Author Topic: Model Not Showing in Targeting Box  (Read 663 times)

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Offline AV8R

  • 28
Model Not Showing in Targeting Box
Hi All,

For some reason, I'm no longer getting rendered models in my targeting box (lower left of screen/HUD). Any suggestions? LOG below, as well as startup command line:

Z:\GAMES\Freespace2\fs2_open_3_7_2.exe -mod mediavps_2014 -nomotiondebris -3dshockwave -post_process -soft_particles -cache_bitmaps -dualscanlines -rearm_timer -ship_choice_3d -snd_preload -fps  -ambient_factor 50 -spec_exp 5 -spec_point 0.15 -spec_static 1.0 -spec_tube 1.0 -ogl_spec 40 -bloom_intensity 42 -fxaa_preset 9 -fov 0.5 -no_emissive_light

EDIT: Can't upload log file - get the following error: "The upload folder is full. Please try a smaller file and/or contact an administrator."

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Model Not Showing in Targeting Box
Pastebin your log.

I feel like I've also seen this in recent builds...not sure.

 

Offline AV8R

  • 28
Re: Model Not Showing in Targeting Box
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: 3.7.2.11329
Passed cmdline options:
  -fov 0.5
  -spec_exp 5
  -ogl_spec 40
  -spec_static 1.0
  -spec_point 0.15
  -spec_tube 1.0
  -ambient_factor 50
  -nomotiondebris
  -no_emissive_light
  -3dshockwave
  -soft_particles
  -post_process
  -bloom_intensity 42
  -fxaa_preset 9
  -cache_bitmaps
  -dualscanlines
  -rearm_timer
  -ship_choice_3d
  -snd_preload
  -mod mediavps_2014
  -fps
Building file index...
Found root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'Z:\GAMES\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'Z:\GAMES\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'Z:\GAMES\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'Z:\GAMES\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'Z:\GAMES\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'Z:\GAMES\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'Z:\GAMES\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'Z:\GAMES\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'Z:\GAMES\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'Z:\GAMES\Freespace2\mediavps_2014\' ... 1 files
Searching root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'Z:\GAMES\Freespace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'Z:\GAMES\Freespace2\' ... 17 files
Searching root pack 'Z:\GAMES\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'Z:\GAMES\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'Z:\GAMES\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'Z:\GAMES\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'Z:\GAMES\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'Z:\GAMES\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'Z:\GAMES\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'Z:\GAMES\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'Z:\GAMES\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 20 roots and 13819 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 enabled: NO
  Playback device: Generic Software on Line 1/2 (M-Audio Delta Audiophile)
  Capture device: Line 1/2 (M-Audio Delta Audioph
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1440x900 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 GTX 750 Ti/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 358.91

