Author Topic: [Solved] Crash on mission/briefing load  (Read 955 times)

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[Solved] Crash on mission/briefing load
I'm playing the main FS2 campaign with FS2Open v19.0.0 and MediaVPs v4.3.X. I just finished mission "Exodus," and on clicking "Accept," the game crashed to desktop. Subsequent attempts to resume the campaign result in the same crash. fs2_open.log contents are below (the last 4 lines are also shown on the error popup when the crash happens).

Does anyone know how I could fix it?

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.
==========================================================================
Opened log '.\data\fs2_open.log', Mon Dec 28 14:45:47 2020 ...
Legacy config mode is ENABLED.
Reason: Legacy mode enabled since the old config exists while the new config does not exist.
  Initializing SDL 2.0.10 (compiled with 2.0.10)...
FreeSpace 2 Open version: 19.0.0
Passed cmdline options:
  -emissive_light
  -3dshockwave
  -soft_particles
  -fxaa
  -smaa
  -fb_explosions
  -fb_thrusters
  -enable_shadows
  -mod MediaVPs_43X
Building file index...
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_advanced1.vp' with a checksum of 0x369db4f9
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_advanced2.vp' with a checksum of 0xc849ae10
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_advanced3.vp' with a checksum of 0x8804e4aa
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_advanced4.vp' with a checksum of 0x9eca321b
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets.vp' with a checksum of 0x4ce74549
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_s.vp' with a checksum of 0xf52681f8
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_s_maps1.vp' with a checksum of 0x3330cb8d
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_s_maps2.vp' with a checksum of 0x0f0a30f3
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t.vp' with a checksum of 0x03154cac
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t_maps1.vp' with a checksum of 0x674095cc
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t_maps2.vp' with a checksum of 0x44368135
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t_maps3.vp' with a checksum of 0xcc4f0df2
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t_maps4.vp' with a checksum of 0x17b42e8c
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_v.vp' with a checksum of 0x472c958d
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_v_maps1.vp' with a checksum of 0x0cc35864
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_cb_ani_1.vp' with a checksum of 0x7fc76ee6
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_cb_ani_2.vp' with a checksum of 0x1ed20ca2
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_cb_ani_3.vp' with a checksum of 0xefbca54c
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_effects.vp' with a checksum of 0xc4aa82f3
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_music.vp' with a checksum of 0x2ac4fbb3
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_radaricons.vp' with a checksum of 0xe7fa5c62
Found root pack 'E:\Freespace2\MediaVPs_43X\mv_root.vp' with a checksum of 0x8cbe7277
Found root pack 'E:\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\Freespace2\MediaVPs_43X\' ... 6 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_advanced1.vp' ... 1155 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_advanced2.vp' ... 84 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_advanced3.vp' ... 19 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_advanced4.vp' ... 224 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets.vp' ... 955 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_s.vp' ... 33 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_s_maps1.vp' ... 156 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_s_maps2.vp' ... 52 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t.vp' ... 59 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t_maps1.vp' ... 161 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t_maps2.vp' ... 98 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t_maps3.vp' ... 134 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_t_maps4.vp' ... 81 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_v.vp' ... 32 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_assets_v_maps1.vp' ... 161 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_cb_ani_1.vp' ... 26 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_cb_ani_2.vp' ... 31 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_cb_ani_3.vp' ... 32 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_effects.vp' ... 3265 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_music.vp' ... 32 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_radaricons.vp' ... 24 files
Searching root pack 'E:\Freespace2\MediaVPs_43X\mv_root.vp' ... 687 files
Searching root 'E:\Freespace2\' ... 22 files
Searching root pack 'E:\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'E:\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\Freespace2\warble_fs2.vp' ... 52 files
Searching memory root ... 64 files
Found 34 roots and 14588 files.
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
AutoLang: Language auto-detection successful...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.18.2

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".
Enhanced sound is enabled.

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: OpenAL Soft on Speakers (2- High Definition Audio Device)
  Capture device: OpenAL Soft on Microphone (2- High Definition Audio Device)
... OpenAL successfully initialized!
  Initializing SDL video...
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
SDL: Creating window at 0,0 because window has same size as desktop.
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 1660 SUPER/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 457.09

Trying to create 1024x1024 32-bit shadow framebuffer
Shadow framebuffer created successfully.
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: gamma.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: deferred-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: shadows.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:

Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Vertical blur pass
Compiling new shader:
Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Shader Variant Features:
Compiling new shader:
SMAA Edge detection
   Loading built-in default shader for: smaa-edge-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-edge-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
Compiling new shader:
SMAA Blending weight calculation
   Loading built-in default shader for: smaa-blend-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-blend-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
Compiling new shader:
SMAA Neighborhood Blending
   Loading built-in default shader for: smaa-neighbour-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-neighbour-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
  Max texture units: 2 (32)
  Max client texture states: 2 (1)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 32768x32768
  Max render buffer size: 32768x32768
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.50 NVIDIA
  Max uniform block size: 65536
  Max uniform buffer bindings: 84
  Uniform buffer byte offset alignment: 256
... OpenGL init is complete!
Initializing path renderer...
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani 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...
ADE: Loading default scripts...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
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
Compiling new shader:
Default material
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: default-material-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
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 message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-part.tbm' ...
BMPMAN: Found EFF (subachpact.eff) with 8 frames at 40 fps.
BMPMAN: Found EFF (subachzap.eff) with 4 frames at 40 fps.
BMPMAN: Found EFF (purpleplussmall.eff) with 4 frames at 20 fps.
BMPMAN: Found EFF (mekhupact.eff) with 8 frames at 40 fps.
BMPMAN: Found EFF (mekhuzap.eff) with 4 frames at 40 fps.
BMPMAN: Found EFF (blueplussmall.eff) with 4 frames at 20 fps.
BMPMAN: Found EFF (AkhetonFlash.eff) with 3 frames at 60 fps.
BMPMAN: Found EFF (akhetonspark.eff) with 8 frames at 10 fps.
BMPMAN: Found EFF (PromRImpact.eff) with 15 frames at 45 fps.
BMPMAN: Found EFF (promrflash.eff) with 3 frames at 45 fps.
BMPMAN: Found EFF (MorningstarFlash.eff) with 8 frames at 60 fps.
BMPMAN: Found EFF (MorningstarWave.eff) with 5 frames at 60 fps.
BMPMAN: Found EFF (emptybitmap.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (shivring.eff) with 7 frames at 20 fps.
BMPMAN: Found EFF (shivringexplo.eff) with 8 frames at 20 fps.
BMPMAN: Found EFF (shivsmoke.eff) with 12 frames at 15 fps.
BMPMAN: Found EFF (shivspray.eff) with 7 frames at 10 fps.
BMPMAN: Found EFF (redplus.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (megafunkbolt.eff) with 15 frames at 20 fps.
BMPMAN: Found EFF (shivwave.eff) with 25 frames at 60 fps.
BMPMAN: Found EFF (redplussmall.eff) with 4 frames at 20 fps.
BMPMAN: Found EFF (blobparticlegreen.eff) with 10 frames at 20 fps.
BMPMAN: Found EFF (blobparticleyellow.eff) with 10 frames at 20 fps.
BMPMAN: Found EFF (YarFlak.eff) with 99 frames at 45 fps.
BMPMAN: Found EFF (shivmuzzle.eff) with 4 frames at 20 fps.
BMPMAN: Found EFF (flakbright.eff) with 6 frames at 30 fps.
BMPMAN: Found EFF (flaksplode.eff) with 17 frames at 30 fps.
BMPMAN: Found EFF (avengerspark.eff) with 6 frames at 45 fps.
BMPMAN: Found EFF (avengerpact.eff) with 7 frames at 40 fps.
BMPMAN: Found EFF (avengerricochet.eff) with 7 frames at 10 fps.
BMPMAN: Found EFF (vasudanring.eff) with 6 frames at 40 fps.
BMPMAN: Found EFF (vllpact.eff) with 6 frames at 30 fps.
BMPMAN: Found EFF (blobparticlered.eff) with 10 frames at 40 fps.
BMPMAN: Found EFF (DisruptorPact.eff) with 8 frames at 35 fps.
BMPMAN: Found EFF (DisruptorPact2.eff) with 8 frames at 35 fps.
BMPMAN: Found EFF (Flailwave.eff) with 25 frames at 60 fps.
BMPMAN: Found EFF (bansheex.eff) with 8 frames at 45 fps.
BMPMAN: Found EFF (bansheefield.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (sbreakerpact.eff) with 12 frames at 45 fps.
BMPMAN: Found EFF (bansheecross.eff) with 8 frames at 60 fps.
BMPMAN: Found EFF (leechflame.eff) with 14 frames at 60 fps.
BMPMAN: Found EFF (RailMuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (railparticle.eff) with 10 frames at 10 fps.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
TBM  =>  Starting parse of 'mv_effects-snd.tbm' ...
Initializing Joystick...
Printing joystick info:
  Joystick name: 6 axis 26 button joystick with hat switch
  Joystick GUID: 03000000A30600003C05000000000000
  Joystick ID: 0
  Joystick device ID: 0
  Using '6 axis 26 button joystick with hat switch' as the primary joystick

  Number of axes: 6
  Number of buttons: 26
  Number of hats: 1
  Number of trackballs: 0

  Initializing Haptic...
  Available haptic devices:
    <none>
    ERROR: Unable to open haptic joystick: Haptic: There are 0 haptic devices available
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Compiling new shader:
Decal rendering
   Loading built-in default shader for: decal-v.sdr
   Loading built-in default shader for: decal-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: normals.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Decal rendering
   Loading built-in default shader for: decal-v.sdr
   Loading built-in default shader for: decal-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: normals.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Decal use scene normal map
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
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 (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 (exp20.eff) with 75 frames at 20 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 30 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of '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_v-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets_t-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets_s-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI 2_support1 with size 173x39 (39.1% wasted)
ANI 2_damage1 with size 237x40 (37.5% wasted)
ANI 2_wingman1 with size 114x86 (32.8% wasted)
ANI 2_wingman2 with size 57x86 (32.8% wasted)
ANI 2_wingman3 with size 23x86 (32.8% wasted)
ANI 2_toggleX with size 90x31 (3.1% wasted)
ANI 2_countermeasure1 with size 100x25 (21.9% wasted)
ANI 2_head1 with size 256x206 (19.5% wasted)
ANI 2_directives1 with size 256x20 (37.5% wasted)
ANI 2_weapons1_b with size 233x33 (48.4% wasted)
ANI 2_weapons2_b with size 233x19 (40.6% wasted)
ANI 2_objectives1 with size 237x34 (46.9% wasted)
ANI 2_message1 with size 256x20 (37.5% wasted)
ANI 2_message2 with size 256x17 (46.9% wasted)
ANI 2_netlag1 with size 47x48 (25.0% wasted)
ANI 2_targhit1 with size 50x35 (45.3% wasted)
ANI 2_escort1 with size 239x21 (34.4% wasted)
ANI 2_escort2 with size 239x19 (40.6% wasted)
ANI 2_escort3 with size 239x22 (31.3% wasted)
ANI 2_time1 with size 76x38 (40.6% wasted)
ANI 2_targetview1 with size 219x250 (2.3% wasted)
ANI 2_targetview2x with size 8x154 (39.8% wasted)
ANI 2_radarx with size 314x255 (0.4% 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 2_kills1 with size 130x25 (21.9% wasted)
ANI 2_energy1 with size 20x66 (48.4% wasted)
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 24x24 (25.0% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
NOTE: libRocket is disabled since unicode text mode is not enabled!
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
FFmpeg: Using libavcodec with version 57.107.100. Compiled with version 57.107.100
FFmpeg: Using libavformat with version 57.83.100. Compiled with version 57.83.100
FFmpeg: Using libavutil with version 55.78.100. Compiled with version 55.78.100
FFmpeg: Using libswresample with version 2.9.100. Compiled with version 2.9.100
FFmpeg: Using libswscale with version 4.8.100. Compiled with version 4.8.100
FFmpeg library initialized!
FFmpeg: License: LGPL version 3 or later
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 974
Initializing head tracking...
Failed to load library 'scptrackir64.dll': 'Failed loading scptrackir64.dll: The specified module could not be found.
'
TrackIR Init Failed - -1
    Failed to initialize 'TrackIR': Failed to initialize TrackIR.
Failed to load library '': 'Failed loading : The parameter is incorrect.
'
    Failed to initialize 'FreeTrack': Library could not be loaded!.
  No supported provider found, headtracking will be disabled...
Headtracking is not enabled...
Creating player for movie 'intro.mve'.
FFmpeg: Using video codec Interplay MVE video (interplayvideo).
FFmpeg: Using audio codec DPCM Interplay (interplay_dpcm).
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'mikhail.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'mikhail.json' 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 'mikhail.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Controls...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Scoring...
PLR => Parsing:  Settings...
PLR => Parsing:  Variables...
PLR => Parsing:  HUD...
PLR => Parsing:  ScoringMulti...
PLR => Loading complete!
CSG => Loading 'mikhail.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 'lion1.pcx'
CSG => Loading complete!
CSG => Loading 'mikhail.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 'lion1.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)
Compiling new shader:
NanoVG shader
   Loading built-in default shader for: nanovg-v.sdr
   Loading built-in default shader for: nanovg-f.sdr
Shader Variant Features:
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'mikhail.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 'lion1.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
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 (particlesmoke02.eff) with 39 frames at 24 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
Loading warp glow 'warpglow01'
Loading warp ball 'warpball01'
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
Loading warp glow 'warpglow01'
Loading warp ball 'warpball01'
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' into slot '0'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
   Loading built-in default shader for: main-g.sdr
Shader Variant Features:
Shadow Mapping
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Diffuse Mapping
Glow Mapping
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Glow Mapping
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Diffuse Mapping
Glow Mapping
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Glow Mapping
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Diffuse Mapping
Glow Mapping
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Glow Mapping
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Diffuse Mapping
Glow Mapping
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Glow Mapping
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Diffuse Mapping
Glow Mapping
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Glow Mapping
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Diffuse Mapping
Glow Mapping
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: shadows.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Glow Mapping
Deferred lighting
Submodel Transforms
Clip Plane
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 160 frames at 25 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM3-07.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
SM3-07.fs2(line 3054): Error: Required token = [#Goals] or [$Formula:], found [+Event Flags: ( )].


Error: SM3-07.fs2(line 3054):
Error: Required token = [#Goals] or [$Formula:], found [+Event Flags: ( )].

File: parselo.cpp
Line: 303

« Last Edit: December 28, 2020, 05:47:38 pm by MikhailM »

 
Re: Crash on mission/briefing load
Found the offending mission file in my mv_assets.vp/data/missions/SM3-07.fs2... it does indeed have an extra line added that's not in the original mission (the last line below):

Code: [Select]
$Formula: ( when
   ( is-destroyed-delay 0 "Sagittarius" )
   ( do-nothing )
)
+Name: Destroy Sagittarius
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Sagittarius", 63)
+Event Flags: ( )

FRED2 also can't open this mission file (crashes with the same error as the game).

I changed the last line to this:

Code: [Select]
+Event Log Flags: ( )

...and put the updated mission file into the MediaVPs' data/missions folder, and that seems to have fixed the issue (the briefing loads at the very least).

Seems like it's a bug in v4.3.3 of the MediaVPs.

  
Re: [Solved] Crash on mission/briefing load
FYI, the very next mission (SM3-08.fs2) also has the same issue. Solved it the same way.