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- ==========================================================================
- 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: 3.7.1.10819
- Passed cmdline options:
- -missile_lighting
- -nomotiondebris
- -soft_particles
- -post_process
- -fxaa
- -no_vsync
- -dualscanlines
- -rearm_timer
- -targetinfo
- -3dwarp
- -ship_choice_3d
- -weapon_choice_3d
- -warp_flash
- -stretch_menu
- -mod blueplanetSVN\no_advanced,blueplanetSVN,blueplanetSVN\ScreenCam,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP Complete\bpc-core,blueplanetSVN\BP Complete\bpc-visuals3,blueplanetSVN\BP Complete\bpc-visuals2,blueplanetSVN\BP Complete\bpc-visuals1,blueplanetSVN\BP Complete\bpc-audio1,blueplanetSVN\BP Complete\bpc-audio2,blueplanetSVN\BP Complete\bpc-audio3,mediavps_3612
- -fps
- -fullscreen_window
- Building file index...
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
- Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
- Found root pack 'D:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
- Found root pack 'D:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
- Found root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
- Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
- Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
- Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
- Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
- Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
- Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
- Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
- Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
- Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\no_advanced\' ... 61 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\' ... 91 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\ScreenCam\' ... 12 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\test_bp2\' ... 423 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\bp2-r2\' ... 223 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP Complete\bpc-core\' ... 129 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP Complete\bpc-visuals3\' ... 2381 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP Complete\bpc-visuals2\' ... 713 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP Complete\bpc-visuals1\' ... 2191 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP Complete\bpc-audio1\' ... 729 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP Complete\bpc-audio2\' ... 1343 files
- Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP Complete\bpc-audio3\' ... 588 files
- Searching root 'D:\Games\FreeSpace2\mediavps_3612\' ... 316 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
- Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
- Searching root 'D:\Games\FreeSpace2\' ... 19 files
- Searching root pack 'D:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
- Searching root pack 'D:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
- Searching root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
- Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
- Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
- Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
- Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
- Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
- Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
- Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
- Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
- Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
- Searching root 'e:\' ... 0 files
- Found 36 roots and 23432 files.
- ERROR: Unknown Language Checksum: -1162327434
- Using default language settings...
- TBM => Starting parse of 'mv_core-lcl.tbm' ...
- Setting language to English
- TBM => Starting parse of 'mv_core-lcl.tbm' ...
- Game Settings Table: Using Standard Loops For SEXP Arguments
- Game Settings Table: Using standard event chaining behavior
- Game Settings Table: External shaders are DISABLED
- Initializing OpenAL...
- OpenAL Vendor : Creative Labs Inc.
- OpenAL Renderer : Software
- OpenAL Version : 1.1
- Found extension "ALC_EXT_EFX".
- Sample rate: 44100 (44100)
- EFX version: 1.0
- Max auxiliary sends: 1
- Playback device: Generic Software on Headset Earphone (Microsoft LifeChat LX-3000 )
- Capture device: Microphone (Pro 9000)
- ... OpenAL successfully initialized!
- Failed to init speech
- Initializing OpenGL graphics device at 1680x1050 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 760/PCIe/SSE2
- OpenGL Version : 4.4.0
- Using extension "GL_EXT_fog_coord".
- Using extension "GL_ARB_multitexture".
- Using extension "GL_ARB_texture_env_add".
- Using extension "GL_ARB_texture_compression".
- Using extension "GL_EXT_texture_compression_s3tc".
- Using extension "GL_EXT_texture_filter_anisotropic".
- Using extension "GL_ARB_texture_env_combine".
- Using extension "GL_EXT_compiled_vertex_array".
- Using extension "GL_EXT_draw_range_elements".
- Using extension "GL_ARB_texture_mirrored_repeat".
- Using extension "GL_ARB_texture_non_power_of_two".
- Using extension "GL_ARB_vertex_buffer_object".
- Using extension "GL_ARB_pixel_buffer_object".
- Using extension "GL_SGIS_generate_mipmap".
- Using extension "GL_EXT_framebuffer_object".
- Using extension "GL_ARB_texture_rectangle".
- Using extension "GL_EXT_bgra".
- Using extension "GL_ARB_texture_cube_map".
- Using extension "GL_EXT_texture_lod_bias".
- Using extension "GL_ARB_point_sprite".
- Using extension "GL_ARB_shading_language_100".
- Using extension "GL_ARB_shader_objects".
- Using extension "GL_ARB_vertex_shader".
- Using extension "GL_ARB_fragment_shader".
- Using extension "GL_ARB_shader_texture_lod".
- Using extension "GL_ARB_texture_float".
- Using extension "GL_ARB_draw_elements_base_vertex".
- Found special extension function "wglSwapIntervalEXT".
- Compiling new shader:
- Loading built-in default shader for: soft-v.sdr
- Loading built-in default shader for: soft-f.sdr
- Shader features:
- Depth-blended Particles
- Compiling new shader:
- Loading built-in default shader for: soft-v.sdr
- Loading built-in default shader for: soft-f.sdr
- Shader features:
- Distorted Particles
- 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: 4.40 NVIDIA via Cg compiler
- ... OpenGL init is complete!
- Size of bitmap info = 742 KB
- Size of bitmap extra info = 48 bytes
- ANI cursorweb with size 24x24 (25.0% wasted)
- GRAPHICS: Initializing default colors...
- SCRIPTING: Beginning initialization sequence...
- SCRIPTING: Beginning Lua initialization...
- LUA: Opening LUA state...
- LUA: Initializing base Lua libraries...
- LUA: Beginning ADE initialization
- ADE: Initializing enumeration constants...
- ADE: Assigning Lua session...
- SCRIPTING: Beginning main hook parse sequence....
- Wokka! Error opening file (scripting.tbl)!
- TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
- TBM => Starting parse of 'mv_flak-sct.tbm' ...
- TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
- TBM => Starting parse of 'mv_exp-sct.tbm' ...
- TBM => Starting parse of 'zmisc-sct.tbm' ...
- TBM => Starting parse of 'bp2-turretHotkey-sct.tbm' ...
- TBM => Starting parse of 'bp2-trigger-sct.tbm' ...
- TBM => Starting parse of 'bp2-tcard-sct.tbm' ...
- TBM => Starting parse of 'bp2-stupid-sct.tbm' ...
- TBM => Starting parse of 'bp2-equip-sct.tbm' ...
