It seems my problem is gone.
I can't figure out what caused the endless crashing, but it's now gone.
I thought at first it could have been somehow caused by my CPU, which was undervolted and a tiny little bit underclocked at the time, but when I tried to replicate that situation, the problem did not show up. Then I tried all the settings which I changed over time, but still I couldn't catch the bug.
But after a while it came again. It crashed.
Right after I decided to kill that Orion class prehistoric piece of rotted junk
And when I tried again, it didn't crash. And then again, it did. And then it stopped doing that.
This was all happening while runing normal build. Because I couldn't even remotely try to play it with debug build, simply because no matter what i've tried, I couldn't get more that 4-5 fps (sometimes even less) from it.
On 9650M GT with 1gig VRAM. And Core T9600. Plus 4gig RAM. Which runs non-debug build at average between 30 to 40 fps no matter what are the settings.
But it created quite interesting log. Which is long as the Bible and says almost as nothing as the Bible. Almost half of the log is just "out of lights" in a huge loop. I wonder if it has something to do with the all-new shiny deferred lightning stuff.
And i really did got annoyed by it showing me this:
For ship 'TC-TRI', detail level
mismatch. Table has 4,
POF has 3.
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! Warning + 495 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! ship_create + 729 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! parse_create_object_sub + 77 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! parse_create_object + 193 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! mission_parse_maybe_create_parse_object + 419 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! post_process_mission + 69 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! parse_mission + 1595 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! parse_main + 449 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! mission_load + 215 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_start_mission + 184 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_enter_state + 559 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_process_event + 242 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_main + 782 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! WinMain + 328 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! __tmainCRTStartup + 283 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! WinMainCRTStartup + 13 bytes
KERNEL32.DLL! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlInitializeExceptionChain + 133 bytes
ntdll.dll! RtlInitializeExceptionChain + 88 bytes
about 20 times during the loading and about every 30 seconds during my super-choppy-debuggy gameplay (or whatever it was)
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