.0
$Use Newtonian Dampening: YES
$Warpin Type: hyperspace
$Warpin Start Sound: HyperStartImp ;; 196
$Warpin End Sound: HyperStartImp ;; 196
$Warpin Time: 2
$Warpout Type: hyperspace
$Warpout Start Sound: Hyperend ;; 195
$Warpout End Sound: Hyperend
$Warpout Time: 2
$Expl inner rad: 400.0
$Expl outer rad: 1200.0
$Expl damage: 250.0
$Expl blast: 12500.0
$Expl Propagates: YES
$Shockwave Speed: 280.0
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 345.0
$Max Weapon Eng: 100.0
$Hitpoints: 550000
$Flags: ( "corvette" "big damage" "dont collide invisible")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128
$Closeup_pos: 0.0, 0.0, -1800
$Closeup_zoom: 0.5
$Score: 500
$Subsystem: Engine01, 20, 0.0
$Engine Wash: Default800
$Subsystem: Engine02, 20, 0.0
$Engine Wash: Default800
$Subsystem: Engine03, 30, 0.0
$Engine Wash: Default800
$Subsystem: Engine04, 30, 0.0
$Engine Wash: Default800
$Subsystem: Fighterbay, 7, 0.0
$Subsystem: Navigation, 5, 0.0
$Subsystem: Sensors, 5, 0
$Subsystem: Weapons, 10, 0
$Subsystem: Communication, 5, 0
$Subsystem: turret01, 10.0, 4.0
$Default PBanks: ( "Ultra Beam Mk II" )
$Flags: ( "check hull" "salvo mode" )
$Subsystem: turret02,  10.0, 4.0
$Default PBanks: ( "Gryphon Pulse" "Gryphon Pulse")
$Flags: ( "check hull" "salvo mode" )
$Subsystem: turret03,  10.0, 1.0
$Default PBanks: ( "Gryphon Pulse" "Gryphon Pulse" )
$Flags: ( "check hull" "salvo mode" )
$Subsystem: turret04,  10.0, 1.0
$Default PBanks: ( "Falcon Pulse" "Falcon Pulse" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret05,  10.0, 1.0
$Default PBanks: ( "Falcon Pulse" "Falcon Pulse" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret06,  10.0, 1.0
$Default PBanks: ( "Diamondback" "Diamondback" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret07,  10.0, 1.0
$Default PBanks: ( "Diamondback" "Diamondback" ) ;( "Diamondback" "Diamondback" "Diamondback" "Diamondback" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret08,  10.0, 1.0
$Default SBanks: ( "Diamondback" "Diamondback" ) ;( "Diamondback" "Diamondback" "Diamondback" "Diamondback" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret09,  5.0, 2.0
$Default SBanks: ( "Diamondback" "Diamondback" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret10,  5.0, 2.0
$Default PBanks: ( "Kestrel PD Pulse" "Kestrel PD Pulse" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret11,  5.0, 2.0
$Default PBanks: ( "Kestrel PD Pulse" "Kestrel PD Pulse" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret12,  5.0, 2.0
$Default PBanks: ( "Kestrel PD Pulse" "Kestrel PD Pulse" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret13,  5.0, 2.0
$Default PBanks: ( "Kestrel PD Pulse" "Kestrel PD Pulse" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret14,  5.0, 2.0
$Default PBanks: ( "Kestrel PD Pulse" )
$Flags: ( "check hull" )
$Subsystem: turret15,  5.0, 2.0
$Default PBanks: ( "Kestrel PD Pulse" )
$Flags: ( "check hull" )
$Subsystem: turret16,  5.0, 2.0
$Default PBanks: ( "SlashAAA" )
$Flags: ( "check hull" )
$Subsystem: turret17,  5.0, 1.0
$Default PBanks: ( "SlashAAA" )
$Flags: ( "check hull" )
$Subsystem: turret18,  5.0, 1.0
$Default PBanks: ( "SlashAAA" )
$Flags: ( "check hull" )
$Subsystem: turret19,  5.0, 1.0
$Default PBanks: ( "SlashAAA" )
$Flags: ( "check hull" )
$Subsystem: turret20,  5.0, 1.0
$Default PBanks: ( "SlashAAA" )
$Flags: ( "check hull" )
$Subsystem: turret21,  5.0, 1.0
$Default PBanks: ( "SlashAAA" )
$Flags: ( "check hull" )
$Subsystem: turret22,  5.0, 1.0
$Default PBanks: ( "SlashAAA" )
$Flags: ( "check hull" )
$Subsystem: turret23,  5.0, 1.0
$Default PBanks: ( "SlashAAA" )
$Flags: ( "check hull" )
$Subsystem: turret24,  5.0, 1.0
$Default PBanks: ( "Raven PD Pulse" )
$Flags: ( "check hull" )
$Subsystem: turret25,  5.0, 1.0
$Default PBanks: ( "Raven PD Pulse" )
$Flags: ( "check hull" )
$Subsystem: turret26,  5.0, 1.0
$Default PBanks: ( "Kestrel PD Pulse" )
$Flags: ( "check hull" )
$Subsystem: turret27,  5.0, 1.0
$Default PBanks: ( "Kestrel PD Pulse" )
$Flags: ( "check hull" )
$Subsystem: turret28,  5.0, 1.0
$Default PBanks: ( "Kestrel PD Pulse" )
$Flags: ( "check hull" )
$Subsystem: turret29,  5.0, 1.0
$Default PBanks: ( "Kestrel PD Pulse" )
$Flags: ( "check hull" )
$Subsystem: turret30,  5.0, 1.0
$Default PBanks: ( "Ultra Beam" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret31,  5.0, 1.0
$Default PBanks: ( "Ultra Beam" )
$Flags: ( "fire down normals" "check hull" "salvo mode")
$Subsystem: turret32,  5.0, 1.0
$Default PBanks: ( "Ultra Beam" )
$Flags: ( "fire down normals" "check hull" "salvo mode")
$Subsystem: turret33,  5.0, 1.0
$Default PBanks: ( "Ultra Beam" )
$Flags: ( "fire down normals" "check hull" "salvo mode")
$Subsystem: turret34, 10.0, 4.0
$Default PBanks: ( "Ultra Beam" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
$Subsystem: turret35, 10.0, 4.0
$Default PBanks: ( "Ultra Beam" )
$Flags: ( "fire down normals" "check hull" "salvo mode" )
#End

I don't know how I can generate the fs2_open.log with the debug build. But, I got this with the debug spew:

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:
  -spec_exp 5
  -fov 0.88
  -ogl_spec 90
  -spec_static 1.25
  -spec_point 2.0
  -spec_tube 1.5
  -ambient_factor 125
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -height
  -3dshockwave
  -post_process
  -bloom_intensity 160
  -fxaa
  -fxaa_preset 6
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Esarai Fleetpack,Esarai Fleetpack,Next Gen Render 2010,MediaVP_3.6.12_August_2010
  -debug_window
Building file index...
Found root pack 'E:\Jeux\Freespace 2 SCP\Esarai Fleetpack\ai.vp' with a checksum of 0x3446cccf
Found root pack 'E:\Jeux\Freespace 2 SCP\Esarai Fleetpack\ai.vp' with a checksum of 0x3446cccf
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Assets.3612.Update.vp' with a checksum of 0x59649c21
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Effects.3612.Update.vp' with a checksum of 0x9c510aa0
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Root.3612.Update.vp' with a checksum of 0x7c9d7e74
Found root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'E:\Jeux\Freespace 2 SCP\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\Jeux\Freespace 2 SCP\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\Jeux\Freespace 2 SCP\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\Jeux\Freespace 2 SCP\stu_fs2.vp' with a checksum of 0xd77da83a
Searching root 'E:\Jeux\Freespace 2 SCP\Esarai Fleetpack\' ... 1327 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\Esarai Fleetpack\ai.vp' ... 3 files
Searching root 'E:\Jeux\Freespace 2 SCP\Esarai Fleetpack\' ... 1327 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\Esarai Fleetpack\ai.vp' ... 3 files
Searching root 'E:\Jeux\Freespace 2 SCP\Next Gen Render 2010\' ... 107 files
Searching root 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\' ... 0 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Advanced.vp' ... 1283 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Assets.3612.Update.vp' ... 315 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Assets.vp' ... 1527 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Effects.3612.Update.vp' ... 10 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Effects.vp' ... 1876 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Music.vp' ... 32 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_RadarIcons.vp' ... 24 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Root.3612.Update.vp' ... 13 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\MediaVP_3.6.12_August_2010\MV_Root.vp' ... 94 files
Searching root 'E:\Jeux\Freespace 2 SCP\' ... 491 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\root_fs2.vp' ... 157 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\Jeux\Freespace 2 SCP\stu_fs2.vp' ... 2355 files
Found 21 roots and 16949 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 version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Haut-parleurs (Realtek High Definition Audio)
  Capture device: <not available>
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 GTX 480/PCI/SSE2
  OpenGL Version   : 4.1.0