- TBM => Starting parse of 'bp2-debrisgrav-sct.tbm' ...
- TBM => Starting parse of 'bp2-csc-sct.tbm' ...
- TBM => Starting parse of 'bp2-betty-sct.tbm' ...
- TBM => Starting parse of 'promptBox-sct.tbm' ...
- TBM => Starting parse of 'parsecfg-sct.tbm' ...
- TBM => Starting parse of 'axmsg-sct.tbm' ...
- TBM => Starting parse of 'shipsaveload-sct.tbm' ...
- TBM => Starting parse of 'screencam-sct.tbm' ...
- SCRIPTING: Inititialization complete.
- SCRIPTING: Splash screen overrides checked
- SCRIPTING: Splash hook has been run
- SCRIPTING: Splash screen conditional hook has been run
- Using high memory settings...
- Wokka! Error opening file (interface.tbl)!
- WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
- TBM => Starting parse of 'mv_effects-sdf.tbm' ...
- TBM => Starting parse of 'bp-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'...
- TBM => Starting parse of 'bp-snd.tbm' ...
- Windows reported 16 joysticks, we found 0
- Current soundtrack set to -1 in event_music_reset_choices
- TBM => Starting parse of 'mv_music-mus.tbm' ...
- TBM => Starting parse of 'bp-mus.tbm' ...
- TABLES => Starting parse of 'colors.tbl'...
- TBM => Starting parse of 'mv_effects-mfl.tbm' ...
- TBM => Starting parse of 'bp2-mfl.tbm' ...
- TBM => Starting parse of 'bp-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 'bp2-amr.tbm' ...
- TBM => Starting parse of 'bp-aip.tbm' ...
- Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
- Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
- WARNING: Unrecognized parameter in ai_profiles: $Default Profile: BP
- $Profile Name: BP
- $Play
- TBM => Starting parse of 'mv_effects-wxp.tbm' ...
- TBM => Starting parse of 'bp2-wxp.tbm' ...
- TBM => Starting parse of 'bp-wxp.tbm' ...
- BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
- BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
- BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
- BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
- BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
- BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
- BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
- ANI Lamprey_Impact with size 80x80 (37.5% wasted)
- BMPMAN: Found EFF (exp50.eff) with 92 frames at 30 fps.
- BMPMAN: Found EFF (blueblast.eff) with 15 frames at 20 fps.
- BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
- BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
- BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
- BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
- TBM => Starting parse of 'mv_core-wep.tbm' ...
- TBM => Starting parse of 'mv_effects-wep.tbm' ...
- TBM => Starting parse of 'mv_assets-wep.tbm' ...
- TBM => Starting parse of 'bp-wep.tbm' ...
- Ignoring free flight speed for weapon 'VSM-1'
- Ignoring free flight speed for weapon 'Trebuchet#Aegis'
- TBM => Starting parse of 'bp2-r2-wep.tbm' ...
- TBM => Starting parse of 'beams-wep.tbm' ...
- TBM => Starting parse of 'misc-wep.tbm' ...
- WARNING: "Weapon 'Mass Driver#Huge' has countermeasure information defined, but the "countermeasure" flag wasn't found in the '$Flags:' field." at weapons.cpp:2086
- WARNING: "$Rearm Rate specified for non-ballistic primary Flak Screen" at weapons.cpp:1814
- WARNING: "$Pspew specified for weapon Flak Screen but this weapon does not have the "Particle Spew" weapon flag set. Automatically setting the flag" at weapons.cpp:2378
- TBM => Starting parse of 'localssm-wep.tbm' ...
- TBM => Starting parse of 'furystuff-wep.tbm' ...
- Ignoring free flight speed for weapon 'Eos#Hecate'
- TBM => Starting parse of 'axemstuff-wep.tbm' ...
- TBM => Starting parse of 'apocalypse-gef-wep.tbm' ...
- TBM => Starting parse of 'mv_effects-obt.tbm' ...
- TBM => Starting parse of 'bp2-obt.tbm' ...
- TBM => Starting parse of 'bp2-r2-obt.tbm' ...
- TBM => Starting parse of 'mv_core-shp.tbm' ...
- TBM => Starting parse of 'mv_effects-shp.tbm' ...
- TBM => Starting parse of 'mv_assets-shp.tbm' ...
- TBM => Starting parse of 'bp-shp.tbm' ...
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "secondary_bank" animation type name is deprecated. Specify "secondary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead.
- Particle effect for impact spew disabled on ship 'Moon Landscape'.
- Particle effect for damage spew disabled on ship 'Moon Landscape'.
- Particle effect for impact spew disabled on ship 'The GRID'.
- Particle effect for damage spew disabled on ship 'The GRID'.
- TBM => Starting parse of 'bp2-r2-shp.tbm' ...
- Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
- At least one of the following tags was used on ship IMS Hephaestus, subsystem bd1t:
- +untargetable
- +carry-no-damage
- +use-multiple-guns
- +fire-down-normals
- Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
- At least one of the following tags was used on ship IMS Hephaestus, subsystem bd1b:
- +untargetable
- +carry-no-damage
- +use-multiple-guns
- +fire-down-normals
- Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
- At least one of the following tags was used on ship IMS Hephaestus, subsystem bd1l:
- +untargetable
- +carry-no-damage
- +use-multiple-guns
- +fire-down-normals
- Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
- At least one of the following tags was used on ship IMS Hephaestus, subsystem bd1r:
- +untargetable
- +carry-no-damage
- +use-multiple-guns
- +fire-down-normals
- Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
- At least one of the following tags was used on ship IMS Hephaestus, subsystem bd2t:
- +untargetable
- +carry-no-damage
- +use-multiple-guns
- +fire-down-normals
- Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
- At least one of the following tags was used on ship IMS Hephaestus, subsystem bd2b:
- +untargetable
- +carry-no-damage
- +use-multiple-guns
- +fire-down-normals
- TBM => Starting parse of 'tevtank-shp.tbm' ...
- TBM => Starting parse of 'rheagunship-shp.tbm' ...
- TBM => Starting parse of 'Murugan-shp.tbm' ...
- TBM => Starting parse of 'misc-shp.tbm' ...
- TBM => Starting parse of 'localssm-shp.tbm' ...
- TBM => Starting parse of 'furystuff-shp.tbm' ...
- TBM => Starting parse of 'axemstuff-shp.tbm' ...