  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

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.50 NVIDIA
... 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' ...
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 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-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)
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 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 268
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 'Speed.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 'Speed.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
PLR => Verifying 'Speed.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 'Speed.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 'Speed.FreeSpace2.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...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
CSG => Loading 'Speed.FreeSpace2.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...
Someone passed an extension to bm_load for file 'hammer1.pcx'
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)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.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
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
   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 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xc6f91c19, IBX checksum: 0xde0e1dd6 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.676 (0.676)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'Speed.FreeSpace2.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...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.372 (0.372)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
PLR => Saving 'Speed.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!
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 30 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"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
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
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
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
   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
   Animated Effects
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM3-07.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 205
Ending mission message count : 239
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-04.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
   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
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'
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
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'
Allocating space for at least 11 new ship subsystems ...  a total of 200 is now available (11 in-use).
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xb0d6f2dc, IBX checksum: 0xf1d6ccc4 -- "fighter2t-02.pof"
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 '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 'capital01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0xe7f08675, IBX checksum: 0x7dc1ec68 -- "capital01.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01c' is detail level 2 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret02c' is detail level 2 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret03c' is detail level 2 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret04c' is detail level 2 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret05c' is detail level 2 of 'turret05a'
Loading model 'Manticore.pof'
IBX: Found a good IBX to read for 'Manticore.pof'.
IBX-DEBUG => POF checksum: 0xe88e12d4, IBX checksum: 0xe8ad197b -- "Manticore.pof"
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 'Nephilim.pof'
IBX: Found a good IBX to read for 'Nephilim.pof'.
IBX-DEBUG => POF checksum: 0x6602fd00, IBX checksum: 0x163c56e7 -- "Nephilim.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 'Mara.pof'
IBX: Found a good IBX to read for 'Mara.pof'.
IBX-DEBUG => POF checksum: 0xb60587c0, IBX checksum: 0x6cb4a0ba -- "Mara.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 'capital2s-01.pof'
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2s-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2s-01.pof
IBX: Found a good IBX to read for 'capital2s-01.pof'.
IBX-DEBUG => POF checksum: 0xb93e46fe, IBX checksum: 0xde07f881 -- "capital2s-01.pof"
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 'SuperCap2S-01.pof'
No subsystems found for model "SuperCap2S-01.pof".
Turret submodel 31 not found for turret 0 in model SuperCap2S-01.pof
Turret submodel 33 not found for turret 1 in model SuperCap2S-01.pof
Turret submodel 35 not found for turret 2 in model SuperCap2S-01.pof
Turret submodel 37 not found for turret 3 in model SuperCap2S-01.pof
Turret submodel 54 not found for turret 4 in model SuperCap2S-01.pof
Turret submodel 23 not found for turret 5 in model SuperCap2S-01.pof
Turret submodel 2 not found for turret 6 in model SuperCap2S-01.pof
Turret submodel 3 not found for turret 7 in model SuperCap2S-01.pof
Turret submodel 48 not found for turret 8 in model SuperCap2S-01.pof
Turret submodel 1 not found for turret 9 in model SuperCap2S-01.pof
Turret submodel 46 not found for turret 10 in model SuperCap2S-01.pof
Turret submodel 44 not found for turret 11 in model SuperCap2S-01.pof
Turret submodel 42 not found for turret 12 in model SuperCap2S-01.pof
Turret submodel 14 not found for turret 13 in model SuperCap2S-01.pof
Turret submodel 47 not found for turret 14 in model SuperCap2S-01.pof
Turret submodel 45 not found for turret 15 in model SuperCap2S-01.pof
Turret submodel 24 not found for turret 16 in model SuperCap2S-01.pof
Turret submodel 25 not found for turret 17 in model SuperCap2S-01.pof
Turret submodel 52 not found for turret 18 in model SuperCap2S-01.pof
Turret submodel 53 not found for turret 19 in model SuperCap2S-01.pof
Turret submodel 27 not found for turret 20 in model SuperCap2S-01.pof
Turret submodel 41 not found for turret 21 in model SuperCap2S-01.pof
Turret submodel 40 not found for turret 22 in model SuperCap2S-01.pof
Turret submodel 43 not found for turret 23 in model SuperCap2S-01.pof
