Author Topic: RE-RELEASE: Dimensional Eclipse ver. 1.1b  (Read 25503 times)

0 Members and 1 Guest are viewing this topic.

Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
That explains it.  I thought that entering through the front gave you a direct path through the internals to the fighter bay.  Never thought that the fighter bays were on a separate level.

That reminds me, when you get to Earth and there's the weak signal, it's very hard to tell where to go if you're using a 3D radar.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
That explains it.  I thought that entering through the front gave you a direct path through the internals to the fighter bay.  Never thought that the fighter bays were on a separate level.

That reminds me, when you get to Earth and there's the weak signal, it's very hard to tell where to go if you're using a 3D radar.
Just for future reference, if you ever find yourself wondering how to enter a ship's fighterbay(The subsystem targeting only tells you where it is, not how to get to it) just use the ship viewer(by pressing F3 in the main menu) and enable "show bay paths" under render options.
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Quote from: FrikgFeek
Just for future reference, if you ever find yourself wondering how to enter a ship's fighterbay(The subsystem targeting only tells you where it is, not how to get to it) just use the ship viewer(by pressing F3 in the main menu) and enable "show bay paths" under render options.

Thanks!  Would have been very useful had I known about it before, but I'm using it now going forward.

 

Offline Droid803

  • Trusted poster of legit stuff
  • Moderator
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
That explains it.  I thought that entering through the front gave you a direct path through the internals to the fighter bay.  Never thought that the fighter bays were on a separate level.

That reminds me, when you get to Earth and there's the weak signal, it's very hard to tell where to go if you're using a 3D radar.
Apologies if it wasn't clear on the command briefing pictures. It is a bit hard to portray a 3-D flight path in still picture. If I had more skills with making an animated depiction, I would have done that, but alas I lack the technical skills with which to accomplish the task.

As for the signal, that's a quirk of the 3D Radar. I think most people who use the 3D radar have gotten "used" to how to center on those signals, while others stick to just using the 2D radar.
(´・ω・`)
=============================================================

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
So, I finally got around to completing it, and it was really rather fun with difficulty being the only problem. I played every  mission on insane except for the last mission in chapter 2(the one where you have to destroy some mercenary loli's warship). The difficulty is all over the place though, it starts easy, but then chapter 2 kicks your ass, and in chapter 3 you get super overpowered new ships that make it easy again. I read a lot of people complaining about the stealth mission being too hard, but I found it too easy. Did it get nerfed super hard in 1.1?

I like how once you get to the Amaterasu she's basically ****ed. There are no point defences around her reactors and you can just missile spam any fighters to death. I was expecting another annoying "destroy the reactor with 20 milliard lasers ripping you apart" mission, but this was really satisfying.

Am I supposed to let Fuyukaze die in C3:08? I mean, the game let me continue after it got blown up and all the loli communication officers died. Some of the characters from the 2nd cinematic never appeared in the game, not sure if this is connected to Fuyukaze getting blown up.

I really liked some of the small details, like snarky comments if you happen to get a pilot promotion(pretty likely considering how many kills you get every mission) while playing the campaign.
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 

Offline Destiny

  • 29
  • Twintails are eternal!
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Ooh, glad to hear. Let's see.

Destroying the Belphegor, yes. It is playtested on insane. Not that hard, not too easy. Almost a perfect blend of difficulty.

For Dancing with Shadows, I think it's your own perspective, it didn't get any easier, unless you played on a lower difficulty which removes one Stalker probe from the stern of Amaterasu.

Fuyukaze is...fated to go down, yeah. You can stick around yeah, but there's nothing to do...Senya and Kayla does appear, just that you're too busy dogfighting and you don't notice it.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Ooh, glad to hear. Let's see.

Destroying the Belphegor, yes. It is playtested on insane. Not that hard, not too easy. Almost a perfect blend of difficulty.

For Dancing with Shadows, I think it's your own perspective, it didn't get any easier, unless you played on a lower difficulty which removes one Stalker probe from the stern of Amaterasu.
Oh, so that's them. I noticed the names, but they were never shown in the briefings, I didn't see their headanis, and I couldn't find anything about them in the techroom. I don't know why I had so much trouble with the Belphegor, maybe I'm bad at commanding wings(something that you don't have to do much in the rest of this game). In fact, I think that was the only mission that got me to actually command my wingmates. I almost always got splashed at the start, when you have to destroy 2 wings of Blizzards and one of them has some insane beam weapon that 2shots you. Once I got past that part the rest of the mission was a cakewalk.