- TBM => Starting parse of 'shipsave-shp.tbm' ...
- TBM => Starting parse of 'screencam-shp.tbm' ...
- TBM => Starting parse of 'mv_core-hdg.tbm' ...
- TBM => Starting parse of 'promptBox-hdg.tbm' ...
- BMPMAN: Found EFF (proBox.eff) with 1 frames at 15 fps.
- BMPMAN: Found EFF (proLine.eff) with 3 frames at 15 fps.
- TBM => Starting parse of 'mv_root-hdg.tbm' ...
- BMPMAN: Found EFF (BPstealthgauge.eff) with 3 frames at 30 fps.
- ANI objective1 with size 149x21 (34.4% wasted)
- BMPMAN: Found EFF (viewfinder.eff) with 1 frames at 30 fps.
- BMPMAN: Found EFF (BPsignalgaugetop.eff) with 1 frames at 30 fps.
- BMPMAN: Found EFF (BPsignalgauge.eff) with 11 frames at 30 fps.
- ANI head1 with size 164x132 (48.4% wasted)
- TBM => Starting parse of 'screencam-hdg.tbm' ...
- ANI emptyhud with size 25x21 (34.4% wasted)
- ANI currentspeed with size 124x30 (6.3% wasted)
- ANI toggle1 with size 57x20 (37.5% 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 scspeed with size 50x179 (30.1% wasted)
- ANI timesc with size 60x23 (28.1% wasted)
- 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 weapons1 with size 126x20 (37.5% wasted)
- ANI weapons1_b with size 150x20 (37.5% 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 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' ...
- TBM => Starting parse of 'bp2-str.tbm' ...
- TBM => Starting parse of 'bp-str.tbm' ...
- TBM => Starting parse of 'bp2-r2-str.tbm' ...
- loading animated cursor "cursor"
- TBM => Starting parse of 'bp2-main-hall.tbm' ...
- TBM => Starting parse of 'bp-main-hall.tbm' ...
- MediaVPs: Flaming debris script loaded!
- MediaVPs: Explosions script loaded!
- Ships.tbl is : INVALID!!!!
- Weapons.tbl is : INVALID!!!!
- cfile_init() took 694
- 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 'edttuta.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 'antagonizer.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'Battuta.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'batwota.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'bibble.plr' with version 1...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'BOOTS.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'boottatatata.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'capttuta.plr' with version 1...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'dfsafda.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'edttuta.plr' with version 2...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'fred.plr' with version 1...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'fsdaf.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'gdsagasdgadsg.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'hey sup.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'syrk.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'test.plr' with version 1...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'testtuta.plr' with version 0...
- PLR => Parsing: Flags...
- PLR => Parsing: Info...
- PLR => Verifying complete!
- PLR => Verifying 'edttuta.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 'edttuta.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 'edttuta.bp2-p1.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 'edttuta.bp2-p1.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_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: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
- Frame 0 too long!!: frametime = 1.328 (1.328)
- 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
- Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
- Freeing all existing models...
- CSG => Loading 'edttuta.bp2-p1.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 = 1.384 (1.384)
- Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
- PLR => Saving 'edttuta.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 ==================
- Someone passed an extension to bm_load for file '2_LoadingBGM00.png'
- BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
- Starting model page in...
- Beginning level bitmap paging...
- BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
- BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 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: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "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.
- Wokka! File (messages.tbl) is in Unicode format!
- TABLES: Unable to parse 'messages.tbl'! Error code = 5.
- SHOCKWAVE => Loading default shockwave animation...
- BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
- SHOCKWAVE => Default animation load: SUCCEEDED!!
- MISSION LOAD: 'bp2-00.fs2'
- Hmmm... Extension passed to mission_load...
- Starting mission message count : 0
- Ending mission message count : 8
- Current soundtrack set to -1 in event_music_reset_choices
- Current soundtrack set to -1 in event_music_set_soundtrack
- Loading model 'nighthawk.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
- 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
- Normal 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
- Normal 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
- Normal 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
- Normal Mapping
- Animated Effects
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Environment Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Environment Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Environment Mapping
- Animated Effects
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Environment Mapping
- Animated Effects
- IBX: Found a good IBX to read for 'nighthawk.pof'.
- IBX-DEBUG => POF checksum: 0xbbd23708, IBX checksum: 0x9b3d3ae9 -- "nighthawk.pof"
- Submodel 'detail-1b' is detail level 1 of 'detail-1a'
- Loading model 'KarunaMk1.pof'
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Normal Mapping
- Environment Mapping
- Utility 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
- Utility 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
- Utility 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
- Animated Effects
- Utility 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
- Potential problem found: Unrecognized subsystem type 'rotatora', believed to be in ship KarunaMk1.pof
- Potential problem found: Unrecognized subsystem type 'Reactor01', believed to be in ship KarunaMk1.pof
- Potential problem found: Unrecognized subsystem type 'Reactor02', believed to be in ship KarunaMk1.pof
- Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship KarunaMk1.pof
- Found live debris model for 'navigation'
- Found live debris model for 'navigation'
- Found live debris model for 'sensors'
- IBX: Found a good IBX to read for 'KarunaMk1.pof'.
- IBX-DEBUG => POF checksum: 0x3771aad4, IBX checksum: 0x68db40ff -- "KarunaMk1.pof"
- Submodel 'engine01b' is detail level 1 of 'engine01a'
- Submodel 'engine01c' is detail level 2 of 'engine01a'
- Submodel 'engine01d' is detail level 3 of 'engine01a'
- Submodel 'engine01b-destroyed' is detail level 1 of 'engine01a-destroyed'
- Submodel 'engine01c-destroyed' is detail level 2 of 'engine01a-destroyed'
- Submodel 'engine01d-destroyed' is detail level 3 of 'engine01a-destroyed'
- Submodel 'engine02b' is detail level 1 of 'engine02a'
- Submodel 'engine02c' is detail level 2 of 'engine02a'
- Submodel 'engine02d' is detail level 3 of 'engine02a'
- Submodel 'engine02b-destroyed' is detail level 1 of 'engine02a-destroyed'
- Submodel 'engine02c-destroyed' is detail level 2 of 'engine02a-destroyed'
- Submodel 'engine02d-destroyed' is detail level 3 of 'engine02a-destroyed'
- Submodel 'engine03b' is detail level 1 of 'engine03a'
- Submodel 'engine03c' is detail level 2 of 'engine03a'
- Submodel 'engine03d' is detail level 3 of 'engine03a'
- Submodel 'engine03b-destroyed' is detail level 1 of 'engine03a-destroyed'
- Submodel 'engine03c-destroyed' is detail level 2 of 'engine03a-destroyed'
- Submodel 'engine03d-destroyed' is detail level 3 of 'engine03a-destroyed'
- Submodel 'engine04b' is detail level 1 of 'engine04a'
- Submodel 'engine04c' is detail level 2 of 'engine04a'
- Submodel 'engine04d' is detail level 3 of 'engine04a'
- Submodel 'engine04b-destroyed' is detail level 1 of 'engine04a-destroyed'
- Submodel 'engine04c-destroyed' is detail level 2 of 'engine04a-destroyed'
- Submodel 'engine04d-destroyed' is detail level 3 of 'engine04a-destroyed'
- Submodel 'rotatorb-destroyed' is detail level 1 of 'rotatora-destroyed'
- Submodel 'rotatorc-destroyed' is detail level 2 of 'rotatora-destroyed'
- Submodel 'rotatord-destroyed' is detail level 3 of 'rotatora-destroyed'
- Submodel 'rotatorb' is detail level 1 of 'rotatora'
- Submodel 'rotatorc' is detail level 2 of 'rotatora'
- Submodel 'rotatord' is detail level 3 of 'rotatora'
- Allocating space for at least 43 new ship subsystems ... a total of 200 is now available (43 in-use).
- Loading model 'LargeStarbase2.pof'
- Potential problem found: Unrecognized subsystem type 'fighterbay1', believed to be in ship LargeStarbase2.pof
- Potential problem found: Unrecognized subsystem type 'fighterbay2', believed to be in ship LargeStarbase2.pof
- Potential problem found: Unrecognized subsystem type 'fighterbay3', believed to be in ship LargeStarbase2.pof
- IBX: Found a good IBX to read for 'LargeStarbase2.pof'.
- IBX-DEBUG => POF checksum: 0x542b780a, IBX checksum: 0x9428555f -- "LargeStarbase2.pof"
- Loading model 'Torrent.pof'
- IBX: Found a good IBX to read for 'Torrent.pof'.
- IBX-DEBUG => POF checksum: 0xedda9d0e, IBX checksum: 0xe53c7811 -- "Torrent.pof"
- Loading model 'GTD_Erebus.pof'
- Potential problem found: Unrecognized subsystem type 'rotator01inner', believed to be in ship GTD_Erebus.pof
- Potential problem found: Unrecognized subsystem type 'rotator01outer', believed to be in ship GTD_Erebus.pof
- Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship GTD_Erebus.pof
- IBX: Found a good IBX to read for 'GTD_Erebus.pof'.
- IBX-DEBUG => POF checksum: 0xe9100ef3, IBX checksum: 0x6d536bff -- "GTD_Erebus.pof"
- WARNING: "For ship 'GTD Erebus', detail level mismatch. Table has 4, POF has 2." at ship.cpp:9038
- Loading model 'corvette3t-03.pof'
- IBX: Found a good IBX to read for 'corvette3t-03.pof'.
- IBX-DEBUG => POF checksum: 0xf9e5dde8, IBX checksum: 0x1723463d -- "corvette3t-03.pof"
- Loading model 'corvette3t-01.pof'
- IBX: Found a good IBX to read for 'corvette3t-01.pof'.
- IBX-DEBUG => POF checksum: 0xfcda0dd5, IBX checksum: 0x260f65b1 -- "corvette3t-01.pof"
- Allocating space for at least 32 new ship subsystems ... a total of 400 is now available (225 in-use).
- Loading model 'diomedes.pof'
- Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship diomedes.pof
- IBX: Found a good IBX to read for 'diomedes.pof'.
- IBX-DEBUG => POF checksum: 0xab5ed534, IBX checksum: 0x98df53f3 -- "diomedes.pof"
- Loading model 'cruiser3t-01.pof'
- IBX: Found a good IBX to read for 'cruiser3t-01.pof'.
- IBX-DEBUG => POF checksum: 0x1372f4a4, IBX checksum: 0x81089a12 -- "cruiser3t-01.pof"
- Loading model 'FtUhlan.pof'
- IBX: Found a good IBX to read for 'FtUhlan.pof'.
- IBX-DEBUG => POF checksum: 0xf7bb2299, IBX checksum: 0x9ceae5c0 -- "FtUhlan.pof"
- Loading model 'nukent.pof'
- Potential problem found: Unrecognized subsystem type 'tachpnltr', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tachpnltl', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tachpnlfr', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tachpnlfl', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'intaker', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'intakel', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'coverlto', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'coverlti', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'coverlbo', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'coverlbi', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'coverrti', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'coverrto', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'coverrbi', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'coverrbo', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tailbr', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tailtr', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tailbl', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tailtl', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdl1', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdl2', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdl3', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdl4', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdl5', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdl6', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdr1', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdr2', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdr3', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdr4', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdr5', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'tdr6', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'guns', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'amps', believed to be in ship nukent.pof
- Potential problem found: Unrecognized subsystem type 'launcher', believed to be in ship nukent.pof
- IBX: Found a good IBX to read for 'nukent.pof'.
- IBX-DEBUG => POF checksum: 0x96c1b943, IBX checksum: 0xe623aea1 -- "nukent.pof"
- Loading model 'fighter2t-04.pof'
- IBX: Found a good IBX to read for 'fighter2t-04.pof'.
- IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x97cf5fc2 -- "fighter2t-04.pof"
- Loading model 'bomber2t-01.pof'
- IBX: Found a good IBX to read for 'bomber2t-01.pof'.
