Author Topic: Table limits  (Read 4985 times)

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Offline Droid803

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Didn't trimming out Volition Bravos have the funny effect of the game summoning whatever was put in its place when the cheat code was entered? :P
(´・ω・`)
=============================================================

 

Offline Mongoose

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Was there any rational code-related reason why the size limit was 380K?  I'd expect some sort of power of 2 if it was a variable issue.

 

Offline karajorma

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I wasn't an SCP coder when it was fixed so I don't know the code reasons behind it.

Didn't trimming out Volition Bravos have the funny effect of the game summoning whatever was put in its place when the cheat code was entered? :P

IIRC, yes it did.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline AdmiralRalwood

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Was there any rational code-related reason why the size limit was 380K?  I'd expect some sort of power of 2 if it was a variable issue.
I wasn't an SCP coder when it was fixed so I don't know the code reasons behind it.
Neither was I, but I was curious, so let's take a look down the rabbit hole!

So, parsing ships.tbl uses (and has used since the original source) the read_text_file() function, which stores the file into a char[] array. Originally, this was always Mission_text (which, since r675, is just the default... and the one still used for parsing e.g. ships.tbl). Mission_text has a size of MISSION_TEXT_SIZE, which in the Volition source import is defined thus:
Code: [Select]
#define MISSION_TEXT_SIZE 390000
Divide that by 1024 and you get ~380.86, which is the number of kilobytes a file needs to be before it has too many characters to fit inside the Mission_text[] array. Hence the size limit.

Interestingly:
Code: [Select]
* 14    9/13/99 10:40a Mikeb
 * Bumped up MISSION_TEXT_SIZE from 380000 to 390000 for ships.tbl ship
 * descriptions.
 *
 * 13    8/02/99 4:19p Andsager
 * Bump up MISSION_TEXT_SIZE to 380000 for ships.tbl
[...]
 * 11    2/19/99 11:10a Jasen
 * Upped MISSION_TEXT_SIZE to 300000 (for souper cap)
[...]
 * 46    10/29/97 9:02a Jasen
 * Raised MISSION_TEXT_SIZE limit to 128000.
Looks like Volition had to raise the limit several times themselves; a 2002 commit (r43) bumped MISSION_TEXT_SIZE to one million (where it remains to this day), and it looks like FSO stopped using a fixed-size char[] array altogether in r3031 (committed by taylor in 2006); now, Mission_text is dynamically resized as needed.

I'm AdmiralRalwood, and I have been your code archeologist this evening.
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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.

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"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.

 

Offline karajorma

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The original ships.tbl was 378 kilobytes IIRC so it looks like Volition repeatedly raised the limit to whatever the size of the table was.
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Offline wardog300k

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And so we came to the conclusion:i use retail,i must use retail,ships table must be 380KB,and i must try bringing weapons table to 200KB.
Crush the NTF-Conflict Zone
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Offline The E

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But you should still use FS2_Open debug builds to do error checking for your tables, even if you do not use FS2_Open for gameplay.
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
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Offline Mongoose

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Interesting stuff.  I guess it's the sort of arbitrary constant-finagling that's really bad coding from a theoretical standpoint, but makes perfect sense in the get-it-done world of commercial development.

 

Offline Goober5000

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Yep.  A similar course was followed with SEXP_NODES.

 

Offline mjn.mixael

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And so we came to the conclusion:i use retail,i must use retail,ships table must be 380KB,and i must try bringing weapons table to 200KB.

Er, except you really don't ne--- oh whatever. Good luck, man.
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Offline AdmiralRalwood

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And so we came to the conclusion:i use retail,i must use retail,ships table must be 380KB,and i must try bringing weapons table to 200KB.
Er, I don't see why you come to the conclusion that you must use retail when you haven't yet provided a debug log for us to even attempt to diagnose why FSO crashes for you.

Also, weapons.tbl uses the exact same parsing code, so its retail size limit should also be 380KB...
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.

 

Offline wardog300k

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Er, except you really don't ne--- oh whatever. Good luck, man.

I don't need...what?

Er, I don't see why you come to the conclusion that you must use retail when you haven't yet provided a debug log for us to even attempt to diagnose why FSO crashes for you.

Also, weapons.tbl uses the exact same parsing code, so its retail size limit should also be 380KB...

1.I will finish the campaign in retail,than i will spend few hours with the debug version to see what is the problem.Probably.
2.If weapons has 380KB,than i have way more space than i thought,so new weaponry(mostly weaker versions of Shivan stuff) is comin' soon.
Crush the NTF-Conflict Zone
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Offline mjn.mixael

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You don't need to use retail. Your conclusion is faulty, because there is overwhelming evidence that FSO works for infinite combinations of mods (See: how the rest of the entire HLP community successfully mods on FSO). It's not that FSO doesn't work. It's that your mod doesn't work (yet). You either have something wrong with your install or your mod, but we can't help you fix it if you won't let us. Hence my "Oh whatever."

And yet here I am again trying to provide a voice of reason. Which, by the way... I just realized that you could probably never get that main hall to work because you are on retail. Modding the main hall on retail is far, far more difficult...
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Offline jr2

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You could at least post an fs2_open.log for us to look at while you work on your mod.  If anything jumps out we can let you know here, and you can take your time trying our suggestions.  It's not like we will kidnap you and strap you to your computer for endless hours until you get FSO (or your mod, whichever) running perfectly.  xD

 

Offline mjn.mixael

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Honestly, I say all this with your best interest in mind. A mod that only runs on retail and/or crashes FSO is going to struggle to get players.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline wardog300k

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The mainhall is still being worked on,i'm close to finding the problem i belive.

I use FSO only when needed,but while playing a campaign i must restart the game after every mission,which is rather irritating(its same with all campaigns).

But anyway,here's the FS2_open thingy.

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: 3.7.2.10997
Passed cmdline options:
  -missile_lighting
  -noenv
  -noglow
  -nospec
  -nonormal
  -noheight
  -nolightshafts
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -mod 158th,mediavps
  -old_collision
Building file index...
Found root pack 'D:\Program Files\GOG.com\Freespace 2\158th\Exposition.vp' with a checksum of 0xbf3ec4ef
Found root pack 'D:\Program Files\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Program Files\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Program Files\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Program Files\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Program Files\GOG.com\Freespace 2\158th\' ... 22 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\158th\Exposition.vp' ... 2081 files
Searching root 'D:\Program Files\GOG.com\Freespace 2\mediavps\' ... 0 files
Searching root 'D:\Program Files\GOG.com\Freespace 2\' ... 1608 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Found 13 roots and 10706 files.
Setting language to English
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 Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio Input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 640x480 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, stencil: 1, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel 945G
  OpenGL Version   : 1.4.0 - Build 7.14.10.4926

  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".
  Unable to find extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Unable to find extension "GL_NV_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Unable to find extension "NV_point_sprite".
  Unable to find extension "GL_ARB_shading_language_100".
  Unable to find extension "GL_ARB_shader_objects".
  Unable to find extension "GL_ARB_vertex_shader".
  Unable to find extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Unable to find extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (2)
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... 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.
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' ...
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
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 62 frames at 22 fps.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI energy2 with size 54x60 (6.3% wasted)
ANI leftarc with size 64x157 (38.7% wasted)
ANI rightarc1 with size 64x156 (39.1% wasted)
ANI toparc3 with size 25x18 (43.8% wasted)
ANI lock1 with size 35x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI radar1 with size 130x106 (17.2% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1351
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'onefiftyeight.plr' with version 2...
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 'Vlada.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'INFA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Art.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'onefiftyeight.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
PLR => Verifying 'onefiftyeight.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'onefiftyeight.plr' with version 2...
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 'onefiftyeight.cse.csg' with version 5...
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 'onefiftyeight.cse.csg' with version 5...
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 mainwalk.ani with size 127x297 (42.0% wasted)
ANI mainflyby.ani with size 315x116 (9.4% wasted)
ANI maincrane.ani with size 117x73 (43.0% wasted)
ANI mainexit.ani with size 203x110 (14.1% wasted)
ANI mainbarracks.ani with size 163x105 (18.0% wasted)
ANI mainreadyroom.ani with size 139x86 (32.8% wasted)
ANI mainoptions.ani with size 207x131 (48.8% wasted)
ANI maincampaign.ani with size 200x124 (3.1% wasted)
Frame  0 too long!!: frametime = 1.381 (1.381)
Frame  0 too long!!: frametime = 1.868 (1.868)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter158e-01.pof'
IBX: Found a good IBX to read for 'fighter158e-01.pof'.
IBX-DEBUG => POF checksum: 0xf4f68ae3, IBX checksum: 0x535c5b58 -- "fighter158e-01.pof"
Frame  0 too long!!: frametime = 5.689 (5.689)
Frame  0 too long!!: frametime = 0.596 (0.596)
ANI Tech_Subach_HL-7.ani with size 440x200 (21.9% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'onefiftyeight.cse.csg' with version 5...
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!
Frame  0 too long!!: frametime = 0.721 (0.721)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Frame  0 too long!!: frametime = 0.260 (0.260)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'onefiftyeight.cse.csg' with version 5...
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!
Frame  0 too long!!: frametime = 0.726 (0.726)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'onefiftyeight.cse.csg' with version 5...
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 ==================
ANI Loading with size 515x26 (18.8% wasted)
ANI Loading.ani with size 515x26 (18.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'cse03.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 191
Ending mission message count : 209
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter158e-01.pof'
IBX: Found a good IBX to read for 'fighter158e-01.pof'.
IBX-DEBUG => POF checksum: 0xf4f68ae3, IBX checksum: 0x535c5b58 -- "fighter158e-01.pof"
Loading model 'cruiser158e-02.pof'
Potential problem found: Unrecognized subsystem type 'fan1a', believed to be in ship cruiser158e-02.pof
Potential problem found: Unrecognized subsystem type 'fan2a', believed to be in ship cruiser158e-02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship cruiser158e-02.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship cruiser158e-02.pof
IBX: Found a good IBX to read for 'cruiser158e-02.pof'.
IBX-DEBUG => POF checksum: 0x9242d93b, IBX checksum: 0x37238cd1 -- "cruiser158e-02.pof"
Submodel 'fan1b' is detail level 1 of 'fan1a'
Submodel 'fan2b' is detail level 1 of 'fan2a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Submodel 'turret08b' is detail level 1 of 'turret08a'
Submodel 'turret09b' is detail level 1 of 'turret09a'
Allocating space for at least 19 new ship subsystems ...  a total of 200 is now available (19 in-use).
Loading model 'fighter158e-02.pof'
IBX: Found a good IBX to read for 'fighter158e-02.pof'.
IBX-DEBUG => POF checksum: 0x33e2e060, IBX checksum: 0x0dc457ec -- "fighter158e-02.pof"
Loading model 'fighter158e-06.pof'
IBX: Found a good IBX to read for 'fighter158e-06.pof'.
IBX-DEBUG => POF checksum: 0xf10f6edf, IBX checksum: 0x59eb7765 -- "fighter158e-06.pof"
Loading model 'fighter158e-05.pof'
IBX: Found a good IBX to read for 'fighter158e-05.pof'.
IBX-DEBUG => POF checksum: 0xf58c447e, IBX checksum: 0x0a8eafaa -- "fighter158e-05.pof"
Loading model 'fighter158e-04.pof'
IBX: Found a good IBX to read for 'fighter158e-04.pof'.
IBX-DEBUG => POF checksum: 0xf0b2b88b, IBX checksum: 0x3c350ac4 -- "fighter158e-04.pof"
Loading model 'destroyer158e-01.pof'
Potential problem found: Unrecognized subsystem type 'kiev-habitationa', believed to be in ship destroyer158e-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship destroyer158e-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship destroyer158e-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship destroyer158e-01.pof
IBX: Found a good IBX to read for 'destroyer158e-01.pof'.
IBX-DEBUG => POF checksum: 0x496f58fc, IBX checksum: 0x5712b15e -- "destroyer158e-01.pof"
Submodel 'kiev-habitationb' is detail level 1 of 'kiev-habitationa'
Submodel 'kiev-habitationc' is detail level 2 of 'kiev-habitationa'
Submodel 'sensorsb' is detail level 1 of 'sensorsa'
Submodel 'communicationsb' is detail level 1 of 'communicationsa'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turretarm01b' is detail level 1 of 'turretarm01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turretarm02b' is detail level 1 of 'turretarm02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turretarm03b' is detail level 1 of 'turretarm03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turretarm04b' is detail level 1 of 'turretarm04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turretarm05b' is detail level 1 of 'turretarm05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turretarm06b' is detail level 1 of 'turretarm06a'
Loading model 'fighter158e-03.pof'
Potential problem found: Unrecognized subsystem type 'fan1a', believed to be in ship fighter158e-03.pof
Potential problem found: Unrecognized subsystem type 'fan2a', believed to be in ship fighter158e-03.pof
WARNING: "Model 'fighter158e-03.pof' dock point 'Rearming Dock' has a null normal." at modelread.cpp:1744
IBX: Found a good IBX to read for 'fighter158e-03.pof'.
IBX-DEBUG => POF checksum: 0x03426fbe, IBX checksum: 0xf27b0560 -- "fighter158e-03.pof"
Submodel 'fan1b' is detail level 1 of 'fan1a'
Submodel 'fan2b' is detail level 1 of 'fan2a'
Loading model 'base158e-02.pof'
Potential problem found: Unrecognized subsystem type 'fin', believed to be in ship base158e-02.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship base158e-02.pof
Potential problem found: Unrecognized subsystem type 'Fan1a', believed to be in ship base158e-02.pof
Potential problem found: Unrecognized subsystem type 'Fan2a', believed to be in ship base158e-02.pof
Potential problem found: Unrecognized subsystem type 'Fan3a', believed to be in ship base158e-02.pof
IBX: Found a good IBX to read for 'base158e-02.pof'.
IBX-DEBUG => POF checksum: 0xb9199d18, IBX checksum: 0x95bba7f6 -- "base158e-02.pof"
Loading model 'bs158e-01r.pof'
No subsystems found for model "bs158e-01r.pof".
IBX: Found a good IBX to read for 'bs158e-01r.pof'.
IBX-DEBUG => POF checksum: 0x028b802b, IBX checksum: 0x92d4353c -- "bs158e-01r.pof"
Allocating space for at least 6 new ship subsystems ...  a total of 400 is now available (203 in-use).
ANI gas with size 128x127 (0.8% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support158e-01.pof'
IBX: Found a good IBX to read for 'support158e-01.pof'.
IBX-DEBUG => POF checksum: 0xdb854feb, IBX checksum: 0xef641fd9 -- "support158e-01.pof"
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x74e3d996, IBX checksum: 0x2aed1b1e -- "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'
Allocating space for at least 404 new ship subsystems ...  a total of 800 is now available (203 in-use).
About to page in ships!
ANI fse01 with size 112x93 (27.3% wasted)
ANI fse02 with size 112x93 (27.3% wasted)
ANI fse03 with size 112x93 (27.3% wasted)
ANI fse04 with size 112x93 (27.3% wasted)
ANI fse05 with size 112x93 (27.3% wasted)
ANI fse06 with size 112x93 (27.3% wasted)
Loading model 'missile158e-04.pof'
Model missile158e-04.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 'missile158e-04.pof'.
IBX-DEBUG => POF checksum: 0x335b65c6, IBX checksum: 0x450b8876 -- "missile158e-04.pof"
Loading model 'missile158e-01.pof'
Model missile158e-01.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 'missile158e-01.pof'.
IBX-DEBUG => POF checksum: 0xc1d977c7, IBX checksum: 0xb7e21089 -- "missile158e-01.pof"
Loading model 'missile158e-05.pof'
Model missile158e-05.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 'missile158e-05.pof'.
IBX-DEBUG => POF checksum: 0xc5a5b29f, IBX checksum: 0x8bfc666d -- "missile158e-05.pof"
Loading model 'missile158e-02.pof'
Model missile158e-02.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 'missile158e-02.pof'.
IBX-DEBUG => POF checksum: 0x63df25a3, IBX checksum: 0x1ac70b88 -- "missile158e-02.pof"
Loading model 'missile158e-03.pof'
Model missile158e-03.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 'missile158e-03.pof'.
IBX-DEBUG => POF checksum: 0x441f1853, IBX checksum: 0x8f1e618c -- "missile158e-03.pof"
Loading model 'cmeasure158e-01.pof'
Model cmeasure158e-01.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 'cmeasure158e-01.pof'.
IBX-DEBUG => POF checksum: 0xeacde5d7, IBX checksum: 0xc324e0cc -- "cmeasure158e-01.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'
ANI Loading.ani with size 515x26 (18.8% wasted)
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
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 netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% 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 energy2.ani with size 54x60 (6.3% wasted)
ANI leftarc.ani with size 64x157 (38.7% wasted)
ANI rightarc1.ani with size 64x156 (39.1% wasted)
ANI toparc3.ani with size 25x18 (43.8% wasted)
ANI lock1.ani with size 35x33 (48.4% wasted)
ANI lockspin.ani with size 63x63 (1.6% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI radar1.ani with size 130x106 (17.2% wasted)
ANI Loading.ani with size 515x26 (18.8% wasted)
ANI gas.ani with size 128x127 (0.8% wasted)
ANI fse01.ani with size 112x93 (27.3% wasted)
ANI fse02.ani with size 112x93 (27.3% wasted)
ANI fse03.ani with size 112x93 (27.3% wasted)
ANI fse04.ani with size 112x93 (27.3% wasted)
ANI fse05.ani with size 112x93 (27.3% wasted)
ANI fse06.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 955/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 198,  Estimated count = 425
================================================
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 BriefMap with size 573x249 (2.7% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI fsce01 with size 32x28 (12.5% wasted)
ANI wse01 with size 56x24 (25.0% wasted)
ANI wse02 with size 56x24 (25.0% wasted)
ANI wse06 with size 56x24 (25.0% wasted)
ANI wse08 with size 56x24 (25.0% wasted)
ANI ea with size 244x179 (30.1% wasted)
ANI fdea with size 244x179 (30.1% wasted)
ANI fdea.ani with size 244x179 (30.1% wasted)
ANI iconhighlight03 with size 270x270 (47.3% wasted)
ANI iconhighlight03.ani with size 270x270 (47.3% wasted)
ANI fwea with size 86x86 (32.8% wasted)
ANI fdfwea with size 86x86 (32.8% wasted)
ANI fdfwea.ani with size 86x86 (32.8% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI bwea with size 83x84 (34.4% wasted)
ANI fdbwea with size 83x84 (34.4% wasted)
ANI fdbwea.ani with size 83x84 (34.4% wasted)
ANI crwcc with size 140x74 (42.2% wasted)
ANI fdcrwcc with size 140x74 (42.2% wasted)
ANI fdcrwcc.ani with size 140x74 (42.2% wasted)
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
Frame  0 too long!!: frametime = 88.007 (88.007)
Frame  0 too long!!: frametime = 0.590 (0.590)
CSG => Saving 'onefiftyeight.cse.csg' with version 5...
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 = 183.338
Regenerating local nebula!
Frame  1 too long!!: frametime = 0.527 (0.527)
Regenerating local nebula!
Regenerating local nebula!
ANI Head-TP1b.ani with size 160x120 (6.3% wasted)
Frame 76 too long!!: frametime = 0.254 (0.254)
Regenerating local nebula!
ANI Head-TP3a.ani with size 160x120 (6.3% wasted)
Frame 145 too long!!: frametime = 0.383 (0.383)
Regenerating local nebula!
Frame 328 too long!!: frametime = 0.266 (0.266)
359 frames executed in  30.030 seconds,  11.955 frames per second.
Frame 416 too long!!: frametime = 0.395 (0.395)
message '158-3 Inbounds' with invalid head.  Fix by assigning persona to the message.
ANI Head-CM3a.ani with size 160x120 (6.3% wasted)
Frame 423 too long!!: frametime = 0.533 (0.533)
Frame 493 too long!!: frametime = 0.356 (0.356)
Frame 552 too long!!: frametime = 0.305 (0.305)
Frame 575 too long!!: frametime = 0.743 (0.743)
Frame 575 too long!!: frametime = 0.296 (0.296)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
SOUND: c:\code\fs2_open_3_7_2_rc4\code\sound\ds.cpp:1268 - OpenAL error = 'Invalid Operation'
Unloading in mission messages
CSG => Loading 'onefiftyeight.cse.csg' with version 5...
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!
Frame 576 too long!!: frametime = 1.453 (1.453)
Frame 576 too long!!: frametime = 0.321 (0.321)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'onefiftyeight.plr' with version 2...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'onefiftyeight.cse.csg' with version 5...
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!
Freeing all existing models...
... Log closed, Wed Feb 18 20:01:16 2015
« Last Edit: March 08, 2015, 03:20:45 am by karajorma »
Crush the NTF-Conflict Zone
One last war, one last hope, one last survival-Final Destination On Delay
Set free from the GTVA-Liberation Wars On Delay

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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FreeSpace 2 Open version: 3.7.2.10997
This is an older version of FSO (3.7.2 RC4, if memory serves). 3.7.2 RC5 is newer, more stable, and has more features.

  -old_collision
Get rid of this option and replace it with -no_glsl.

Your log also doesn't show an actual crash; instead, it shows the game being quit and shutting down successfully. In order to figure out why it's crashing, you need to make FSO crash with the debug build; then, your debug log should contain enough information to allow us to figure it out.
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.

 
Forum tip: when you post a lot of text data, such as a debug log, it is preferable to post it between [code ] tags (see the # button next to the quote button), which puts it in a scrollable text box and provides a button to select everything, like that:

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: 3.7.2.10997
Passed cmdline options:
  -missile_lighting
  -noenv
  -noglow
  -nospec
  -nonormal
  -noheight
  -nolightshafts
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -mod 158th,mediavps
  -old_collision
Building file index...
Found root pack 'D:\Program Files\GOG.com\Freespace 2\158th\Exposition.vp' with a checksum of 0xbf3ec4ef
Found root pack 'D:\Program Files\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Program Files\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Program Files\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Program Files\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Program Files\GOG.com\Freespace 2\158th\' ... 22 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\158th\Exposition.vp' ... 2081 files
Searching root 'D:\Program Files\GOG.com\Freespace 2\mediavps\' ... 0 files
Searching root 'D:\Program Files\GOG.com\Freespace 2\' ... 1608 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Found 13 roots and 10706 files.
Setting language to English
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 Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio Input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 640x480 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, stencil: 1, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel 945G
  OpenGL Version   : 1.4.0 - Build 7.14.10.4926

  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".
  Unable to find extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Unable to find extension "GL_NV_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Unable to find extension "NV_point_sprite".
  Unable to find extension "GL_ARB_shading_language_100".
  Unable to find extension "GL_ARB_shader_objects".
  Unable to find extension "GL_ARB_vertex_shader".
  Unable to find extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Unable to find extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (2)
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... 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.
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' ...
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
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 62 frames at 22 fps.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI energy2 with size 54x60 (6.3% wasted)
ANI leftarc with size 64x157 (38.7% wasted)
ANI rightarc1 with size 64x156 (39.1% wasted)
ANI toparc3 with size 25x18 (43.8% wasted)
ANI lock1 with size 35x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI radar1 with size 130x106 (17.2% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1351
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'onefiftyeight.plr' with version 2...
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 'Vlada.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'INFA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Art.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'onefiftyeight.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
PLR => Verifying 'onefiftyeight.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'onefiftyeight.plr' with version 2...
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 'onefiftyeight.cse.csg' with version 5...
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 'onefiftyeight.cse.csg' with version 5...
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 mainwalk.ani with size 127x297 (42.0% wasted)
ANI mainflyby.ani with size 315x116 (9.4% wasted)
ANI maincrane.ani with size 117x73 (43.0% wasted)
ANI mainexit.ani with size 203x110 (14.1% wasted)
ANI mainbarracks.ani with size 163x105 (18.0% wasted)
ANI mainreadyroom.ani with size 139x86 (32.8% wasted)
ANI mainoptions.ani with size 207x131 (48.8% wasted)
ANI maincampaign.ani with size 200x124 (3.1% wasted)
Frame  0 too long!!: frametime = 1.381 (1.381)
Frame  0 too long!!: frametime = 1.868 (1.868)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter158e-01.pof'
IBX: Found a good IBX to read for 'fighter158e-01.pof'.
IBX-DEBUG => POF checksum: 0xf4f68ae3, IBX checksum: 0x535c5b58 -- "fighter158e-01.pof"
Frame  0 too long!!: frametime = 5.689 (5.689)
Frame  0 too long!!: frametime = 0.596 (0.596)
ANI Tech_Subach_HL-7.ani with size 440x200 (21.9% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'onefiftyeight.cse.csg' with version 5...
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!
Frame  0 too long!!: frametime = 0.721 (0.721)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Frame  0 too long!!: frametime = 0.260 (0.260)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'onefiftyeight.cse.csg' with version 5...
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!
Frame  0 too long!!: frametime = 0.726 (0.726)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'onefiftyeight.cse.csg' with version 5...
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 ==================
ANI Loading with size 515x26 (18.8% wasted)
ANI Loading.ani with size 515x26 (18.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'cse03.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 191
Ending mission message count : 209
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter158e-01.pof'
IBX: Found a good IBX to read for 'fighter158e-01.pof'.
IBX-DEBUG => POF checksum: 0xf4f68ae3, IBX checksum: 0x535c5b58 -- "fighter158e-01.pof"
Loading model 'cruiser158e-02.pof'
Potential problem found: Unrecognized subsystem type 'fan1a', believed to be in ship cruiser158e-02.pof
Potential problem found: Unrecognized subsystem type 'fan2a', believed to be in ship cruiser158e-02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship cruiser158e-02.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship cruiser158e-02.pof
IBX: Found a good IBX to read for 'cruiser158e-02.pof'.
IBX-DEBUG => POF checksum: 0x9242d93b, IBX checksum: 0x37238cd1 -- "cruiser158e-02.pof"
Submodel 'fan1b' is detail level 1 of 'fan1a'
Submodel 'fan2b' is detail level 1 of 'fan2a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Submodel 'turret08b' is detail level 1 of 'turret08a'
Submodel 'turret09b' is detail level 1 of 'turret09a'
Allocating space for at least 19 new ship subsystems ...  a total of 200 is now available (19 in-use).
Loading model 'fighter158e-02.pof'
IBX: Found a good IBX to read for 'fighter158e-02.pof'.
IBX-DEBUG => POF checksum: 0x33e2e060, IBX checksum: 0x0dc457ec -- "fighter158e-02.pof"
Loading model 'fighter158e-06.pof'
IBX: Found a good IBX to read for 'fighter158e-06.pof'.
IBX-DEBUG => POF checksum: 0xf10f6edf, IBX checksum: 0x59eb7765 -- "fighter158e-06.pof"
Loading model 'fighter158e-05.pof'
IBX: Found a good IBX to read for 'fighter158e-05.pof'.
IBX-DEBUG => POF checksum: 0xf58c447e, IBX checksum: 0x0a8eafaa -- "fighter158e-05.pof"
Loading model 'fighter158e-04.pof'
IBX: Found a good IBX to read for 'fighter158e-04.pof'.
IBX-DEBUG => POF checksum: 0xf0b2b88b, IBX checksum: 0x3c350ac4 -- "fighter158e-04.pof"
Loading model 'destroyer158e-01.pof'
Potential problem found: Unrecognized subsystem type 'kiev-habitationa', believed to be in ship destroyer158e-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship destroyer158e-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship destroyer158e-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship destroyer158e-01.pof
IBX: Found a good IBX to read for 'destroyer158e-01.pof'.
IBX-DEBUG => POF checksum: 0x496f58fc, IBX checksum: 0x5712b15e -- "destroyer158e-01.pof"
Submodel 'kiev-habitationb' is detail level 1 of 'kiev-habitationa'
Submodel 'kiev-habitationc' is detail level 2 of 'kiev-habitationa'
Submodel 'sensorsb' is detail level 1 of 'sensorsa'
Submodel 'communicationsb' is detail level 1 of 'communicationsa'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turretarm01b' is detail level 1 of 'turretarm01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turretarm02b' is detail level 1 of 'turretarm02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turretarm03b' is detail level 1 of 'turretarm03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turretarm04b' is detail level 1 of 'turretarm04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turretarm05b' is detail level 1 of 'turretarm05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turretarm06b' is detail level 1 of 'turretarm06a'
Loading model 'fighter158e-03.pof'
Potential problem found: Unrecognized subsystem type 'fan1a', believed to be in ship fighter158e-03.pof
Potential problem found: Unrecognized subsystem type 'fan2a', believed to be in ship fighter158e-03.pof
WARNING: "Model 'fighter158e-03.pof' dock point 'Rearming Dock' has a null normal." at modelread.cpp:1744
IBX: Found a good IBX to read for 'fighter158e-03.pof'.
IBX-DEBUG => POF checksum: 0x03426fbe, IBX checksum: 0xf27b0560 -- "fighter158e-03.pof"
Submodel 'fan1b' is detail level 1 of 'fan1a'
Submodel 'fan2b' is detail level 1 of 'fan2a'
Loading model 'base158e-02.pof'
Potential problem found: Unrecognized subsystem type 'fin', believed to be in ship base158e-02.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship base158e-02.pof
Potential problem found: Unrecognized subsystem type 'Fan1a', believed to be in ship base158e-02.pof
Potential problem found: Unrecognized subsystem type 'Fan2a', believed to be in ship base158e-02.pof
Potential problem found: Unrecognized subsystem type 'Fan3a', believed to be in ship base158e-02.pof
IBX: Found a good IBX to read for 'base158e-02.pof'.
IBX-DEBUG => POF checksum: 0xb9199d18, IBX checksum: 0x95bba7f6 -- "base158e-02.pof"
Loading model 'bs158e-01r.pof'
No subsystems found for model "bs158e-01r.pof".
IBX: Found a good IBX to read for 'bs158e-01r.pof'.
IBX-DEBUG => POF checksum: 0x028b802b, IBX checksum: 0x92d4353c -- "bs158e-01r.pof"
Allocating space for at least 6 new ship subsystems ...  a total of 400 is now available (203 in-use).
ANI gas with size 128x127 (0.8% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support158e-01.pof'
IBX: Found a good IBX to read for 'support158e-01.pof'.
IBX-DEBUG => POF checksum: 0xdb854feb, IBX checksum: 0xef641fd9 -- "support158e-01.pof"
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x74e3d996, IBX checksum: 0x2aed1b1e -- "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'
Allocating space for at least 404 new ship subsystems ...  a total of 800 is now available (203 in-use).
About to page in ships!
ANI fse01 with size 112x93 (27.3% wasted)
ANI fse02 with size 112x93 (27.3% wasted)
ANI fse03 with size 112x93 (27.3% wasted)
ANI fse04 with size 112x93 (27.3% wasted)
ANI fse05 with size 112x93 (27.3% wasted)
ANI fse06 with size 112x93 (27.3% wasted)
Loading model 'missile158e-04.pof'
Model missile158e-04.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 'missile158e-04.pof'.
IBX-DEBUG => POF checksum: 0x335b65c6, IBX checksum: 0x450b8876 -- "missile158e-04.pof"
Loading model 'missile158e-01.pof'
Model missile158e-01.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 'missile158e-01.pof'.
IBX-DEBUG => POF checksum: 0xc1d977c7, IBX checksum: 0xb7e21089 -- "missile158e-01.pof"
Loading model 'missile158e-05.pof'
Model missile158e-05.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 'missile158e-05.pof'.
IBX-DEBUG => POF checksum: 0xc5a5b29f, IBX checksum: 0x8bfc666d -- "missile158e-05.pof"
Loading model 'missile158e-02.pof'
Model missile158e-02.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 'missile158e-02.pof'.
IBX-DEBUG => POF checksum: 0x63df25a3, IBX checksum: 0x1ac70b88 -- "missile158e-02.pof"
Loading model 'missile158e-03.pof'
Model missile158e-03.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 'missile158e-03.pof'.
IBX-DEBUG => POF checksum: 0x441f1853, IBX checksum: 0x8f1e618c -- "missile158e-03.pof"
Loading model 'cmeasure158e-01.pof'
Model cmeasure158e-01.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 'cmeasure158e-01.pof'.
IBX-DEBUG => POF checksum: 0xeacde5d7, IBX checksum: 0xc324e0cc -- "cmeasure158e-01.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'
ANI Loading.ani with size 515x26 (18.8% wasted)
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
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 netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% 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 energy2.ani with size 54x60 (6.3% wasted)
ANI leftarc.ani with size 64x157 (38.7% wasted)
ANI rightarc1.ani with size 64x156 (39.1% wasted)
ANI toparc3.ani with size 25x18 (43.8% wasted)
ANI lock1.ani with size 35x33 (48.4% wasted)
ANI lockspin.ani with size 63x63 (1.6% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI radar1.ani with size 130x106 (17.2% wasted)
ANI Loading.ani with size 515x26 (18.8% wasted)
ANI gas.ani with size 128x127 (0.8% wasted)
ANI fse01.ani with size 112x93 (27.3% wasted)
ANI fse02.ani with size 112x93 (27.3% wasted)
ANI fse03.ani with size 112x93 (27.3% wasted)
ANI fse04.ani with size 112x93 (27.3% wasted)
ANI fse05.ani with size 112x93 (27.3% wasted)
ANI fse06.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 955/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 198,  Estimated count = 425
================================================
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 BriefMap with size 573x249 (2.7% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI fsce01 with size 32x28 (12.5% wasted)
ANI wse01 with size 56x24 (25.0% wasted)
ANI wse02 with size 56x24 (25.0% wasted)
ANI wse06 with size 56x24 (25.0% wasted)
ANI wse08 with size 56x24 (25.0% wasted)
ANI ea with size 244x179 (30.1% wasted)
ANI fdea with size 244x179 (30.1% wasted)
ANI fdea.ani with size 244x179 (30.1% wasted)
ANI iconhighlight03 with size 270x270 (47.3% wasted)
ANI iconhighlight03.ani with size 270x270 (47.3% wasted)
ANI fwea with size 86x86 (32.8% wasted)
ANI fdfwea with size 86x86 (32.8% wasted)
ANI fdfwea.ani with size 86x86 (32.8% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI bwea with size 83x84 (34.4% wasted)
ANI fdbwea with size 83x84 (34.4% wasted)
ANI fdbwea.ani with size 83x84 (34.4% wasted)
ANI crwcc with size 140x74 (42.2% wasted)
ANI fdcrwcc with size 140x74 (42.2% wasted)
ANI fdcrwcc.ani with size 140x74 (42.2% wasted)
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR01
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR02
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR03
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR04
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
AUDIOSTR => ErrorExit for ::Create() on wave file: cse03_BR05
Frame  0 too long!!: frametime = 88.007 (88.007)
Frame  0 too long!!: frametime = 0.590 (0.590)
CSG => Saving 'onefiftyeight.cse.csg' with version 5...
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 = 183.338
Regenerating local nebula!
Frame  1 too long!!: frametime = 0.527 (0.527)
Regenerating local nebula!
Regenerating local nebula!
ANI Head-TP1b.ani with size 160x120 (6.3% wasted)
Frame 76 too long!!: frametime = 0.254 (0.254)
Regenerating local nebula!
ANI Head-TP3a.ani with size 160x120 (6.3% wasted)
Frame 145 too long!!: frametime = 0.383 (0.383)
Regenerating local nebula!
Frame 328 too long!!: frametime = 0.266 (0.266)
359 frames executed in  30.030 seconds,  11.955 frames per second.
Frame 416 too long!!: frametime = 0.395 (0.395)
message '158-3 Inbounds' with invalid head.  Fix by assigning persona to the message.
ANI Head-CM3a.ani with size 160x120 (6.3% wasted)
Frame 423 too long!!: frametime = 0.533 (0.533)
Frame 493 too long!!: frametime = 0.356 (0.356)
Frame 552 too long!!: frametime = 0.305 (0.305)
Frame 575 too long!!: frametime = 0.743 (0.743)
Frame 575 too long!!: frametime = 0.296 (0.296)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
SOUND: c:\code\fs2_open_3_7_2_rc4\code\sound\ds.cpp:1268 - OpenAL error = 'Invalid Operation'
Unloading in mission messages
CSG => Loading 'onefiftyeight.cse.csg' with version 5...
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!
Frame 576 too long!!: frametime = 1.453 (1.453)
Frame 576 too long!!: frametime = 0.321 (0.321)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'onefiftyeight.plr' with version 2...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'onefiftyeight.cse.csg' with version 5...
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!
Freeing all existing models...
... Log closed, Wed Feb 18 20:01:16 2015