Author Topic: (Solved!) Loading Screen Freeze  (Read 652 times)

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Offline Cyborg17

  • 29
  • Bawsh: i HAz Shivun frend buttons
(Solved!) Loading Screen Freeze
Hey, while trying to play certain missions of FSP with new vps, the load screen freeze.  Once I switched to the old ones, it would work.

But now this has now also happened with the first mission of STR, and I didn't see old VP's come with it.  I tried getting the daily build and it gave me an error box instead of just freezing.  I have posted it after the debug code in case it helps.

Here's my debug log
Code: [Select]
Passed cmdline options:
  -env
  -missile_lighting
  -glow
 

-nomotiondebris
  -spec
  -normal
  -3dshockwave
 

-ballistic_gauge
  -rearm_timer
  -targetinfo
  -3dwarp
 

-ship_choice_3d
  -weapon_choice_3d
  -warp_flash
 

-snd_preload
  -mod AncientShivanWar,mediavps_3612
Building

file index...
Found root pack

'C:\Games\FreeSpace2\AncientShivanWar\ASW1_3612.vp' with a

checksum of 0xd5e22b30
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a

checksum of 0x4b8b0f5a
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a

checksum of 0x6a554026
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a

checksum of 0x59649c21
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a

checksum of 0x529cc70f
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with

a checksum of 0x9c510aa0
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a

checksum of 0xb9a9a485
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a

checksum of 0xb3e21469
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a

checksum of 0x31dd7781
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a

checksum of 0x7c9d7e74
Found root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a

checksum of 0x6ffd5c78
Found root pack

'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum

of 0x377695e0
Found root pack

'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of

0xce10d76c
Found root pack

'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of

0x164fe65a
Found root pack

'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of

0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp'

with a checksum of 0xd77da83a
Found root pack

'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of

0xd85c305d
Searching root

'C:\Games\FreeSpace2\AncientShivanWar\' ... 77 files
Searching root pack

'C:\Games\FreeSpace2\AncientShivanWar\ASW1_3612.vp' ... 1227

files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\'

... 0 files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283

files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641

files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ...

228 files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905

files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 2

files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892

files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32

files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24

files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13

files
Searching root pack

'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358

files
Searching root 'C:\Games\FreeSpace2\' ... 85 files
Searching root pack

'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ...

157 files
Searching root pack

'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching

root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337

files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp'

... 2355 files
Searching root pack

'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 20

roots and 15805 files.
Setting language to English
============================================================

==============
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.
============================================================

==============
Initializing OpenAL...
  Using 'Generic

Software on Realtek AC97 Audio' as OpenAL sound device...
 

OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   :

Software
  OpenAL Version    : 1.1

... OpenAL successfully

initialized!
Initializing OpenGL graphics device at 640x480

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 6800 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".

  Initializing Shaders Manager...
 

Loading and compiling main shaders...
    Compiling main

shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr)

...
    Compiling main shader ->  main-v.sdr (b-v.sdr) /

main-f.sdr (b-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr

(lb-f.sdr) ...
    Compiling main shader ->  main-v.sdr

(l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
    Compiling main

shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr)

...
    Compiling main shader ->  main-v.sdr (l-v.sdr) /

main-f.sdr (lbs-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr

(lbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr

(ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
    Compiling main

shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr)

...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) /

main-f.sdr (lbn-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (lne-v.sdr) /

main-f.sdr (lbgsne-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr

(lfb-f.sdr) ...
    Compiling main shader ->  main-v.sdr

(lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
    Compiling main

shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr)

...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) /

main-f.sdr (lfbs-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (lfe-v.sdr) /

main-f.sdr (lfbse-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (lfn-v.sdr) /

main-f.sdr (lfbgsn-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (lfn-v.sdr) /

main-f.sdr (lfbsn-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
   

 Compiling main shader ->  main-v.sdr (lfne-v.sdr) /

main-f.sdr (lfbsne-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr

(lg-f.sdr) ...
    Compiling main shader ->  main-v.sdr

(l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
    Compiling main

shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) /

main-f.sdr (lgse-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr

(lgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr

(ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
    Compiling main

shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) /

main-f.sdr (lsn-f.sdr) ...
    Compiling main shader -> 

main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
   

Compiling main shader ->  main-v.sdr (lne-v.sdr) /

main-f.sdr (lsne-f.sdr) ...
  Shaders Manager

initialized.

  Max texture units: 4 (16)
  Max elements

vertices: 1048576
  Max elements indices: 1048576
  Max

texture size: 4096x4096
  Can use compressed textures: YES
 

Texture compression available: YES
  Using bilinear texture

filter.
  Using GLSL for model rendering.
  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...
Loading palette

gamepalette1-01
No cached palette file
TBM  =>  Starting

parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of

'asw-aip.tbm' ...
TBM  =>  Starting parse of

'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of

'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of

'ASW_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)
BMPMAN: Found EFF (bomb_flare.eff) with 100

frames at 25 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48

frames at 22 fps.
ANI Kratos_impact with size 80x80 (37.5%

wasted)
BMPMAN: Found EFF (ParticleExp01.eff) with 10 frames

at 8 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54

frames at 15 fps.
BMPMAN: Found EFF (shieldhit01a.eff) with

23 frames at 21 fps.
BMPMAN: Found EFF (sup.eff) with 109

frames at 25 fps.
BMPMAN: Found EFF (ScythImpact.eff) with 4

frames at 30 fps.
TBM  =>  Starting parse of

'mv_core-wep.tbm' ...
TBM  =>  Starting parse of

'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of

'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of

'asw-3612-shv-wep.tbm' ...
TBM  =>  Starting parse of

'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of

'asw-obt.tbm' ...
TBM  =>  Starting parse of

'mv_core-shp.tbm' ...
TBM  =>  Starting parse of

'radar-shp.tbm' ...
TBM  =>  Starting parse of

'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of

'mv_assets-shp.tbm' ...
Freeing all existing models...
Error

reading registry key 'RegisteredOwner'
Freeing all existing

models...
Current soundtrack set to -1 in

event_music_reset_choices
Loading palette gamepalette1-01
Loading model 'KatoNew.pof'
IBX: Found a good IBX/TSB to

read for 'KatoNew.pof'.
IBX-DEBUG => POF checksum:

0xc7f3bfa3, IBX checksum: 0x2df068a1 -- "KatoNew.pof"
Allocating space for at least 6 new ship subsystems ...  a

total of 200 is now available (6 in-use).
TBM  =>  Starting

parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of

'ASW-str.tbm' ...
ANI biconfighter with size 27x24 (25.0%

wasted)
ANI iconhighlight04 with size 148x148 (42.2%

wasted)
ANI biconfighterW with size 54x48 (25.0% wasted)
ANI

iconhighlight02 with size 164x164 (35.9% wasted)
ANI

biconcargo with size 44x30 (6.3% wasted)
ANI biconcargoW

with size 88x60 (6.3% wasted)
ANI biconvette with size 66x35

(45.3% wasted)
ANI iconhighlight07 with size 144x144 (43.8%

wasted)
ANI biconakrotiri with size 180x45 (29.7% wasted)
ANI FadeIcon_Tiri with size 180x45 (29.7% wasted)
ANI

iconhighlight05 with size 206x206 (19.5% wasted)
ANI

biconpylos with size 100x18 (43.8% wasted)
ANI

iconhighlight06 with size 186x186 (27.3% wasted)
ANI

iconplanet with size 183x182 (28.9% wasted)
ANI

fadeiconplanet with size 183x182 (28.9% wasted)
ANI

iconhighlight03 with size 270x270 (47.3% wasted)
ANI

iconasteroid with size 117x99 (22.7% wasted)
ANI iconnavbuoy

with size 17x33 (48.4% wasted)
ANI Fadeiconnavbuoy with size

17x33 (48.4% wasted)
ANI biconphaistos with size 70x33

(48.4% wasted)
ANI iconhighlight01 with size 172x172 (32.8%

wasted)
ANI biconthera with size 110x130 (49.2% wasted)
ANI

biconbomber with size 24x44 (31.3% wasted)
ANI biconbomberw

with size 48x88 (31.3% wasted)
ANI biconcruiser with size

42x30 (6.3% wasted)
ANI biconcruiserw with size 84x60 (6.3%

wasted)
ANI icont-node with size 100x100 (21.9% wasted)
ANI

Fadeicont-node with size 100x100 (21.9% wasted)
ANI

bicondaillew with size 60x60 (6.3% wasted)
ANI bicondaille

with size 30x30 (6.3% wasted)
ANI biconpyrgos with size

108x172 (32.8% wasted)
ANI biconandrog with size 188x158

(38.3% wasted)
ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI

iconS-fighter with size 25x23 (28.1% wasted)
ANI

FadeiconV-fighter with size 30x21 (34.4% wasted)
ANI

icons-fighterW with size 59x40 (37.5% wasted)
ANI

Fadeicons-FighterW with size 59x40 (37.5% wasted)
ANI

icons-cargo with size 20x19 (40.6% wasted)
ANI

Fadeicons-Cargo with size 20x19 (40.6% wasted)
ANI

icons-cargoW with size 43x41 (35.9% wasted)
ANI

Fadeicons-CargoW with size 43x41 (35.9% wasted)
ANI

icons-cruiser with size 70x28 (12.5% wasted)
ANI

Fadeicons-cruiser with size 70x28 (12.5% wasted)
ANI

icons-cruiserW with size 143x54 (15.6% wasted)
ANI

Fadeicons-cruiserW with size 143x54 (15.6% wasted)
ANI

icons-demon with size 97x55 (14.1% wasted)
ANI

Fadeicons-demon with size 97x55 (14.1% wasted)
ANI

iconT-support with size 40x24 (25.0% wasted)
ANI

FadeT-Support with size 40x24 (25.0% wasted)
ANI

icons-freightc with size 60x43 (32.8% wasted)
ANI

Fadeicons-FreighterC with size 60x43 (32.8% wasted)
ANI

icons-freighterw with size 119x67 (47.7% wasted)
ANI

Fadeicons-FreighterW with size 119x67 (47.7% wasted)
ANI

icons-freighterwc with size 123x82 (35.9% wasted)
ANI

Fadeicons-FreighterCW with size 123x82 (35.9% wasted)
ANI

IconS-cap with size 97x29 (9.4% wasted)
ANI FadeIconS-cap

with size 97x29 (9.4% wasted)
ANI icons-bomber with size

34x36 (43.8% wasted)
ANI Fadeicons-Bomber with size 34x36

(43.8% wasted)
ANI icons-bomberW with size 71x75 (41.4%

wasted)
ANI Fadeicons-BomberW with size 71x75 (41.4%

wasted)
ANI iconS-transportW with size 83x43 (32.8%

wasted)
ANI fadeiconS-transportW with size 83x43 (32.8%

wasted)
ANI iconS-gas with size 35x70 (45.3% wasted)
ANI

fadeiconS-gas with size 35x70 (45.3% wasted)
ANI iconT-AWAC

with size 70x25 (21.9% wasted)
ANI fadeiconT-AWAC with size

70x25 (21.9% wasted)
ANI iconS-super with size 200x89 (30.5%

wasted)
ANI fadeiconS-super with size 200x89 (30.5%

wasted)
ANI iconS-gun with size 11x20 (37.5% wasted)
ANI

fadeiconS-gun with size 11x20 (37.5% wasted)
ANI

iconS-transport with size 40x22 (31.3% wasted)
ANI

fadeIconS-transport with size 40x22 (31.3% wasted)
ANI

iconNfight with size 50x50 (21.9% wasted)
ANI FadeiconNfight

with size 50x50 (21.9% wasted)
ANI iconNfightSquad with size

100x100 (21.9% wasted)
ANI FadeiconNfightSquad with size

100x100 (21.9% wasted)
ANI iconNcruiser with size 60x33

(48.4% wasted)
ANI FadeiconNcruiser with size 60x33 (48.4%

wasted)
ANI iconNCW with size 100x100 (21.9% wasted)
ANI

FadeiconNCW with size 100x100 (21.9% wasted)
ANI iconRequiem

with size 97x54 (15.6% wasted)
ANI FadeiconRequiem with size

97x54 (15.6% wasted)
ANI iconAe-bomber with size 26x53

(17.2% wasted)
ANI FadeIconAe-bomber with size 26x53 (17.2%

wasted)
ANI iconAe-bomberw with size 65x91 (28.9% wasted)
ANI FadeIconAe-bomberw with size 65x91 (28.9% wasted)
ANI

iconEpitaph with size 97x54 (15.6% wasted)
ANI

fadeiconEpitaph with size 97x54 (15.6% wasted)
Current

soundtrack set to -1 in event_music_reset_choices
TBM  => 

Starting parse of 'mv_music-mus.tbm' ...
Adding default

sun.
Resetting dynamic tree node limit from 0 to 0...
Resetting dynamic tree node limit from 0 to 0...
Resetting

dynamic tree node limit from 0 to 0...
Resetting dynamic

tree node limit from 0 to 0...
Freeing all existing

models...
Error reading registry key 'RegisteredOwner'
Freeing all existing models...
Current soundtrack set to -1

in event_music_reset_choices
Loading palette

gamepalette1-01
Loading model 'KatoNew.pof'
IBX: Found a

good IBX/TSB to read for 'KatoNew.pof'.
IBX-DEBUG => POF

checksum: 0xc7f3bfa3, IBX checksum: 0x2df068a1 --

"KatoNew.pof"
Allocating space for at least 6 new ship

subsystems ...  a total of 200 is now available (6

in-use).
Resetting dynamic tree node limit from 0 to 0...
Resetting dynamic tree node limit from 0 to 0...
Resetting

dynamic tree node limit from 0 to 0...
Resetting dynamic

tree node limit from 0 to 0...
Resetting dynamic tree node

limit from 0 to 0...
Resetting dynamic tree node limit from

0 to 0...
Freeing all existing models...
Error reading

registry key 'RegisteredOwner'
Freeing all existing

models...
Current soundtrack set to -1 in

event_music_reset_choices
Loading palette gamepalette1-01
Loading model 'KatoNew.pof'
IBX: Found a good IBX/TSB to

read for 'KatoNew.pof'.
IBX-DEBUG => POF checksum:

0xc7f3bfa3, IBX checksum: 0x2df068a1 -- "KatoNew.pof"
Allocating space for at least 6 new ship subsystems ...  a

total of 200 is now available (6 in-use).
Freeing all

existing models...


Error message
Code: [Select]
IBX: Safety Check Failure!  The file doesn't contain enough data, deleting 'Typhon.bx'

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

Edit:  I found out how to solve the problem from the FSPort part of the forum.  Turns out the .bx file for the Typhon destroyer was never finished and slowed down the loading process to the point where I thought the load had frozen.  By deleting the file, loading the model in the Tech Room and then loading the level, the problem was solved.
« Last Edit: July 12, 2011, 08:40:16 pm by Cyborg17 »