- IBX-DEBUG => POF checksum: 0x13bb548d, IBX checksum: 0xad039fff -- "bomber2t-01.pof"
- Submodel 'bomb0x-d' is detail level 3 of 'bomb0x-a'
- Submodel 'bomb0x-c' is detail level 2 of 'bomb0x-a'
- Submodel 'bomb0x-b' is detail level 1 of 'bomb0x-a'
- Loading model 'Wraith.pof'
- Potential problem found: Unrecognized subsystem type 'poddoorf', believed to be in ship Wraith.pof
- Potential problem found: Unrecognized subsystem type 'armcoverl', believed to be in ship Wraith.pof
- Potential problem found: Unrecognized subsystem type 'armcoverr', believed to be in ship Wraith.pof
- Potential problem found: Unrecognized subsystem type 'poddoorl', believed to be in ship Wraith.pof
- Potential problem found: Unrecognized subsystem type 'poddoorr', believed to be in ship Wraith.pof
- Potential problem found: Unrecognized subsystem type 'barrelclamp', believed to be in ship Wraith.pof
- Potential problem found: Unrecognized subsystem type 'barrel', believed to be in ship Wraith.pof
- Potential problem found: Unrecognized subsystem type 'gunbzrdr', believed to be in ship Wraith.pof
- Potential problem found: Unrecognized subsystem type 'gunbzrdl', believed to be in ship Wraith.pof
- IBX: Found a good IBX to read for 'Wraith.pof'.
- IBX-DEBUG => POF checksum: 0x658031e2, IBX checksum: 0xa4f88111 -- "Wraith.pof"
- Loading model 'corvette2t-01.pof'
- IBX: Found a good IBX to read for 'corvette2t-01.pof'.
- IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0xef205014 -- "corvette2t-01.pof"
- Allocating space for at least 33 new ship subsystems ... a total of 600 is now available (415 in-use).
- Loading model 'kadmos.pof'
- IBX: Found a good IBX to read for 'kadmos.pof'.
- IBX-DEBUG => POF checksum: 0x2bb9b07f, IBX checksum: 0x1349759e -- "kadmos.pof"
- Loading model 'GTT_Corsair.pof'
- IBX: Found a good IBX to read for 'GTT_Corsair.pof'.
- IBX-DEBUG => POF checksum: 0x8e6f144f, IBX checksum: 0x6716517d -- "GTT_Corsair.pof"
- Loading model 'florence2.pof'
- Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship florence2.pof
- IBX: Found a good IBX to read for 'florence2.pof'.
- IBX-DEBUG => POF checksum: 0x670ac3ed, IBX checksum: 0x0a8500a7 -- "florence2.pof"
- OpenGL: Created 512x512 FBO!
- Loading model 'europa.pof'
- Model europa.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 'europa.pof'.
- IBX-DEBUG => POF checksum: 0x401bf33d, IBX checksum: 0xaeae6faf -- "europa.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 'support2v-01.pof'
- IBX: Found a good IBX to read for 'support2v-01.pof'.
- IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x16765db6 -- "support2v-01.pof"
- Submodel 'hercb' is detail level 1 of 'herca'
- Submodel 'hercc' is detail level 2 of 'herca'
- Submodel 'hercd' is detail level 3 of 'herca'
- Loading model 'uefsupport.pof'
- IBX: Found a good IBX to read for 'uefsupport.pof'.
- IBX-DEBUG => POF checksum: 0x63b67740, IBX checksum: 0xcc358647 -- "uefsupport.pof"
- Allocating space for at least 492 new ship subsystems ... a total of 1000 is now available (472 in-use).
- About to page in ships!
- ANI shieldft-04 with size 112x93 (27.3% wasted)
- ANI shieldbt-01 with size 112x93 (27.3% wasted)
- ANI shieldlancer with size 112x93 (27.3% wasted)
- ANI shieldjackal with size 112x93 (27.3% wasted)
- ANI shieldwraith with size 112x93 (27.3% wasted)
- ANI shieldainsarii 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 (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
- ANI Kayser_Particle with size 80x80 (37.5% wasted)
- Loading model 'GUN-AvengerIII.pof'
- Model GUN-AvengerIII.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 'GUN-AvengerIII.pof'.
- IBX-DEBUG => POF checksum: 0x4b2b5620, IBX checksum: 0x026c74bd -- "GUN-AvengerIII.pof"
- Loading model 'GUN-Vulcan.pof'
- Model GUN-Vulcan.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 'GUN-Vulcan.pof'.
- IBX-DEBUG => POF checksum: 0x8f3ae5ff, IBX checksum: 0xa89547d7 -- "GUN-Vulcan.pof"
- Loading model 'GUN-Tachyon.pof'
- Model GUN-Tachyon.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 'GUN-Tachyon.pof'.
- IBX-DEBUG => POF checksum: 0xceae8db0, IBX checksum: 0x4e55cce9 -- "GUN-Tachyon.pof"
- Loading model 'Talon.pof'
- Model Talon.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 'Talon.pof'.
- IBX-DEBUG => POF checksum: 0x3716c44a, IBX checksum: 0x1d16f8c1 -- "Talon.pof"
- Loading model 'shotgun.pof'
- Model shotgun.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 'shotgun.pof'.
- IBX-DEBUG => POF checksum: 0xcfc39449, IBX checksum: 0x36ab02a2 -- "shotgun.pof"
- Loading model 'Redeemer.pof'
- Model Redeemer.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 'Redeemer.pof'.
- IBX-DEBUG => POF checksum: 0x318c1042, IBX checksum: 0xb212a769 -- "Redeemer.pof"
- BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
- BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
- BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
- BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
- BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
- Loading model 'Blip.pof'
- IBX: Found a good IBX to read for 'Blip.pof'.
- IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
- Submodel 'blipb' is detail level 1 of 'blipa'
- Submodel 'blipc' is detail level 2 of 'blipa'
- Submodel 'blipd' is detail level 3 of 'blipa'
- BMPMAN: Found EFF (Pulsar.eff) with 8 frames at 20 fps.
- BMPMAN: Found EFF (Particle_Yellow.eff) with 11 frames at 22 fps.
- 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: 0x11edee12, IBX checksum: 0x19816d20 -- "bombardier.pof"
- Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
- Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
- Loading model 'crossbow.pof'
- No subsystems found for model "crossbow.pof".
- IBX: Found a good IBX to read for 'crossbow.pof'.
- IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
- Loading model '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 (missilespew04.eff) with 20 frames at 30 fps.
- Loading model 'belial.pof'
- IBX: Found a good IBX to read for 'belial.pof'.
- IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x77d1d113 -- "belial.pof"
- BMPMAN: Found EFF (missilespew02.eff) with 20 frames at 30 fps.
- Loading model 'helios.pof'
- IBX: Found a good IBX to read for 'helios.pof'.
- IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0x60bd5c91 -- "helios.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 'Longbow.pof'
- IBX: Found a good IBX to read for 'Longbow.pof'.
- IBX-DEBUG => POF checksum: 0x9ed18a4a, IBX checksum: 0xab339ee0 -- "Longbow.pof"
- Loading model 'POD-Dirk.pof'
- Model POD-Dirk.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 'POD-Dirk.pof'.
- IBX-DEBUG => POF checksum: 0xf8f9f00c, IBX checksum: 0x660ff0f6 -- "POD-Dirk.pof"
- Loading model 'MISSILE-Dart.pof'
- Model MISSILE-Dart.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 'MISSILE-Dart.pof'.
- IBX-DEBUG => POF checksum: 0x549881b7, IBX checksum: 0x716cd276 -- "MISSILE-Dart.pof"
- Loading model 'POD-Dart.pof'
- Model POD-Dart.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 'POD-Dart.pof'.
- IBX-DEBUG => POF checksum: 0x0d974469, IBX checksum: 0xdadb4a33 -- "POD-Dart.pof"
- Loading model 'MISSILE-Dirk.pof'
- Model MISSILE-Dirk.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 'MISSILE-Dirk.pof'.
- IBX-DEBUG => POF checksum: 0x5593ed7a, IBX checksum: 0xa5d38f67 -- "MISSILE-Dirk.pof"
- Loading model 'POD-DirkHC.pof'
- Model POD-DirkHC.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 'POD-DirkHC.pof'.
- IBX-DEBUG => POF checksum: 0xefa5f608, IBX checksum: 0x261d0f5f -- "POD-DirkHC.pof"
- Loading model 'MISSILE-Slammer.pof'
- Model MISSILE-Slammer.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 'MISSILE-Slammer.pof'.
- IBX-DEBUG => POF checksum: 0x9088f118, IBX checksum: 0x8558e6e7 -- "MISSILE-Slammer.pof"
- Loading model 'POD-Slammer.pof'
- Model POD-Slammer.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 'POD-Slammer.pof'.
- IBX-DEBUG => POF checksum: 0xfc60a41c, IBX checksum: 0x615236a2 -- "POD-Slammer.pof"
- Loading model 'MISSILE-PavewayXII.pof'
- Model MISSILE-PavewayXII.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 'MISSILE-PavewayXII.pof'.
- IBX-DEBUG => POF checksum: 0x386ed9eb, IBX checksum: 0x1bdac8d7 -- "MISSILE-PavewayXII.pof"
- Loading model 'POD-PavewayXII.pof'
- Model POD-PavewayXII.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 'POD-PavewayXII.pof'.
- IBX-DEBUG => POF checksum: 0x0ba42810, IBX checksum: 0xa66aff48 -- "POD-PavewayXII.pof"
- Loading model 'MISSILE-Hellfire.pof'
- Model MISSILE-Hellfire.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 'MISSILE-Hellfire.pof'.
- IBX-DEBUG => POF checksum: 0x94d60940, IBX checksum: 0xf63ef7c0 -- "MISSILE-Hellfire.pof"
- Loading model 'POD-Hellfire.pof'
- Model POD-Hellfire.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 'POD-Hellfire.pof'.
- IBX-DEBUG => POF checksum: 0x53744551, IBX checksum: 0xd517680e -- "POD-Hellfire.pof"
- BMPMAN: Found EFF (missilespew03.eff) with 20 frames at 30 fps.
- Loading model 'MissileM.pof'
- IBX: Found a good IBX to read for 'MissileM.pof'.
- IBX-DEBUG => POF checksum: 0x00957668, IBX checksum: 0x7b7e1778 -- "MissileM.pof"
- BMPMAN: Found EFF (missilespew01.eff) with 20 frames at 30 fps.
- Loading model 'TORP-GBU240.pof'
- Model TORP-GBU240.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 'TORP-GBU240.pof'.
- IBX-DEBUG => POF checksum: 0xdf5e81d0, IBX checksum: 0xf9c4e4c3 -- "TORP-GBU240.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 'CLUSTER-SlammerA.pof'
- Model CLUSTER-SlammerA.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 'CLUSTER-SlammerA.pof'.
- IBX-DEBUG => POF checksum: 0x15a28029, IBX checksum: 0xcb37c3da -- "CLUSTER-SlammerA.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 (Cmuzzle.eff) with 4 frames at 30 fps.
- BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
- Paging in mission messages
- Stopping model page in...
- ANI objective1.ani with size 149x21 (34.4% wasted)
- ANI head1.ani with size 164x132 (48.4% wasted)
- ANI emptyhud.ani with size 25x21 (34.4% wasted)
- ANI currentspeed.ani with size 124x30 (6.3% wasted)
- ANI toggle1.ani with size 57x20 (37.5% 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 scspeed.ani with size 50x179 (30.1% wasted)
- ANI timesc.ani with size 60x23 (28.1% 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 weapons1.ani with size 126x20 (37.5% wasted)
- ANI weapons1_b.ani with size 150x20 (37.5% 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 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)
- ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
- ANI 2_lead1.ani with size 26x26 (18.8% wasted)
- ANI 2_lock1.ani with size 56x53 (17.2% wasted)
- ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
- ANI energy1.ani with size 12x41 (35.9% wasted)
- ANI 2_radar1.ani with size 209x170 (33.6% wasted)
- ANI shieldft-04.ani with size 112x93 (27.3% wasted)
- ANI shieldbt-01.ani with size 112x93 (27.3% wasted)
- ANI shieldlancer.ani with size 112x93 (27.3% wasted)
- ANI shieldjackal.ani with size 112x93 (27.3% wasted)
- ANI shieldwraith.ani with size 112x93 (27.3% wasted)
- ANI shieldainsarii.ani with size 112x93 (27.3% wasted)
- ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
- User bitmap 'TMP256x256+8'
- User bitmap 'TMP256x256+8'
- User bitmap 'TMP512x512+8'
- User bitmap 'TMP256x256+8'
- Bmpman: 2378/4750 bitmap slots in use.
- Ending level bitmap paging...
- =================== ENDING LOAD ================
- Real count = 597, Estimated count = 425
- ================================================
- MediaVPs: Flaming debris script ACTIVE!
- SCRIPTING: Starting flashy deaths script loading
- Class: gtf ulysses
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtf hercules
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtf hercules mark ii
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtf ares
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtf erinyes
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtf loki
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtf pegasus
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtf perseus
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtf myrmidon
- DRM: 0.25
- DE: 3
- DM: 1
- Class: sf mara (terrans)
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtb artemis
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtb artemis d.h.