  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".

  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 (ln-v.sdr), main-f.sdr (lbgnh-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsnh-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbnh-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsnh-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 (lne-v.sdr), main-f.sdr (lbgsnhe-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsnhe-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 (lfn-v.sdr), main-f.sdr (lfbgnh-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsnh-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbnh-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsnh-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 (lfne-v.sdr), main-f.sdr (lfbgsnhe-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsnhe-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 (ln-v.sdr), main-f.sdr (lgnh-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsnh-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lnh-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsnh-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 shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsnhe-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsnhe-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  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: 4.10 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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'PR-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' ...
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 'Typhoon-wep.tbm' ...
TBM  =>  Starting parse of 'Sovereign-wep.tbm' ...
TBM  =>  Starting parse of 'Solaris-wep.tbm' ...
TBM  =>  Starting parse of 'SM13-wep.tbm' ...
TBM  =>  Starting parse of 'SIM-6N_Masakari-wep.tbm' ...
TBM  =>  Starting parse of 'PromVar-wep.tbm' ...
TBM  =>  Starting parse of 'PhoenixRising-wep.tbm' ...
TBM  =>  Starting parse of 'LRDBBlue-wep.tbm' ...
TBM  =>  Starting parse of 'Ion-wep.tbm' ...
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
WARNING: "For 'particlesmoke02', 1 of 4 LODs are missing!" at weapons.cpp:206
BMPMAN: Found EFF (gauss_impact.eff) with 8 frames at 16 fps.
tga: Couldn't open 'gauss_impact_0000'
WARNING: "EFF: No frame images were found.  EFF, gauss_impact.eff, is invalid." at bmpman.cpp:934
WARNING: "Weapon explosion 'gauss_impact' does not have an LOD0 anim!" at weapons.cpp:180
TBM  =>  Starting parse of 'Hades-wep.tbm' ...
TBM  =>  Starting parse of 'furyspeed_secondary-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'blz_mod-wep.tbm' ...
TBM  =>  Starting parse of 'blz-modEffects-wep.tbm' ...
TBM  =>  Starting parse of 'BlueBeamsBaseTable-wep.tbm' ...
TBM  =>  Starting parse of 'Amaterasu-wep.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'Typhon-shp.tbm' ...
TBM  =>  Starting parse of 'Type9-shp.tbm' ...
TBM  =>  Starting parse of 'TCFS-Falcon-shp.tbm' ...
TBM  =>  Starting parse of 'TCFH-Centaur-shp.tbm' ...
TBM  =>  Starting parse of 'stheno-shp.tbm' ...
TBM  =>  Starting parse of 'Starstrider-shp.tbm' ...
TBM  =>  Starting parse of 'Sovereign-shp.tbm' ...
TBM  =>  Starting parse of 'Solaris-shp.tbm' ...
TBM  =>  Starting parse of 'skjoldr-shp.tbm' ...
TBM  =>  Starting parse of 'PhoenixRising-shp.tbm' ...
TBM  =>  Starting parse of 'Phoebus-shp.tbm' ...
TBM  =>  Starting parse of 'M_Drydock_MkII-shp.tbm' ...
TBM  =>  Starting parse of 'M_Drydock-shp.tbm' ...
TBM  =>  Starting parse of 'Mig-shp.tbm' ...
WARNING: "Primary bank capacities have not been completely specified for ship class HEB Mig... fix this!!" at ship.cpp:2198
TBM  =>  Starting parse of 'Kvasir-shp.tbm' ...
TBM  =>  Starting parse of 'Ion-shp.tbm' ...
TBM  =>  Starting parse of 'Intrepid-shp.tbm' ...