Turret submodel 39 not found for turret 24 in model SuperCap2S-01.pof
Turret submodel 29 not found for turret 25 in model SuperCap2S-01.pof
Turret submodel 50 not found for turret 26 in model SuperCap2S-01.pof
Turret submodel 4 not found for turret 27 in model SuperCap2S-01.pof
Turret submodel 5 not found for turret 28 in model SuperCap2S-01.pof
Turret submodel 6 not found for turret 29 in model SuperCap2S-01.pof
Turret submodel 7 not found for turret 30 in model SuperCap2S-01.pof
Turret submodel 8 not found for turret 31 in model SuperCap2S-01.pof
Turret submodel 9 not found for turret 32 in model SuperCap2S-01.pof
Turret submodel 10 not found for turret 33 in model SuperCap2S-01.pof
Turret submodel 11 not found for turret 34 in model SuperCap2S-01.pof
Turret submodel 12 not found for turret 35 in model SuperCap2S-01.pof
Turret submodel 13 not found for turret 36 in model SuperCap2S-01.pof
Turret submodel 49 not found for turret 37 in model SuperCap2S-01.pof
Turret submodel 15 not found for turret 38 in model SuperCap2S-01.pof
Turret submodel 16 not found for turret 39 in model SuperCap2S-01.pof
Turret submodel 17 not found for turret 40 in model SuperCap2S-01.pof
Turret submodel 55 not found for turret 41 in model SuperCap2S-01.pof
Turret submodel 18 not found for turret 42 in model SuperCap2S-01.pof
Turret submodel 19 not found for turret 43 in model SuperCap2S-01.pof
Turret submodel 20 not found for turret 44 in model SuperCap2S-01.pof
Turret submodel 21 not found for turret 45 in model SuperCap2S-01.pof
Turret submodel 51 not found for turret 46 in model SuperCap2S-01.pof
Turret submodel 22 not found for turret 47 in model SuperCap2S-01.pof
Turret submodel 26 not found for turret 48 in model SuperCap2S-01.pof
Turret submodel 28 not found for turret 49 in model SuperCap2S-01.pof
Turret submodel 30 not found for turret 50 in model SuperCap2S-01.pof
Turret submodel 56 not found for turret 0 in model SuperCap2S-01.pof
Turret submodel 57 not found for turret 1 in model SuperCap2S-01.pof
IBX: Found a good IBX to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x4e75084f, IBX checksum: 0xd981df9f -- "SuperCap2S-01.pof"
Submodel 'supercap2s-01c' is detail level 2 of 'supercap2s-01a'
Submodel 'supercap2s-01b' is detail level 1 of 'supercap2s-01a'
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"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'Nephthys.pof'
IBX: Found a good IBX to read for 'Nephthys.pof'.
IBX-DEBUG => POF checksum: 0x10846167, IBX checksum: 0x853c6cdf -- "Nephthys.pof"
Allocating space for at least 290 new ship subsystems ...  a total of 600 is now available (119 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-04 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shield-b08 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 (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 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)
ANI Lamprey_Particle with size 92x86 (32.8% 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 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4d87a860, IBX checksum: 0xef94b81e -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
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'
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 'tag-b.pof'
IBX: Found a good IBX to read for 'tag-b.pof'.
IBX-DEBUG => POF checksum: 0x0096f4df, IBX checksum: 0xee96bb27 -- "tag-b.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0x21dd34b9 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0x9979da66, IBX checksum: 0x66cab9a1 -- "infyrno.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x9be783df, IBX checksum: 0x6b3340ef -- "EMPulse2.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 'VasudanCM.pof'
IBX: Found a good IBX to read for 'VasudanCM.pof'.
IBX-DEBUG => POF checksum: 0xd34373aa, IBX checksum: 0xe4136763 -- "VasudanCM.pof"
Loading model 'S_Rockeye.pof'
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4a2c27f4, IBX checksum: 0x2098b367 -- "S_Rockeye.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"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x9a344f4d, IBX checksum: 0xdfaafcbb -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x4b5c01e9, IBX checksum: 0x8369b9d8 -- "ShivanCluster.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 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'mx-50.pof'
IBX: Found a good IBX to read for 'mx-50.pof'.
IBX-DEBUG => POF checksum: 0x25d2520e, IBX checksum: 0xc624dc0f -- "mx-50.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 (Gmuzzle.eff) with 5 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 Lamprey_Impact.ani with size 80x80 (37.5% wasted)
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 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% 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)
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« Last Edit: December 23, 2015, 12:24:35 am by Jeff Vader »

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: Model Not Showing in Targeting Box
I feel like I've also seen this in recent builds...not sure.
Can't be the same, given AV8R is running 3.7.2. That's the old rendering engine, even.

AV8R, could you try a recent nightly build to see if the new rendering engine behaves differently?
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 AV8R

  • 28
Re: Model Not Showing in Targeting Box
Sure will - stand by....

EDIT: Still no model with latest nightly.

More info:

Same with nightly build or 3.7.2
Same with any MOD - even no MOD
« Last Edit: December 22, 2015, 08:56:59 pm by AV8R »

 

Offline AV8R

  • 28
SOLVED: Model Not Showing in Targeting Box
So it seems Target Rendering under the Details area of my in-game Options somehow got turned off. I set it back to On and the models now appear in the targeting box during the missions. Who knew? I don't know how it turned itself off but at least it's working again.  :yes:

It's amazing how much you don't realize you need certain visual information in-game - until it's no longer there (and then you suddenly feel so lost/helpless lol).

Happy Holidays, everyone.  :nod: