Author Topic: The Grand Debugging Marathon  (Read 2620 times)

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The Grand Debugging Marathon
I have resumed work on my mod after several months of AFK, including what will likely be a nightmarishly long debugging process (500+ errors upon startup).

While most of these are relatively self-explanatory and require little more than a few seconds in the weapon or ship tables, a few of them do not have such obvious answers. I'll be posting those here.

This one is mildly perplexing:

Code: [Select]
Unable to find WEAPON_LIST_TYPE string "Morning Star" in the player weapon precedence list.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_DEBUG.exe! Warning + 430 bytes
fs2_open_3_6_14_DEBUG.exe! stuff_int_list + 559 bytes
fs2_open_3_6_14_DEBUG.exe! parse_weaponstbl + 700 bytes
fs2_open_3_6_14_DEBUG.exe! weapon_init + 79 bytes
fs2_open_3_6_14_DEBUG.exe! game_init + 1640 bytes
fs2_open_3_6_14_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_14_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

The corresponding log file:

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: 3.6.13.9276
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -soft_particles
  -post_process
  -fxaa
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Singularity,mediavps_3612
  -fps
Building file index...
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace 2\Singularity\' ... 2631 files
Searching root 'C:\Program Files\Freespace 2\mediavps_3612\' ... 0 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files\Freespace 2\' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' ... 52 files
Found 23 roots and 16508 files.
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 Speakers (3- Logitech USB Headset)
  Capture device: Microphone (3- Logitech USB Hea
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1200 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 660M/PCIe/SSE2
  OpenGL Version   : 4.2.0

  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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-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 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 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: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 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 'bp-velindc-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 1
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' ...
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 'bp-3612-ai-aip.tbm' ...
TBM  =>  Starting parse of 'AIProfiles-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'sgl-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 (ShvPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (TerPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (VasPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (FutPlasExp.eff) with 92 frames at 22 fps.
WARNING: "Unable to find WEAPON_LIST_TYPE string "Morning Star" in the player weapon precedence list." at parselo.cpp:2272
Freeing all existing models...

And to cross-reference, this is the weapon precedence list, copied from my weapons.tbl:

Code: [Select]
$Player Weapon Precedence: (
    "UD-8 Kayser"
    "Prometheus R"
    "Subach HL-7"
    "Akheton SDG"
    "Morning Star"
    "Streak Helios"
    "Streak Cyclops"
    "Swarm Helios"
    "Swarm Cyclops"
    "Piranha"
    "Stiletto II"
    "Trebuchet"
    "Harpoon"
    "Tempest"
    "Rockeye"
)

Seeing that the Morning Star is in the list already, I figured moving it up or down in the list might work, but that did not appear to help. I even removed the "Training" weapon from the list, because I believe I deleted it from the weapon table.

I am thinking that perhaps there is some other file somewhere in my mod's data folder that is causing a file structure related conflict, but this is pure speculation on my part, and I have no idea where to begin looking.

Many thanks in advance!
:divedivedive: <--- This needs to be a smiley.
Developer of the Singularity campaign/mod (WIP)
I call dibs on developing a Capella Barbecue Theory campaign.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
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    • Steam
Re: The Grand Debugging Marathon
Remove Morning Star from the list.
Its complaining because it can't find such a weapon.
(´・ω・`)
=============================================================

  

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: The Grand Debugging Marathon
Yeah. Basically, it's not complaining because it's not in the precedence list, it's complaining because it IS in the precedence list but it can't find its definition in your weapons.tbl/tbms.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

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Re: The Grand Debugging Marathon
Removing the Morning Star from the list worked perfectly! The simplest solutions always work so well! :D

Anyway, onto the next problem...I am getting an error with the SRed having too many beam sections, despite the table entry only having five. The only thing I can imagine is that maybe the game is doing something freaky and counting the beam sections from the retail table plus mine.

*crosses fingers for another simple solution*

The debug log:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13.9276
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -soft_particles
  -post_process
  -fxaa
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Singularity,mediavps_3612
  -fps
Building file index...
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace 2\Singularity\' ... 2631 files
Searching root 'C:\Program Files\Freespace 2\mediavps_3612\' ... 0 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files\Freespace 2\' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' ... 52 files
Found 23 roots and 16508 files.
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 Speakers (3- Logitech USB Headset)
  Capture device: Microphone (3- Logitech USB Hea
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1200 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 660M/PCIe/SSE2
  OpenGL Version   : 4.2.0

  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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-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 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 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: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 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 'bp-velindc-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 1
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' ...
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 'bp-3612-ai-aip.tbm' ...
TBM  =>  Starting parse of 'AIProfiles-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'sgl-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 (ShvPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (TerPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (VasPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (FutPlasExp.eff) with 92 frames at 22 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:2217
Freeing all existing models...

And to cross-reference, my SRed table entry.