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtb medusa
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtb ursa
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtb zeus
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtb boanerges
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtdr amazon
- DRM: 0.25
- DE: 3
- DM: 1
- Class: gtdr amazon advanced
- DRM: 0.25
- DE: 3
- DM: 1
- FRM: 1
- FE: 6
- BE: 0.45
- BEDu: 5000
- BEDM: 2.5
- Class: gts hygeia
- DRM: 0.25
- DE: 3
- DM: 1
- FRM: 1
- FE: 6
- Class: gtfr triton
- DRM: 0.25
- DE: 3
- DM: 1
- FRM: 1
- FE: 6
- BE: 0.45
- BEDu: 5000
- BEDM: 2.5
- Class: tc-tri
- DRM: 0.25
- DE: 3
- DM: 1
- FRM: 1
- FE: 6
- BE: 0.4
- BEDu: 4000
- BEDM: 2.5
- Class: gtfr poseidon
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- FRM: 2
- FE: 6
- BE: 0.7
- BEDu: 10000
- BEDM: 2.5
- Class: cargo platform
- DRM: 0.25
- DE: 3
- DM: 1
- Class: cargo platform#gauss
- DRM: 0.25
- DE: 3
- DM: 1
- Class: cargo platform#missile
- DRM: 0.25
- DE: 3
- DM: 1
- Class: cargo platform#flak
- DRM: 0.25
- DE: 3
- DM: 1
- Class: cargo platform#sensor
- DRM: 0.25
- DE: 3
- DM: 1
- Class: dakota hovertank
- DRM: 0.25
- DE: 3
- DM: 1
- Class: dakota hovertank#sentry
- DRM: 0.25
- DE: 3
- DM: 1
- Class: dakota hovertank#sentrym
- DRM: 0.25
- DE: 3
- DM: 1
- Class: sred
- BEI: 0.2
- BEDu: 200
- BEDi: 100
- Class: lred
- BEI: 0.2
- BEDu: 600
- BEDi: 300
- Class: bfred
- BEI: 0.2
- BEDu: 2100
- BEDi: 1050
- Class: terslash
- BEI: 0.2
- BEDu: 350
- BEDi: 175
- Class: lterslash
- BEI: 0.2
- BEDu: 150
- BEDi: 75
- Class: bfgreen
- BEI: 0.2
- BEDu: 1900
- BEDi: 950
- Class: lrbgreen
- BEI: 0.2
- BEDu: 1900
- BEDi: 950
- Class: bgreen
- BEI: 0.2
- BEDu: 1200
- BEDi: 650
- Class: sgreen
- BEI: 0.2
- BEDu: 210
- BEDi: 105
- Class: svas
- BEI: 0.2
- BEDu: 350
- BEDi: 175
- Class: bvas
- BEI: 0.2
- BEDu: 1100
- BEDi: 550
- Class: vslash
- BEI: 0.2
- BEDu: 750
- BEDi: 375
- Class: green beam
- BEI: 0.2
- BEDu: 200
- BEDi: 100
- Class: mjolnirbeam
- BEI: 0.2
- BEDu: 750
- BEDi: 375
- Class: mjolnirbeam#home
- BEI: 0.2
- BEDu: 400
- BEDi: 200
- Class: cyclops
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 2000
- BEDi: 1000
- Class: cyclops#short
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 2000
- BEDi: 1000
- Class: rebel bomb
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 400
- BEDi: 200
- Class: helios
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 6800
- BEDi: 3400
- Class: unknown bomb
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 1500
- BEDi: 750
- Class: unknown megabomb
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 3200
- BEDi: 1600
- Class: shivan bomb
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 2000
- BEDi: 1000
- Class: shivan bomb#short
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 2000
- BEDi: 1000
- Class: shivan weak bomb
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 400
- BEDi: 200
- Class: shivan megabomb
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 6800
- BEDi: 3400
- Class: fusion mortar
- FR: 20
- FE: 6
- BEI: 0.2
- BEDu: 80
- BEDi: 40
- Class: vasudan flux cannon
- FR: 20
- FE: 6
- BEI: 0.4
- BEDu: 500
- BEDi: 250
- Class: vishnan huge turret
- BEI: 0.2
- BEDu: 90
- BEDi: 45
- Class: hred
- BEI: 0.2
- BEDu: 800
- BEDi: 400
- Class: lrsred
- BEI: 0.2
- BEDu: 100
- BEDi: 50
- Class: terslashblue
- BEI: 0.2
- BEDu: 425
- BEDi: 212.5
- Class: bfblue
- BEI: 0.2
- BEDu: 2200
- BEDi: 1100
- Class: hblue
- BEI: 0.2
- BEDu: 1850
- BEDi: 925
- Class: bblue
- BEI: 0.2
- BEDu: 1500
- BEDi: 750
- Class: mblue
- BEI: 0.2
- BEDu: 900
- BEDi: 450
- Class: sblue
- BEI: 0.2
- BEDu: 320
- BEDi: 160
- Class: abeamtiny
- BEI: 0.2
- BEDu: 200
- BEDi: 100
- Class: sabeam
- BEI: 0.2
- BEDu: 400
- BEDi: 200
- Class: babeam
- BEI: 0.2
- BEDu: 870
- BEDi: 435
- Class: lrabeam
- BEI: 0.2
- BEDu: 2500
- BEDi: 1250
- Class: mass driver#karuna
- BEI: 0.2
- BEDu: 1200
- BEDi: 600
- Class: gauss cannon#karuna
- BEI: 0.2
- BEDu: 1200
- BEDi: 600
- Class: vishnan megabomb
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 4100
- BEDi: 2050
- Class: vishnan ultrabomb
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 4100
- BEDi: 2050
- Class: eos
- FR: 150
- FE: 7
- BEI: 0.6
- BEDu: 1000
- BEDi: 500
- Class: supernova
- FR: 200
- FE: 7
- BEI: 0.6
- BEDu: 5000
- BEDi: 2500
- Class: apocalypse#karuna
- FR: 100
- FE: 7
- BEI: 0.6
- BEDu: 500
- BEDi: 250
- Class: archer
- BEI: 0.2
- BEDu: 350
- BEDi: 175
- Class: redeemer
- BEI: 0.2
- BEDu: 120
- BEDi: 60
- Class: vajra
- BEI: 0.2
- BEDu: 600
- BEDi: 300
- Class: mass driver#sanctus
- BEI: 0.2
- BEDu: 600
- BEDi: 300
- Class: mass driver#narayana
- BEI: 0.2
- BEDu: 2400
- BEDi: 1200
- Class: gauss cannon#sanctus
- BEI: 0.2
- BEDu: 600
- BEDi: 300
- Class: gauss cannon#narayana
- BEI: 0.2
- BEDu: 2400
- BEDi: 1200
- Class: gattler turret#solaris
- BEI: 0.2
- BEDu: 20
- BEDi: 10
- Class: gattler turret#karuna
- BEI: 0.2
- BEDu: 10
- BEDi: 5
- Class: warhammer
- FR: 50
- FE: 6
- BEI: 0.4
- BEDu: 500
- BEDi: 250
- Class: sledgehammer
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 7500
- BEDi: 3750
- Class: jackhammer
- FR: 100
- FE: 6
- BEI: 0.6
- BEDu: 4000
- BEDi: 2000
- Class: warhammer#sanctus
- FR: 50
- FE: 6
- BEI: 0.4
- BEDu: 500
- BEDi: 250
- Class: apocalypse#narayana
- FR: 150
- FE: 7
- BEI: 0.6
- BEDu: 1000
- BEDi: 500
- Class: apocalypse#solaris
- FR: 125
- FE: 7
- BEI: 0.6
- BEDu: 1000
- BEDi: 500
- Class: hydra#spawn
- FR: 25
- FE: 6
- BEI: 0.4
- BEDu: 125
- BEDi: 62.5
- Class: warhammer#custos