About the stealth mission,  as long as you put the seekers on your escort list(which makes it so you can always see how far away they are) it's really easy(for me at least). All the seekers patrol in a straight line, and as long as you disable the middle one(I think it was F) they can't "sandwich" you.

Also, I think I've been spoiled by the autoaim. Started replaying WoD today and I couldn't hit the broadside of a battleaxe  :banghead:. And I kept mashing my glide pedal with no result .
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 

Offline Kayzeo

  • 21
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
So, I'm really eager to play this mod but the game crashes as soon as the loading bar on the first mission screen is filled. It produces a beam sound then freezes. If someone was kind enough to give it a look I'll add the open 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: 3.7.2.10723
Passed cmdline options:
  -mod Dimensional Eclipse\DE,mediavps_2014
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_CORE.vp' with a checksum of 0x0935a19f
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_NOIZE.vp' with a checksum of 0x1dbec9ff
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ.vp' with a checksum of 0x4dd0fbfd
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ2.vp' with a checksum of 0x6fb02739
Found root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ3.vp' with a checksum of 0x48ad2997
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\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\Dimensional Eclipse\DE\' ... 6 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_CORE.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_NOIZE.vp' ... 170 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ.vp' ... 912 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ2.vp' ... 149 files
Searching root pack 'C:\Games\FreeSpace2\Dimensional Eclipse\DE\DE_VIZ3.vp' ... 3627 files
Searching root 'C:\Games\FreeSpace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\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
Found 21 roots and 17135 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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 Haut-parleurs (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... 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: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTS 450/PCIe/SSE2
  OpenGL Version   : 4.4.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  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: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.40 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_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-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 'fsq-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'fsq-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End€smart shield mana
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 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 (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-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 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_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.3% 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 time1 with size 47x23 (28.1% wasted)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 676
TrackIR Init Failed - 1
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'SHAAA.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'SHAAA.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Shado.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Shado2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'SHAAA.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'SHAAA.fsquest-test.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'SHAAA.fsquest-test.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.435 (0.435)
Frame  0 too long!!: frametime = 0.530 (0.530)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'SHAAA.fsquest-test.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file 'LoadingBG_A.png'
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 (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'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x966cb914, IBX checksum: 0x8899b070 -- "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.
BMPMAN: Found EFF (Male2.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Male.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Female.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mls_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sr_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (my_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kay_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sn_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mm_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_uhm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (nya_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_norm.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_norm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_sigh.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_eep.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nah.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_smile.eff) with 25 frames at 5 fps.
BMPMAN: Found EFF (kzp_angry.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_lol.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_sad.eff) with 31 frames at 5 fps.
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: '00000.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Silver
Using callsign: Lance
Using alternate ship type name: SOD Hecate
Loading model 're-LZe.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 're-LZe.pof'.
IBX-DEBUG => POF checksum: 0x1973cc72, IBX checksum: 0x63d72171 -- "re-LZe.pof"
Loading model 'nebula-starfield.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Model nebula-starfield.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 'nebula-starfield.pof'.
IBX-DEBUG => POF checksum: 0xaa596b1c, IBX checksum: 0x7e8d6b5a -- "nebula-starfield.pof"
Starting mission message count : 45
Someone passed an extension to bm_load_animation for file 'miki_proud.ani'
BMPMAN: Found EFF (miki_proud.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_smile.ani'
BMPMAN: Found EFF (miki_smile.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_argh.ani'
BMPMAN: Found EFF (miki_argh.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_ummm.ani'
BMPMAN: Found EFF (miki_ummm.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_wave.ani'
BMPMAN: Found EFF (miki_wave.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_normal.ani'
BMPMAN: Found EFF (miki_normal.eff) with 5 frames at 1 fps.