TBM  =>  Starting parse of 'Hurricane_V_TurretsFix-shp.tbm' ...
TBM  =>  Starting parse of 'Hurricane_V-shp.tbm' ...
TBM  =>  Starting parse of 'Hades-turret-shp.tbm' ...
TBM  =>  Starting parse of 'Hades-shp.tbm' ...
TBM  =>  Starting parse of 'Gefjon-shp.tbm' ...
WARNING: "Boolean '+Dynamic' type unknown; assuming 'no/false'" at parselo.cpp:2025
TBM  =>  Starting parse of 'Galaxy-shp.tbm' ...
TBM  =>  Starting parse of 'Emperor-shp.tbm' ...
TBM  =>  Starting parse of 'Defiant-shp.tbm' ...
TBM  =>  Starting parse of 'DeepSpace9-shp.tbm' ...
TBM  =>  Starting parse of 'Danube-shp.tbm' ...
TBM  =>  Starting parse of 'custos-shp.tbm' ...
TBM  =>  Starting parse of 'blz_mod-shp.tbm' ...
TBM  =>  Starting parse of 'Askael_Drone-shp.tbm' ...
TBM  =>  Starting parse of 'Anchorage-shp.tbm' ...
TBM  =>  Starting parse of 'Amaterasu-shp.tbm' ...
More than one version of engine wash Default exists; using newer version.More than one version of engine wash Default100 exists
; using newer version.More than one version of engine wash Default150 exists; using newer version.More than one version of engi
ne wash Default200 exists; using newer version.More than one version of engine wash Default300 exists; using newer version.More
 than one version of engine wash Default500 exists; using newer version.More than one version of engine wash Default700 exists;
 using newer version.More than one version of engine wash Default800 exists; using newer version.More than one version of engin
e wash Default900 exists; using newer version.More than one version of engine wash Default1000 exists; using newer version.More
 than one version of engine wash Default1100 exists; using newer version.More than one version of engine wash Default1500 exist
s; using newer version.WARNING: "Compatibility warning: No shield icon specified for 'Danube Class' but the "generate icon" fla
g is not specified. Enabling flag by default." at ship.cpp:4101
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 296
TrackIR Init Failed - 5
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 3.166 (3.166)


 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Ships disappear for no reason or perhaps a kitty stole my chips
You might be hitting a limit of how many -shp tbms you can have. You should think about consolidating them.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: Ships disappear for no reason or perhaps a kitty stole my chips
That's it. Thank you. I really don't like the idea to put many ships in one file. It's unreadable. ^^
But, Well, I guess I have no other choice.

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Ships disappear for no reason or perhaps a kitty stole my chips
Rule of thumb, use as few tbms of each type as you can. Keep stuff that is tested and stable in one tbm, and stuff that you're still working on in another. Use copy/paste to your advantage.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline headdie

  • i don't use punctuation lol
  • 212
  • Lawful Neutral with a Chaotic outook
    • Skype
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    • Headdie on Deviant Art
Re: Ships disappear for no reason or perhaps a kitty stole my chips
Reading tables can be a pita if you haven't the time to carefully read through but it is something that becomes second nature after a time.

Something that might help is http://www.hard-light.net/forums/index.php?topic=73656.0 . Development is currently halted though it is a very much usable tool as is and has a number of features that is useful.  A word of warning though that Notepad is unable to read the line ending so strings lines together though so far no issues with the FS engine or iirc word processors reading them.
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art