Code: [Select]
$Name: SRed
+Tech Title: XSTR( "Shivan Light Plasma Beam", -1 )
    +Tech Anim: none
    +Tech Description: XSTR( "This is a cruiser-scale beam weapon of Shivan origin, capable of firing a continuous, charged beam of plasma. The technological superiority of the Shivans is best demonstrated in their beam weapon technology, and the lightest of the plasma beam variants is no exception. It is smaller and lighter than Terran and Vasudan beams, has a notably shorter rise time, and does significantly more damage. Lower power and heat sink demands allow these weapons to be used en-masse, where they can pose a significant threat to even destroyers. The firepower and efficiency of Shivan beam weapons seems largely attributable to the zero-point-microburst effect seen in various other Shivan weaponry. Attempts by the GTVA to reverse engineer this technology for anti-capital beam weapons have so far proven fruitless.

As with most Shivan targets, prioritization and elimination of plasma beam weapons is paramount.", -1 )
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 250, 30, 30
@Laser Length: 0.0
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.30
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 8.0 ;; in seconds
$Damage: 500 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 20.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 9500 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam" "no pierce shields" "same turret cooldown" )
$Impact Explosion: Exp04
$Impact Explosion Radius: 20
$BeamInfo:
    +Type: 0 ;; 0 - 4 are valid #'s
    +Life: 1.15 ;; how long it lasts once the beam is actually firing
    +Warmup: 1000 ;; warmup time in ms
    +Warmdown: 2000 ;; warmdown time in ms
    +Radius: 45.0
    +PCount: 24
    +PRadius: 2.8
    +PAngle: 180.0 ;; angle of the random "cone" where the particles are generated
    +PAni: particle_red
    +Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
    +BeamSound: 179 ;; the looping beam-firing sound
    +WarmupSound: 182 ;; associated warmup sound
    +WarmdownSound: 189 ;; associated warmdown sound
    +Muzzleglow: SbeamAglow
    +Shots: 0 ;; only used for TYPE 3 beams
    +ShrinkFactor: 3 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
    +ShrinkPct: 0.5 ;; what percentage of max width we subtract per second
    +Range: 8000
    +Attenuation: 0.1
    +Beam Flash Effect: exp06
    +Beam Flash Radius: 25.0
    +Beam Piercing Effect: exp06
    +Beam Piercing Radius: 30.0
    +Beam Piercing Effect Velocity: 200
    +Beam Piercing Splash Effect Velocity: -10
    +Beam Piercing Effect Variance: 0.01
$Section:
+Width: 10.0
+Texture: SBeamAA
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.5
+Zadd: 10
$Section:
+Width: 20.0
+Texture: SBeamAF
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.1
+Zadd: 6
+Tile Factor: 3, 1
+Translation: -4
$Section:
+Width: 35.0
+Texture: SBeamAD
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.5
+Zadd: 5
$Section:
+Width: 40.0
+Texture: SBeamAC2
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.2
+Zadd: 6
+Tile Factor: 10, 1
+Translation: -5
$Section:
+Width: 50.0
+Texture: SBeamAE
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.2
+Zadd: 5
+Tile Factor: 10, 1
+Translation: -4

So far, I tried chopping off the very last of the beam sections and saving over the file, but even with only 4 sections, it still returned the same 'too many sections' error.
:divedivedive: <--- This needs to be a smiley.
Developer of the Singularity campaign/mod (WIP)
I call dibs on developing a Capella Barbecue Theory campaign.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
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Re: The Grand Debugging Marathon
The problem here is that the MediaVPs' SRed entry and your entry are colliding. If you want to alter the data present, you need to add a line after each $Section entry that reads "+remove".

Which of course leads me to a question: Why aren't you using tbms?
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

 
Re: The Grand Debugging Marathon
I added the +Remove line in each beam section, right after $Section, and it gave the following error:

Code: [Select]
weapons.tbl(line 2566):
Error: Required token = [#End] or [$Name:], found [+Remove]
in weapon: SRed
.

KERNELBASE.dll! WaitForSingleObjectEx + 54 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_DEBUG.exe! Error + 229 bytes
fs2_open_3_6_14_DEBUG.exe! error_display + 341 bytes
fs2_open_3_6_14_DEBUG.exe! required_string_either + 240 bytes
fs2_open_3_6_14_DEBUG.exe! parse_weaponstbl + 150 bytes
fs2_open_3_6_14_DEBUG.exe! weapon_init + 79 bytes
fs2_open_3_6_14_DEBUG.exe! game_init + 1640 bytes
fs2_open_3_6_14_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_14_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

It is also worth noting that I tried +Remove both immediately after the $Section line, and also at the end of each section's information. It returns the same error regardless of where +Remove is placed. Apparently something screwy is going on with +Remove, when it returns the same error wherever it is placed.

Unless I screwed up and misread the weapon table wiki entry.