Someone passed an extension to bm_load_animation for file 'miki_smile2.ani'
BMPMAN: Found EFF (miki_smile2.eff) with 5 frames at 1 fps.
Ending mission message count : 45
Current soundtrack set to -1 in event_music_reset_choices
Loading model 're-LZ.pof'
IBX: Found a good IBX to read for 're-LZ.pof'.
IBX-DEBUG => POF checksum: 0x5c997fa6, IBX checksum: 0x97523d75 -- "re-LZ.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xf059a804, IBX checksum: 0xb4b2424f -- "bonus2t-02.pof"
Loading model 'hecate.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Unknown special object type $path45 while reading model hecate.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship hecate.pof
IBX: Found a good IBX to read for 'hecate.pof'.
IBX-DEBUG => POF checksum: 0x017e6606, IBX checksum: 0xd5503d8a -- "hecate.pof"
Allocating space for at least 36 new ship subsystems ...  a total of 200 is now available (36 in-use).
Loading model 'Arcadia.pof'
Potential problem found: Unrecognized subsystem type 'ForkTable', believed to be in ship Arcadia.pof
Potential problem found: Unrecognized subsystem type 'ForkLift', believed to be in ship Arcadia.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Arcadia.pof
Unknown special object type $path06 while reading model Arcadia.pof
Unknown special object type $path07 while reading model Arcadia.pof
Found live debris model for 'communication'
Found live debris model for 'communication'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
IBX: Found a good IBX to read for 'Arcadia.pof'.
IBX-DEBUG => POF checksum: 0x3df22471, IBX checksum: 0x15612e25 -- "Arcadia.pof"
Loading model 'corvette2s-01.pof'
Unknown special object type $path17 while reading model corvette2s-01.pof
Unknown special object type $path25 while reading model corvette2s-01.pof
Unknown special object type $path15 while reading model corvette2s-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship corvette2s-01.pof
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship corvette2s-01.pof
IBX: Found a good IBX to read for 'corvette2s-01.pof'.
IBX-DEBUG => POF checksum: 0xe86c38c5, IBX checksum: 0x83e4343a -- "corvette2s-01.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xde3631dc, IBX checksum: 0x8a2a4bdd -- "fighter2t-04.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xc3bbea62 -- "frigate2t-01.pof"
Submodel 'frigate_b' is detail level 1 of 'frigate_a'
Submodel 'frigate_c' is detail level 2 of 'frigate_a'
Submodel 'frigate_d' is detail level 3 of 'frigate_a'
Loading model 'transport2t-01.pof'
IBX: Found a good IBX to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x90f695ef -- "transport2t-01.pof"
Submodel 'tranb' is detail level 1 of 'trana'
Submodel 'tranc' is detail level 2 of 'trana'
Submodel 'trand' is detail level 3 of 'trana'
Loading model 'Nahema.pof'
IBX: Found a good IBX to read for 'Nahema.pof'.
IBX-DEBUG => POF checksum: 0x993d2312, IBX checksum: 0x61b17bf5 -- "Nahema.pof"
Loading model 'Seraphim.pof'
IBX: Found a good IBX to read for 'Seraphim.pof'.
IBX-DEBUG => POF checksum: 0xbb50ec76, IBX checksum: 0xca0291bf -- "Seraphim.pof"
Loading model 'Mara.pof'
IBX: Found a good IBX to read for 'Mara.pof'.
IBX-DEBUG => POF checksum: 0xb60587c0, IBX checksum: 0x6cb4a0ba -- "Mara.pof"
Loading model 'Dragon.pof'
IBX: Found a good IBX to read for 'Dragon.pof'.
IBX-DEBUG => POF checksum: 0x067ce075, IBX checksum: 0x5129ad1d -- "Dragon.pof"
Loading model 'Basilisk.pof'
IBX: Found a good IBX to read for 'Basilisk.pof'.
IBX-DEBUG => POF checksum: 0xb4385266, IBX checksum: 0x2c167fbb -- "Basilisk.pof"
Loading model 'Aeshma.pof'
IBX: Found a good IBX to read for 'Aeshma.pof'.
IBX-DEBUG => POF checksum: 0xb3f65e54, IBX checksum: 0x6e80a9b9 -- "Aeshma.pof"
Loading model 'cruiser03x.pof'
IBX: Found a good IBX to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 0x80451365, IBX checksum: 0x73747fea -- "cruiser03x.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0xf7820816 -- "navbuoy.pof"
WARNING: "For ship 'SF Dragon 100', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon 100', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon 100', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon 100', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
WARNING: "For ship 'SB Seraphim', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SB Seraphim', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SB Seraphim', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SB Seraphim', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
WARNING: "For ship 'SF Dragon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:9038
OpenGL: Created 512x512 FBO!
Loading model 'starfield.pof'
Model starfield.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 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "starfield.pof"
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'mrgymirror.pof'
IBX: Found a good IBX to read for 'mrgymirror.pof'.
IBX-DEBUG => POF checksum: 0x76424187, IBX checksum: 0x300b5bc6 -- "mrgymirror.pof"
Allocating space for at least 102 new ship subsystems ...  a total of 600 is now available (361 in-use).
About to page in ships!
ANI shield_losna with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
ANI shieldft-04 with size 112x93 (27.3% wasted)
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shieldfs-01 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x4181e059, IBX checksum: 0xd8629386 -- "bombardier.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x436327ba, IBX checksum: 0xf7664532 -- "trebuchet.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'ShivanCM.pof'
IBX: Found a good IBX to read for 'ShivanCM.pof'.
IBX-DEBUG => POF checksum: 0xf84d4220, IBX checksum: 0xb7ac33fd -- "ShivanCM.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0x2b3de38f -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xf7e6e8a2 -- "S_Harpoon.pof"
BMPMAN: Found EFF (missilespew06.eff) with 20 frames at 10 fps.
Loading model 'S_Bomb.pof'
IBX: Found a good IBX to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x17893eb8, IBX checksum: 0x83660ea5 -- "S_Bomb.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x74aa90ad, IBX checksum: 0xfdd1d169 -- "Interceptor.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI minegauge.ani with size 124x30 (6.3% wasted)
ANI emptyhud.ani with size 25x21 (34.4% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield_losna.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldft-04.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-f10.ani with size 112x93 (27.3% wasted)
ANI shieldfs-01.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 2531/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 456,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ares hm
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf re-ls
FRM: 1
FE: 1