- FR: 50
- FE: 6
- BEI: 0.4
- BEDu: 150
- BEDi: 75
- Class: bombardbeam
- BEI: 0.2
- BEDu: 2100
- BEDi: 1050
- Class: supernova#atmospheric
- FR: 100
- FE: 7
- BEI: 0.6
- BEDu: 500
- BEDi: 250
- Class: mining laser
- BEI: 0.2
- BEDu: 500
- BEDi: 250
- Class: arquebus
- BEI: 0.2
- BEDu: 600
- BEDi: 300
- Class: vasudan heavy energy flak
- BEI: 0.2
- BEDu: 50
- BEDi: 25
- Class: ouster
- FR: 150
- FE: 7
- BEI: 0.6
- BEDu: 1000
- BEDi: 500
- Class: apocalypse#solarisweak
- FR: 125
- FE: 7
- BEI: 0.6
- BEDu: 1000
- BEDi: 500
- Class: eos#steele
- FR: 150
- FE: 7
- BEI: 0.6
- BEDu: 1000
- BEDi: 500
- Class: warhammer#vindicator
- FR: 50
- FE: 6
- BEI: 0.4
- BEDu: 150
- BEDi: 75
- Class: eos#ssm
- FR: 150
- FE: 7
- BEI: 0.6
- BEDu: 1000
- BEDi: 500
- Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
- Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (51)
- ANI 2_BriefMap with size 918x400 (21.9% wasted)
- ANI iconwing01 with size 32x28 (12.5% wasted)
- Frame 0 too long!!: frametime = 64.048 (64.048)
- CSG => Saving 'edttuta.bp2-p1.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)
- Initializing AXMessage...
- Beginning JSON Parse for axmessage.cfg
- No path specified, assuming data/config...
- File exists, decoding... success!
- Loaded axmessage config file
- Entering game at time = 74.493
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Diffuse Mapping
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- 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
- Utility mapping
- Team Colors
- 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
- Team Colors
- 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
- Team Colors
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- message 'evac' with invalid head. Fix by assigning persona to the message.
- ANI Head-CM14b.ani with size 160x120 (6.3% wasted)
- speedFactor = 1
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- 1669 frames executed in 30.017 seconds, 55.602 frames per second.
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- message 'roger that' with invalid head. Fix by assigning persona to the message.
- ANI Head-CM11b.ani with size 160x120 (6.3% wasted)
- speedFactor = 1
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- message 'good luck' with invalid head. Fix by assigning persona to the message.
- speedFactor = 1
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Killing beam at initial fire because of illegal targeting!!!
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Killing beam at initial fire because of illegal targeting!!!
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 43
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 44
- Setting mode to warpout
- Entered mission_do_departure() for UET Corsair 45
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Killing beam at initial fire because of illegal targeting!!!
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for UET Kadmos 42
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- Entered mission_do_departure() for Leeuwenhoek
- Setting mode to warpout
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Killing beam at initial fire because of illegal targeting!!!
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- speedFactor = 1
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- 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
- Utility mapping
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Killing beam at initial fire because of illegal targeting!!!
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Killing beam at initial fire because of illegal targeting!!!
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- speedFactor = 1
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Killing beam at initial fire because of illegal targeting!!!
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- message 'keep evading' with invalid head. Fix by assigning persona to the message.
- ANI Head-CM14a.ani with size 160x120 (6.3% wasted)
- speedFactor = 1
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- message 'Suffron' with invalid head. Fix by assigning persona to the message.
- speedFactor = 1
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Warning: Too many triangles in shield hit.
- nothing ok to fire
- message 'increase to ramming speed' with invalid head. Fix by assigning persona to the message.
- speedFactor = 1
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- Killing beam at initial fire because of illegal targeting!!!
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Killing beam at initial fire because of illegal targeting!!!
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Someone passed an extension to bm_load for file 'bptitle.tga'
- Someone passed an extension to bm_load for file 'bptitle.tga'
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- nothing ok to fire
- Beam couldn't find a good object model/type!! (0)
- Got event GS_EVENT_DEBRIEF (33) in state GS_STATE_GAME_PLAY (2)
- SOUND: c:\code\fs2_open_0\code\sound\ds.cpp:1268 - OpenAL error = 'Invalid Operation'
- SOUND: c:\code\fs2_open_0\code\sound\ds.cpp:1268 - OpenAL error = 'Invalid Operation'
- Unloading in mission messages
- Storing stats now
- Frame 3620 too long!!: frametime = 0.435 (0.435)
- Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_DEBRIEF (27)
- CSG => Loading 'edttuta.bp2-p1.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 3620 too long!!: frametime = 0.259 (0.259)
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