Author Topic: BP 2 and media vps problem - thought I had everything straight  (Read 2315 times)

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BP 2 and media vps problem - thought I had everything straight
But I must have something wrong because FS2 crashes during model loading. fs2.log follows:

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 2 Open version: 3.6.13.7903
Passed cmdline options:
  -spec_exp 16
  -ogl_spec 32
  -spec_static 1.25
  -spec_point 1.5
  -spec_tube 1.5
  -ambient_factor 120
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -soft_particles
  -post_process
  -bloom_intensity 90
  -fxaa
  -cache_bitmaps
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Games\Freespace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Games\Freespace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\Freespace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\Freespace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Games\Freespace2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Games\Freespace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
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_CB_ANI_1.vp' with a checksum of 0x6b831455
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xb58a1f46
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_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\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
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\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace2\blueplanet2\' ... 49 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals1.vp' ... 494 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Games\Freespace2\blueplanet\' ... 22 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-visuals1.vp' ... 326 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Games\Freespace2\mediavps_3612\' ... 4 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' ... 315 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Music.vp' ... 32 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' ... 94 files
Searching root 'C:\Games\Freespace2\' ... 3 files
Searching root pack 'C:\Games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace2\smarty_fs2.vp' ... 10 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\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'd:\' ... 0 files
Found 37 roots and 19655 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 enabled: NO
  Playback device: Generic Software on Speakers (ASUS Xonar DG Audio Device)
  Capture device: Microphone (ASUS Xonar DG Audio
... OpenAL successfully initialized!
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 260/PCI/SSE2
  OpenGL Version   : 3.3.0

  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 (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 (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (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 (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 (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-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 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  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: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 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-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-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 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-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 (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 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 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
Particle effect for impact spew disabled on ship 'Moon Landscape'.
Particle effect for damage spew disabled on ship 'Moon Landscape'.
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 time1 with size 47x23 (28.1% 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 2_energy2 with size 86x96 (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' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1667
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Frame  0 too long!!: frametime = 0.518 (0.518)
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 ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
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 (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'bp2-06.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Brie
Using callsign: Ballard
Using callsign: Homura
Using callsign: Yutch
Using callsign: Laporte
Using callsign: Himmer
Using callsign: Wren
Using callsign: Sticker
Using callsign: 908th Trailblazers
Using callsign: 908th Trailblazers
Using callsign: 908th Trailblazers
Using callsign: 908th Trailblazers
Using callsign: 908th Trailblazers
Using callsign: 908th Trailblazers
Using callsign: 908th Trailblazers
Using callsign: 908th Trailblazers
Using callsign: 909th Stingrays
Using callsign: 909th Stingrays
Using callsign: 909th Stingrays
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 908th Trailblazers
Using callsign: 908th Trailblazers
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 909th Stingrays
Using callsign: 909th Stingrays
Using callsign: SSM Strike Control
Using callsign: SSM Strike Control
Using callsign: SSM Strike Control
Using callsign: 744th ESMS 'Avalanche'
Using callsign: 744th ESMS 'Avalanche'
Using callsign: 744th ESMS 'Avalanche'
Using callsign: 744th ESMS 'Avalanche'
Using callsign: Levi
Using callsign: Simms
Using alternate ship type name: Active Armor Engineering
Using callsign: 465th Illusionists
Using callsign: 465th Illusionists
Using callsign: 465th Illusionists
Using callsign: 465th Illusionists
Using callsign: 465th Illusionists
Using callsign: 465th Illusionists
Using callsign: 465th Illusionists
Using callsign: 11th Strategic Assault
Using callsign: 11th Strategic Assault
Using callsign: 12th Tactical Bomb
Using callsign: 12th Tactical Bomb
Using callsign: 12th Tactical Bomb
Using callsign: 12th Tactical Bomb
Using callsign: 12th Tactical Bomb
Using callsign: 12th Tactical Bomb
Using callsign: 909th Stingrays
Using callsign: 909th Stingrays
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
+Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
Starting mission message count : 294
Ending mission message count : 297
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'Torrent.pof'
IBX: Found a good IBX to read for 'Torrent.pof'.
IBX-DEBUG => POF checksum: 0x29fb97c8, IBX checksum: 0x319c93b0 -- "Torrent.pof"
Submodel 'CRUISERHULLb' is detail level 1 of 'CRUISERHULLa'
Allocating space for at least 25 new ship subsystems ...  a total of 200 is now available (25 in-use).
Loading model 'LargeStarbase2.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay1', believed to be in ship LargeStarbase2.pof
Potential problem found: Unrecognized subsystem type 'fighterbay2', believed to be in ship LargeStarbase2.pof
Potential problem found: Unrecognized subsystem type 'fighterbay3', believed to be in ship LargeStarbase2.pof
IBX: Found a good IBX to read for 'LargeStarbase2.pof'.
IBX-DEBUG => POF checksum: 0xfc4d626c, IBX checksum: 0x7f5a1a47 -- "LargeStarbase2.pof"
Loading model 'FtUhlan.pof'
IBX: Found a good IBX to read for 'FtUhlan.pof'.
IBX-DEBUG => POF checksum: 0x6ac9794d, IBX checksum: 0x70900cd2 -- "FtUhlan.pof"
Submodel 'Uhland' is detail level 3 of 'Uhlana'
Submodel 'Uhlanc' is detail level 2 of 'Uhlana'
Submodel 'Uhlanb' is detail level 1 of 'Uhlana'
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0xef205014 -- "corvette2t-01.pof"
Loading model 'Jackal.pof'
Potential problem found: Unrecognized subsystem type 'WingPodL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'WingPodR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightVentTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'RightIntake', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'TailBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftIntake', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentTL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentTR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentBR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'LeftVentBL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'HullPodR', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'HullPodL', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Guns', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector1', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector2', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector3', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector4', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector6', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector5', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector10', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector11', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector12', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector7', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector9', believed to be in ship Jackal.pof
Potential problem found: Unrecognized subsystem type 'Tdeflector8', believed to be in ship Jackal.pof
IBX: Found a good IBX to read for 'Jackal.pof'.
IBX-DEBUG => POF checksum: 0x8b0ae621, IBX checksum: 0x5588ef80 -- "Jackal.pof"
ERROR: Verify failure: vb->model_list->vert != NULL

File: gropengltnl.cpp
Line: 235
Int3(): From c:\code\fs2_open_3_6_14_rc1\code\globalincs\windebug.cpp at line 1148

Any insight gratefully received.

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: BP 2 and media vps problem - thought I had everything straight
I may be wrong but try deleting Jackal.ibx in your Freespace2\Blue Planet 2\Data\Cache\ folder and then try to run the mission again.  And make sure to give it as much time as it needs to to load.  If it's not that, then I'm not sure what it is.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: BP 2 and media vps problem - thought I had everything straight
I can't find checksums for the VPs now, but perhaps you've got a corrupted VP file.
Try redownloading the first BP2 visuals VP.

 
Re: BP 2 and media vps problem - thought I had everything straight
Thanks to Mr. Vader for putting me in the right place, and thanks to Cyborg for the fix. Deleting the Jackal from the /data/cache folder did the trick. Dragon, I thought about corrupt vps too - I already tried that.

Two supplementary questions though:

1. the cache file contained .bx files, not.ibx. Should I be concerned?

2. 10-12 fps during "Darkest Hour". Computer specs: Windows 7 x64, Athlon 7850, 4 GB RAM, GeForce 260 GTX, Asus Xonar Sound card. Display is 1680X1050. Using 3.6.14 (RC1) SSE2. It doesn't seem to matter if I have graphical goodies (FXAA, PP,  soft particles) turned on or not.
Using 3.6.12 is better - I get 60 fps, at least until the Karuna shows up  - but not as pretty.
 



 

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
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Re: BP 2 and media vps problem - thought I had everything straight
Thanks to Mr. Vader for putting me in the right place, and thanks to Cyborg for the fix. Deleting the Jackal from the /data/cache folder did the trick. Dragon, I thought about corrupt vps too - I already tried that.

Two supplementary questions though:

1. the cache file contained .bx files, not.ibx. Should I be concerned?

2. 10-12 fps during "Darkest Hour". Computer specs: Windows 7 x64, Athlon 7850, 4 GB RAM, GeForce 260 GTX, Asus Xonar Sound card. Display is 1680X1050. Using 3.6.14 (RC1) SSE2. It doesn't seem to matter if I have graphical goodies (FXAA, PP,  soft particles) turned on or not.
Using 3.6.12 is better - I get 60 fps, at least until the Karuna shows up  - but not as pretty.
bx files are a newer type of the model caches. nothing to worry about.

also you have an almost identical rig to mine, but i really dont get these horrid framerates you mention.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

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Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: BP 2 and media vps problem - thought I had everything straight
Happy to help!  :D  That's what seemed to be the problem from the log and from your description.

A lot of people, including me, had this same problem with the Typhon from FS-Port.