Class: gtf re-ls#empty
FRM: 1
FE: 1

Class: haf re-ls
FRM: 1
FE: 1

Class: haf re-ls assault
FRM: 1
FE: 1

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ftf astrogator
FRM: 1
FE: 1

Class: ftf skjoldr
FRM: 1
FE: 1

Class: ftf durandal
FRM: 1
FE: 1

Class: haf cyclone
FRM: 1
FE: 1

Class: haf tornado
FRM: 1
FE: 1

Class: haf blizzard
FRM: 1
FE: 1

Class: haf blizzard cmd
FRM: 1
FE: 1

Class: haf blizzard ce
FRM: 1
FE: 1

Class: haf phoenix
FRM: 1
FE: 1

Class: haf selkie
FRM: 1
FE: 1

Class: haf yukikaze
FRM: 1
FE: 1

Class: haf ray mark iv
FRM: 1
FE: 1

Class: haf ray mk iv brigandine
FRM: 1
FE: 1

Class: haf vic viper
FRM: 1
FE: 1

Class: haf vic viper#option
FRM: 1
FE: 1

Class: has margay
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ha dd hurricane
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft sh svalin
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: ft fr monolith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fr monolith mk2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft tr clysdale
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fp rhea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff impervious
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff northampton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ds baikal
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8500
BEDM: 2.5

Class: ft cvs volga
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ft csc stratavarian
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cl hyperion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys#shield
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cv tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft bv euryphaessa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ha cc typhoon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ha ca tempest
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: btf aggressor
FRM: 1
FE: 1

Class: btf harasser
FRM: 1
FE: 1

Class: lzf hunter
FRM: 1
FE: 1

Class: lzf killer
FRM: 1
FE: 1

Class: lzf swarmer
FRM: 1
FE: 1

Class: btb oppressor
FRM: 1
FE: 1

Class: akf ambrosium
FRM: 1
FE: 1

Class: akf ambrosium-r
FRM: 1
FE: 1

Class: nsf phantasm
FRM: 1
FE: 1

Class: nsb ghoul
FRM: 1
FE: 1

Class: exf marquis
FRM: 1
FE: 1

Class: exb duke
FRM: 1
FE: 1

Class: ak ff adamantium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: bt da skeleton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ak cve orichalcum
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ex cl viscount
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ex cs iliaster
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ns cv vampire
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ak bc azoth
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex cva emperor
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex dn sovereign
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf amaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf scanmaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: be gs big core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core t1-05
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core rev 1.1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: big core rev 1.2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: bubble core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: ex sblue
BEI: 0.2
BEDu: 200
BEDi: 100

Class: rv spurple
BEI: 0.2
BEDu: 200
BEDi: 100

Class: ha thermal lance
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ha hv thermal lance
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: rc beam#csc
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ex bblue
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: ex lrdbblue
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: ex shieldbreaker
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: ex falchirum
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: em-82 infernum
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: em-82b infernum ii
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: atgeir
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: masakari
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: nm-12 dragonfire
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: dragonfire#ssm
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400
BMPMAN: Found EFF (droidslave.eff) with 91 frames at 30 fps.
MediaVPs: Flaming debris script ACTIVE!
LibraryManager: Reloading all loaded libraries
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
PARTICLE SCRIPT: Parsing file "particles.cfg"
Particle demo data loaded...
PARTICLE SCRIPT: Configuration file read. Loaded 0 entries and took 0 ms
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (51)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconbonusherc with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconBombardier with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI iconTrebuchet with size 56x24 (25.0% wasted)
Frame  0 too long!!: frametime = 92.333 (92.333)
CSG => Saving 'SHAAA.fsquest-test.csg' with version 3...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 100.442
Killing beam at initial fire because of illegal targeting!!!
BEAM : killing beam because turret has been destroyed!

Thank you !
« Last Edit: June 16, 2014, 04:29:52 pm by Kayzeo »

 

Offline Droid803

  • Trusted poster of legit stuff
  • Moderator
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Does it actually crash, because sometimes it freezes for a few seconds for me then resumes. Something due to starting the mission X seconds in that makes it do that.
I don't see a crash error in the log file.
(´・ω・`)
=============================================================

 

Offline Kayzeo

  • 21
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
So strangely enough, the problem fixed itself and I'm now able to load the training mission. I suppose it is because I created once again a new pilot although I did create one previously inside the mod. Still it appears that the game is missing 6 ships and cannot load them but I guess I'll deal with it.
Thank you for your care.

 

Offline mr.WHO

  • 29
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Hey Droid could you tell me what are the names/author of some OST music file you are using in this mod?

bsf-brief
fortress
FTtH_op, FTtH_lp (this one is one track? I love it, especially the op part)
ifortress
hunter

 

Offline Destiny

  • 29
  • Twintails are eternal!
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
bsf-brief - Battleships Forever
fortress - Fortress by Hitoshi Sakimoto (Gradius V OST)
FTtH - Flap Towards the Hope (Remix) by WASi303 (Raiden IV OST)
ifortress - Impregnable Fortress by Hitoshi Sakimoto (Gradius V OST)
hunter - hunter by cornboy (Mechwarrior 4: Mercenaries OST)

 

Offline mr.WHO

  • 29
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Thanks :)

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
I'm having an issue with this mod where the HUD is not visible. The only thing I can see is the "box" around my current target, though I apparently can't switch targets as well.

Any idea what I'm doing wrong?

 

Offline Droid803

  • Trusted poster of legit stuff
  • Moderator
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Shift-O?
(´・ω・`)
=============================================================

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Pressing Shift-O only causes the switching sound, but otherwise has no effect.

Apparently I can target things, it just acts really weird and I can end up with multiple things "targeted."

Despite having multiple things in the target box, what I'm actually targeting may be unrelated. Like my guns would track a fighter in the intro, but the target box would be around the installations and warships.

It shows apparently their class name and hull integrity by it too
« Last Edit: August 05, 2014, 02:05:30 pm by XRAY0128 »

 

Offline Destiny

  • 29
  • Twintails are eternal!
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Those aren't your target boxes, those are boxes around priority ships.

 

Offline Droid803

  • Trusted poster of legit stuff
  • Moderator
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Those target boxes are the ships on your escort list, not related to targeting. Working as intended (except for the lack of HUD).

Will need a log file to see why there's no HUD because I suspect something is installed incorrectly, or there are some conflicting files.
(´・ω・`)
=============================================================

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Bluh, Hope I did this right.


Here's the link
http://pastebin.com/ECYa7VgP

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Code: [Select]
1280x600That vertical resolution may be smaller than the minimum defined in the HUD gauges file.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.