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
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 messageIBX: 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.