Debug log:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13.9276
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -soft_particles
  -post_process
  -fxaa
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Singularity,mediavps_3612
  -fps
Building file index...
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace 2\Singularity\' ... 2631 files
Searching root 'C:\Program Files\Freespace 2\mediavps_3612\' ... 0 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files\Freespace 2\' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' ... 52 files
Found 23 roots and 16508 files.
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 Speakers (3- Logitech USB Headset)
  Capture device: Microphone (3- Logitech USB Hea
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 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 660M/PCIe/SSE2
  OpenGL Version   : 4.2.0

  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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-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 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 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: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 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 'bp-velindc-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 1
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' ...
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 'bp-3612-ai-aip.tbm' ...
TBM  =>  Starting parse of 'AIProfiles-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'sgl-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 (ShvPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (TerPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (VasPlasExp.eff) with 92 frames at 40 fps.
BMPMAN: Found EFF (FutPlasExp.eff) with 92 frames at 22 fps.
weapons.tbl(line 2566): Error: Required token = [#End] or [$Name:], found [+Remove]
in weapon: SRed
.

ERROR: weapons.tbl(line 2566):
Error: Required token = [#End] or [$Name:], found [+Remove]
in weapon: SRed
.

File: parselo.cpp
Line: 270
Int3(): From c:\code\fs2_open_3_6_14\code\globalincs\windebug.cpp at line 1148

And the SRed for cross-reference:

Code: [Select]
$Name: SRed
+Tech Title: XSTR( "Shivan Light Plasma Beam", -1 )
    +Tech Anim: none
    +Tech Description: XSTR( "This is a cruiser-scale beam weapon of Shivan origin, capable of firing a continuous, charged beam of plasma. The technological superiority of the Shivans is best demonstrated in their beam weapon technology, and the lightest of the plasma beam variants is no exception. It is smaller and lighter than Terran and Vasudan beams, has a notably shorter rise time, and does significantly more damage. Lower power and heat sink demands allow these weapons to be used en-masse, where they can pose a significant threat to even destroyers. The firepower and efficiency of Shivan beam weapons seems largely attributable to the zero-point-microburst effect seen in various other Shivan weaponry. Attempts by the GTVA to reverse engineer this technology for large weapons have proven fruitless.

As with most Shivan targets, prioritization and elimination of plasma beam weapons is quite paramount.", -1 )
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 250, 30, 30
@Laser Length: 0.0
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.30
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 8.0 ;; in seconds
$Damage: 500 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 20.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 9500 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam" "no pierce shields" "same turret cooldown" )
$Impact Explosion: Exp04
$Impact Explosion Radius: 20
$BeamInfo:
    +Type: 0 ;; 0 - 4 are valid #'s
    +Life: 1.15 ;; how long it lasts once the beam is actually firing
    +Warmup: 1000 ;; warmup time in ms
    +Warmdown: 2000 ;; warmdown time in ms
    +Radius: 45.0
    +PCount: 24
    +PRadius: 2.8
    +PAngle: 180.0 ;; angle of the random "cone" where the particles are generated
    +PAni: particle_red
    +Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
    +BeamSound: 179 ;; the looping beam-firing sound
    +WarmupSound: 182 ;; associated warmup sound
    +WarmdownSound: 189 ;; associated warmdown sound
    +Muzzleglow: SbeamAglow
    +Shots: 0 ;; only used for TYPE 3 beams
    +ShrinkFactor: 3 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
    +ShrinkPct: 0.5 ;; what percentage of max width we subtract per second
    +Range: 8000
    +Attenuation: 0.1
    +Beam Flash Effect: exp06
    +Beam Flash Radius: 25.0
    +Beam Piercing Effect: exp06
    +Beam Piercing Radius: 30.0
    +Beam Piercing Effect Velocity: 200
    +Beam Piercing Splash Effect Velocity: -10
    +Beam Piercing Effect Variance: 0.01
$Section:
+Remove
+Width: 10.0
+Texture: SBeamAA
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.5
+Zadd: 10
$Section:
+Remove
+Width: 20.0
+Texture: SBeamAF
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.1
+Zadd: 6
+Tile Factor: 3, 1
+Translation: -4
$Section:
+Remove
+Width: 35.0
+Texture: SBeamAD
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.5
+Zadd:
$Section:
        +Remove
+Width: 40.0
+Texture: SBeamAC2
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.2
+Zadd: 6
+Tile Factor: 10, 1
+Translation: -5
$Section:
+Remove
+Width: 50.0
+Texture: SBeamAE
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.2
+Zadd: 5
+Tile Factor: 10, 1
+Translation: -4

EDIT: I use .tbl instead of .tbm for ships and weapons, because the mod originally began as a series of .tbl edits. The scale and magnitude of those edits have grown so massive, a single .tbm containing all the changes would be almost as long as the existing .tbl. In fact, compiling all of these changes would require a massive cross-referencing of my mod's .tbl against the retail .tbl. Additionally, editing the .tbl allows me to configure the order that the ships and weapons appear in the techroom :D
« Last Edit: November 12, 2012, 06:34:03 pm by StargateSpankyHam »
:divedivedive: <--- This needs to be a smiley.
Developer of the Singularity campaign/mod (WIP)
I call dibs on developing a Capella Barbecue Theory campaign.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: The Grand Debugging Marathon
+Remove only works on tbms.
use a tbm.

Or rename it something like SShivan so that it stops conflicting with the mediavps.
(´・ω・`)
=============================================================

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: The Grand Debugging Marathon
Or SRed#new or whatever.
People are stupid, therefore anything popular is at best suspicious.

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666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie