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Feb 6th, 2013
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  1. ==========================================================================
  2. DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
  3. categories can be shown and no debug_filter.cfg info will be saved.
  4. ==========================================================================
  5. FreeSpace 2 Open version: 3.6.16.9518
  6. Passed cmdline options:
  7. -spec_exp 9
  8. -ogl_spec 120
  9. -spec_static 0.8
  10. -spec_point 0.3
  11. -spec_tube 0.7
  12. -ambient_factor 105
  13. -missile_lighting
  14. -no_emissive_light
  15. -3dshockwave
  16. -soft_particles
  17. -post_process
  18. -fxaa
  19. -fb_explosions
  20. -no_vsync
  21. -dualscanlines
  22. -orbradar
  23. -rearm_timer
  24. -3dwarp
  25. -warp_flash
  26. -mod STL,FSport,mediavps_3612,fsport-mediavps
  27. -mipmap
  28. -fps
  29. -window
  30. Building file index...
  31. Found root pack 'D:\Ivo\Jogos\FreeSpace2\STL\BR_STLpack.vp' with a checksum of 0xd9b40027
  32. Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\fsport-missions.vp' with a checksum of 0x73018100
  33. Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\fsport3_3.vp' with a checksum of 0x4d97be5e
  34. Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\odeon_fs1.vp' with a checksum of 0x6b0eb146
  35. Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
  36. Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\stu_fs1.vp' with a checksum of 0xa75a86ce
  37. Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\tango_fs1.vp' with a checksum of 0x82c24ecf
  38. Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\warble_fs1.vp' with a checksum of 0x0b608285
  39. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
  40. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
  41. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
  42. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
  43. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
  44. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
  45. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
  46. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
  47. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
  48. Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
  49. Found root pack 'D:\Ivo\Jogos\FreeSpace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
  50. Found root pack 'D:\Ivo\Jogos\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
  51. Found root pack 'D:\Ivo\Jogos\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
  52. Found root pack 'D:\Ivo\Jogos\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
  53. Found root pack 'D:\Ivo\Jogos\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
  54. Found root pack 'D:\Ivo\Jogos\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
  55. Found root pack 'D:\Ivo\Jogos\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
  56. Found root pack 'D:\Ivo\Jogos\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
  57. Found root pack 'D:\Ivo\Jogos\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
  58. Found root pack 'D:\Ivo\Jogos\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
  59. Found root pack 'D:\Ivo\Jogos\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
  60. Found root pack 'D:\Ivo\Jogos\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
  61. Searching root 'D:\Ivo\Jogos\FreeSpace2\STL\' ... 26 files
  62. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\STL\BR_STLpack.vp' ... 1258 files
  63. Searching root 'D:\Ivo\Jogos\FreeSpace2\FSport\' ... 0 files
  64. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\fsport-missions.vp' ... 211 files
  65. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\fsport3_3.vp' ... 864 files
  66. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\odeon_fs1.vp' ... 10 files
  67. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\sparky_hi_fs1.vp' ... 1230 files
  68. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\stu_fs1.vp' ... 1539 files
  69. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\tango_fs1.vp' ... 92 files
  70. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\warble_fs1.vp' ... 111 files
  71. Searching root 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\' ... 9 files
  72. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
  73. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
  74. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
  75. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
  76. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
  77. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
  78. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
  79. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
  80. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
  81. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
  82. Searching root 'D:\Ivo\Jogos\FreeSpace2\fsport-mediavps\' ... 1 files
  83. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\fsport-mediavps\mv_fsport.vp' ... 482 files
  84. Searching root 'D:\Ivo\Jogos\FreeSpace2\' ... 21 files
  85. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\multi-mission-pack.vp' ... 110 files
  86. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\multi-voice-pack.vp' ... 307 files
  87. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\Root_fs2.vp' ... 157 files
  88. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\smarty_fs2.vp' ... 10 files
  89. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\sparky_fs2.vp' ... 3027 files
  90. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
  91. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\stu_fs2.vp' ... 2355 files
  92. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\tango1_fs2.vp' ... 32 files
  93. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\tango2_fs2.vp' ... 15 files
  94. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\tango3_fs2.vp' ... 10 files
  95. Searching root pack 'D:\Ivo\Jogos\FreeSpace2\warble_fs2.vp' ... 52 files
  96. Found 35 roots and 20081 files.
  97. AutoLang: Language auto-detection successful...
  98. Setting language to English
  99. TBM => Starting parse of 'mv_core-lcl.tbm' ...
  100. Initializing OpenAL...
  101. OpenAL Vendor : Creative Labs Inc.
  102. OpenAL Renderer : Software
  103. OpenAL Version : 1.1
  104.  
  105. Found extension "ALC_EXT_EFX".
  106.  
  107. Sample rate: 44100 (44100)
  108. EFX version: 1.0
  109. Max auxiliary sends: 1
  110. Playback device: Generic Software on Altifalantes (High Definition Audio Device)
  111. Capture device: Microfone (High Definition Audi
  112. ... OpenAL successfully initialized!
  113. Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  114. Initializing WGL...
  115. Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  116. Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  117. OpenGL Vendor : NVIDIA Corporation
  118. OpenGL Renderer : GeForce GTX 550 Ti/PCIe/SSE2
  119. OpenGL Version : 4.3.0
  120.  
  121. Using extension "GL_EXT_fog_coord".
  122. Using extension "GL_ARB_multitexture".
  123. Using extension "GL_ARB_texture_env_add".
  124. Using extension "GL_ARB_texture_compression".
  125. Using extension "GL_EXT_texture_compression_s3tc".
  126. Using extension "GL_EXT_texture_filter_anisotropic".
  127. Using extension "GL_ARB_texture_env_combine".
  128. Using extension "GL_EXT_compiled_vertex_array".
  129. Using extension "GL_EXT_draw_range_elements".
  130. Using extension "GL_ARB_texture_mirrored_repeat".
  131. Using extension "GL_ARB_texture_non_power_of_two".
  132. Using extension "GL_ARB_vertex_buffer_object".
  133. Using extension "GL_ARB_pixel_buffer_object".
  134. Using extension "GL_SGIS_generate_mipmap".
  135. Using extension "GL_EXT_framebuffer_object".
  136. Using extension "GL_ARB_texture_rectangle".
  137. Using extension "GL_EXT_bgra".
  138. Using extension "GL_ARB_texture_cube_map".
  139. Using extension "GL_EXT_texture_lod_bias".
  140. Using extension "GL_ARB_point_sprite".
  141. Using extension "GL_ARB_shading_language_100".
  142. Using extension "GL_ARB_shader_objects".
  143. Using extension "GL_ARB_vertex_shader".
  144. Using extension "GL_ARB_fragment_shader".
  145. Using extension "GL_ARB_shader_texture_lod".
  146. Using extension "GL_ARB_texture_float".
  147. Using extension "GL_ARB_draw_elements_base_vertex".
  148. Found special extension function "wglSwapIntervalEXT".
  149.  
  150. Compiling new shader:
  151. Loading built-in default shader for: soft-v.sdr
  152. Loading built-in default shader for: soft-f.sdr
  153. Shader features:
  154. Depth-blended Particles
  155. Compiling new shader:
  156. Loading built-in default shader for: soft-v.sdr
  157. Loading built-in default shader for: soft-f.sdr
  158. Shader features:
  159. Distorted Particles
  160.  
  161. Compiling post-processing shader 1 ...
  162. Loading built-in default shader for: post-v.sdr
  163. Loading built-in default shader for: post-f.sdr
  164. Compiling post-processing shader 2 ...
  165. Loading built-in default shader for: post-v.sdr
  166. Loading built-in default shader for: blur-f.sdr
  167. Compiling post-processing shader 3 ...
  168. Loading built-in default shader for: post-v.sdr
  169. Loading built-in default shader for: blur-f.sdr
  170. Compiling post-processing shader 4 ...
  171. Loading built-in default shader for: post-v.sdr
  172. Loading built-in default shader for: brightpass-f.sdr
  173. Compiling post-processing shader 5 ...
  174. Loading built-in default shader for: fxaa-v.sdr
  175. Loading built-in default shader for: fxaa-f.sdr
  176. Compiling post-processing shader 6 ...
  177. Loading built-in default shader for: post-v.sdr
  178. Loading built-in default shader for: fxaapre-f.sdr
  179. Compiling post-processing shader 7 ...
  180. Loading built-in default shader for: post-v.sdr
  181. Loading built-in default shader for: ls-f.sdr
  182.  
  183. Max texture units: 4 (32)
  184. Max elements vertices: 1048576
  185. Max elements indices: 1048576
  186. Max texture size: 16384x16384
  187. Max render buffer size: 16384x16384
  188. Can use compressed textures: YES
  189. Texture compression available: YES
  190. Post-processing enabled: YES
  191. Using trilinear texture filter.
  192. OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
  193. ... OpenGL init is complete!
  194. Size of bitmap info = 742 KB
  195. Size of bitmap extra info = 48 bytes
  196. ANI cursorweb with size 24x24 (25.0% wasted)
  197. GRAPHICS: Initializing default colors...
  198. Game Settings Table: Using Standard Loops For SEXP Arguments
  199. Game Settings Table: Using standard event chaining behavior
  200. Game Settings Table: External shaders are DISABLED
  201. SCRIPTING: Beginning initialization sequence...
  202. SCRIPTING: Beginning Lua initialization...
  203. LUA: Opening LUA state...
  204. LUA: Initializing base Lua libraries...
  205. LUA: Beginning ADE initialization
  206. ADE: Initializing enumeration constants...
  207. ADE: Assigning Lua session...
  208. SCRIPTING: Beginning main hook parse sequence....
  209. Wokka! Error opening file (scripting.tbl)!
  210. TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
  211. TBM => Starting parse of 'mouse-sct.tbm' ...
  212. TBM => Starting parse of 'mv_flak-sct.tbm' ...
  213. TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
  214. TBM => Starting parse of 'mv_exp-sct.tbm' ...
  215. SCRIPTING: Inititialization complete.
  216. SCRIPTING: Splash screen overrides checked
  217. SCRIPTING: Splash hook has been run
  218. SCRIPTING: Splash screen conditional hook has been run
  219. Using high memory settings...
  220. Wokka! Error opening file (interface.tbl)!
  221. WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
  222. TBM => Starting parse of 'mv_effects-sdf.tbm' ...
  223. Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
  224. Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
  225. Windows reported 16 joysticks, we found 0
  226. Current soundtrack set to -1 in event_music_reset_choices
  227. TBM => Starting parse of 'mv_music-mus.tbm' ...
  228. TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
  229. TBM => Starting parse of 'fs1_effects-mfl.tbm' ...
  230. TBM => Starting parse of 'mv_effects-mfl.tbm' ...
  231. Wokka! Error opening file (armor.tbl)!
  232. TABLES: Unable to parse 'armor.tbl'! Error code = 5.
  233. TBM => Starting parse of 'mv_effects-amr.tbm' ...
  234. TBM => Starting parse of 'fsport-aip.tbm' ...
  235. TBM => Starting parse of 'fs1_effects-wxp.tbm' ...
  236. TBM => Starting parse of 'mv_effects-wxp.tbm' ...
  237. BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
  238. BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
  239. ANI Lamprey_Impact with size 80x80 (37.5% wasted)
  240. ANI Avenger_Impact with size 80x80 (37.5% wasted)
  241. ANI Leech_Impact with size 80x80 (37.5% wasted)
  242. BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
  243. BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
  244. BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
  245. BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
  246. weapons.tbl(line 3241): Warning: Error parsing id# in XSTR() tag XSTR(
  247. "Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury. As a "swarm" based weapon, this missile can take out an unshielded fighter without any difficulty. It's four missile system almost guarantees one or two hits, and its speed is quite amazing. Twice as powerful against naked hulls.
  248. The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each recieving at least 100,000 Hornets. This aspect-seeking missile still delivers a devestating four missile punch, which makes it a consistent favorite of many pilots.", 3328)
  249.  
  250. WARNING: "weapons.tbl(line 3241): Warning: Error parsing id# in XSTR() tag XSTR( "Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury. As a "swarm" based weapon, this missile can take out an unshielded fighter without any difficulty. It's four missile system almost guarantees one or two hits, and its speed is quite amazing. Twice as powerful against naked hulls. The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each recieving at least 100,000 Hornets. This aspect-seeking missile still delivers a devestating four missile punch, which makes it a consistent favorite of many pilots.", 3328)" at parselo.cpp:334
  251. TBM => Starting parse of 'fs1_beampierce-wep.tbm' ...
  252. TBM => Starting parse of 'fs1_effects-wep.tbm' ...
  253. TBM => Starting parse of 'fs1_primaries-wep.tbm' ...
  254. TBM => Starting parse of 'fs1_shockwave-wep.tbm' ...
  255. TBM => Starting parse of 'fs1_missiles-wep.tbm' ...
  256. TBM => Starting parse of 'fs1_tech-wep.tbm' ...
  257. TBM => Starting parse of 'mv_core-wep.tbm' ...
  258. TBM => Starting parse of 'mv_effects-wep.tbm' ...
  259. TBM => Starting parse of 'mv_assets-wep.tbm' ...
  260. TBM => Starting parse of 'railguncycle-wep.tbm' ...
  261. TBM => Starting parse of 'STL-wep.tbm' ...
  262. TBM => Starting parse of 'mv_effects-obt.tbm' ...
  263. TBM => Starting parse of 'HTLHades-shp.tbm' ...
  264. TBM => Starting parse of 'fs1_models-shp.tbm' ...
  265. TBM => Starting parse of 'fs1_shockwave-shp.tbm' ...
  266. TBM => Starting parse of 'fs1_trails-shp.tbm' ...
  267. TBM => Starting parse of 'mv_core-shp.tbm' ...
  268. TBM => Starting parse of 'radar-shp.tbm' ...
  269. TBM => Starting parse of 'mv_effects-shp.tbm' ...
  270. TBM => Starting parse of 'mv_assets-shp.tbm' ...
  271. TBM => Starting parse of 'fsport-turretangles-shp.tbm' ...
  272. TBM => Starting parse of 'fsport-resetmodels-shp.tbm' ...
  273. TBM => Starting parse of 'fsport-abtrails-shp.tbm' ...
  274. TBM => Starting parse of 'STLDefaults-shp.tbm' ...
  275. WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Weak" in ship: GTF Ulysses's secondary banks." at parselo.cpp:2707
  276. WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Weak" in ship: GTF Ulysses's secondary dogfight banks." at parselo.cpp:2707
  277. WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Weak" in ship: GTF Apollo's secondary banks." at parselo.cpp:2707
  278. WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Weak" in ship: GTF Apollo's secondary dogfight banks." at parselo.cpp:2707
  279. WARNING: "Unable to find WEAPON_LIST_TYPE string "Vasudan Light Laser" in ship: PVB Sekhmet's primary banks." at parselo.cpp:2707
  280. TBM => Starting parse of 'mv_root-hdg.tbm' ...
  281. ANI support1 with size 108x24 (25.0% wasted)
  282. ANI damage1 with size 148x25 (21.9% wasted)
  283. ANI wingman1 with size 71x53 (17.2% wasted)
  284. ANI wingman2 with size 35x53 (17.2% wasted)
  285. ANI wingman3 with size 14x53 (17.2% wasted)
  286. ANI toggle1 with size 57x20 (37.5% wasted)
  287. ANI head1 with size 164x132 (48.4% wasted)
  288. ANI weapons1 with size 126x20 (37.5% wasted)
  289. ANI weapons1_b with size 150x20 (37.5% wasted)
  290. ANI objective1 with size 149x21 (34.4% wasted)
  291. ANI energy1 with size 12x41 (35.9% wasted)
  292. ANI targetview1 with size 137x156 (39.1% wasted)
  293. ANI targetview2 with size 4x96 (25.0% wasted)
  294. ANI targetview3 with size 7x20 (37.5% wasted)
  295. ANI 2_radar1 with size 209x170 (33.6% wasted)
  296. ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
  297. ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
  298. ANI targhit1 with size 31x21 (34.4% wasted)
  299. ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
  300. ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
  301. ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
  302. ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
  303. ANI netlag1 with size 29x30 (6.3% wasted)
  304. ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
  305. ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
  306. ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
  307. ANI time1 with size 47x23 (28.1% wasted)
  308. ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
  309. ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
  310. ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
  311. ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
  312. TBM => Starting parse of 'mv_core-hdg.tbm' ...
  313. TBM => Starting parse of 'fsport-reticle-hdg.tbm' ...
  314. TBM => Starting parse of 'mv_effects-str.tbm' ...
  315. loading animated cursor "cursor"
  316. ANI cursor with size 18x24 (25.0% wasted)
  317. TABLES => Starting parse of 'mainhall.tbl.
  318. MediaVPs: Flaming debris script loaded!
  319. MediaVPs: Explosions script loaded!
  320. Ships.tbl is : INVALID!!!!
  321. Weapons.tbl is : INVALID!!!!
  322. cfile_init() took 332
  323. Compiling video-processing shader ...
  324. Loading built-in default shader for: video-v.sdr
  325. Loading built-in default shader for: video-f.sdr
  326. Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
  327. ANI cursor.ani with size 18x24 (25.0% wasted)
  328. Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
  329. Someone passed an extension to bm_load for file 'pvn.pcx'
  330. ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
  331. ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
  332. ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
  333. ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
  334. ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
  335. ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
  336. ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
  337. ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
  338. ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
  339. ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
  340. Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
  341. Techroom successfully initialized, now changing tab...
  342. Loading model 'fighter01.pof'
  343. Compiling new shader:
  344. Loading built-in default shader for: main-v.sdr
  345. Loading built-in default shader for: main-f.sdr
  346. Shader features:
  347. Lighting
  348. Diffuse Mapping
  349. Compiling new shader:
  350. Loading built-in default shader for: main-v.sdr
  351. Loading built-in default shader for: main-f.sdr
  352. Shader features:
  353. Lighting
  354. Fog Effect
  355. Diffuse Mapping
  356. Compiling new shader:
  357. Loading built-in default shader for: main-v.sdr
  358. Loading built-in default shader for: main-f.sdr
  359. Shader features:
  360. Lighting
  361. Diffuse Mapping
  362. Animated Effects
  363. Compiling new shader:
  364. Loading built-in default shader for: main-v.sdr
  365. Loading built-in default shader for: main-f.sdr
  366. Shader features:
  367. Lighting
  368. Fog Effect
  369. Diffuse Mapping
  370. Animated Effects
  371. Compiling new shader:
  372. Loading built-in default shader for: main-v.sdr
  373. Loading built-in default shader for: main-f.sdr
  374. Shader features:
  375. Lighting
  376. Diffuse Mapping
  377. Glow Mapping
  378. Specular Mapping
  379. Normal Mapping
  380. Environment Mapping
  381. Compiling new shader:
  382. Loading built-in default shader for: main-v.sdr
  383. Loading built-in default shader for: main-f.sdr
  384. Shader features:
  385. Lighting
  386. Fog Effect
  387. Diffuse Mapping
  388. Glow Mapping
  389. Specular Mapping
  390. Normal Mapping
  391. Environment Mapping
  392. Compiling new shader:
  393. Loading built-in default shader for: main-v.sdr
  394. Loading built-in default shader for: main-f.sdr
  395. Shader features:
  396. Lighting
  397. Diffuse Mapping
  398. Glow Mapping
  399. Specular Mapping
  400. Normal Mapping
  401. Environment Mapping
  402. Animated Effects
  403. Compiling new shader:
  404. Loading built-in default shader for: main-v.sdr
  405. Loading built-in default shader for: main-f.sdr
  406. Shader features:
  407. Lighting
  408. Fog Effect
  409. Diffuse Mapping
  410. Glow Mapping
  411. Specular Mapping
  412. Normal Mapping
  413. Environment Mapping
  414. Animated Effects
  415. Compiling new shader:
  416. Loading built-in default shader for: main-v.sdr
  417. Loading built-in default shader for: main-f.sdr
  418. Shader features:
  419. Lighting
  420. Diffuse Mapping
  421. Specular Mapping
  422. Environment Mapping
  423. Compiling new shader:
  424. Loading built-in default shader for: main-v.sdr
  425. Loading built-in default shader for: main-f.sdr
  426. Shader features:
  427. Lighting
  428. Fog Effect
  429. Diffuse Mapping
  430. Specular Mapping
  431. Environment Mapping
  432. Compiling new shader:
  433. Loading built-in default shader for: main-v.sdr
  434. Loading built-in default shader for: main-f.sdr
  435. Shader features:
  436. Lighting
  437. Diffuse Mapping
  438. Specular Mapping
  439. Environment Mapping
  440. Animated Effects
  441. Compiling new shader:
  442. Loading built-in default shader for: main-v.sdr
  443. Loading built-in default shader for: main-f.sdr
  444. Shader features:
  445. Lighting
  446. Fog Effect
  447. Diffuse Mapping
  448. Specular Mapping
  449. Environment Mapping
  450. Animated Effects
  451. IBX: Found a good IBX to read for 'fighter01.pof'.
  452. IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
  453. Frame 0 too long!!: frametime = 1.198 (1.198)
  454. Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
  455. Freeing all existing models...
  456. Frame 0 too long!!: frametime = 0.770 (0.770)
  457. Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
  458. =================== STARTING LEVEL LOAD ==================
  459. ANI 2_Loading with size 824x43 (32.8% wasted)
  460. ANI 2_Loading.ani with size 824x43 (32.8% wasted)
  461. Starting model page in...
  462. Beginning level bitmap paging...
  463. BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
  464. BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
  465. BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
  466. TBM => Starting parse of 'mv_effects-fbl.tbm' ...
  467. BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
  468. BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
  469. BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
  470. Loading warp model
  471. Loading model 'warp.pof'
  472. Compiling new shader:
  473. Loading built-in default shader for: main-v.sdr
  474. Loading built-in default shader for: main-f.sdr
  475. Shader features:
  476. Lighting
  477. Compiling new shader:
  478. Loading built-in default shader for: main-v.sdr
  479. Loading built-in default shader for: main-f.sdr
  480. Shader features:
  481. Lighting
  482. Fog Effect
  483. Compiling new shader:
  484. Loading built-in default shader for: main-v.sdr
  485. Loading built-in default shader for: main-f.sdr
  486. Shader features:
  487. Lighting
  488. Animated Effects
  489. Compiling new shader:
  490. Loading built-in default shader for: main-v.sdr
  491. Loading built-in default shader for: main-f.sdr
  492. Shader features:
  493. Lighting
  494. Fog Effect
  495. Animated Effects
  496. IBX: Found a good IBX to read for 'warp.pof'.
  497. IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
  498. 600
  499. BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
  500. BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
  501. BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
  502. SHOCKWAVE => Loading default shockwave model...
  503. Loading model 'shockwave.pof'
  504. BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
  505. Compiling new shader:
  506. Loading built-in default shader for: main-v.sdr
  507. Loading built-in default shader for: main-f.sdr
  508. Shader features:
  509. Lighting
  510. Diffuse Mapping
  511. Glow Mapping
  512. Compiling new shader:
  513. Loading built-in default shader for: main-v.sdr
  514. Loading built-in default shader for: main-f.sdr
  515. Shader features:
  516. Lighting
  517. Fog Effect
  518. Diffuse Mapping
  519. Glow Mapping
  520. Compiling new shader:
  521. Loading built-in default shader for: main-v.sdr
  522. Loading built-in default shader for: main-f.sdr
  523. Shader features:
  524. Lighting
  525. Diffuse Mapping
  526. Glow Mapping
  527. Animated Effects
  528. Compiling new shader:
  529. Loading built-in default shader for: main-v.sdr
  530. Loading built-in default shader for: main-f.sdr
  531. Shader features:
  532. Lighting
  533. Fog Effect
  534. Diffuse Mapping
  535. Glow Mapping
  536. Animated Effects
  537. Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
  538. IBX: Found a good IBX to read for 'shockwave.pof'.
  539. IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
  540. SHOCKWAVE => Default model load: SUCCEEDED!!
  541. SHOCKWAVE => Loading default shockwave animation...
  542. SHOCKWAVE => Default animation load: SUCCEEDED!!
  543. MISSION LOAD: 'STLO-B2.fs2'
  544. Hmmm... Extension passed to mission_load...
  545. Someone passed an extension to bm_load for file 'pvn.pcx'
  546. Someone passed an extension to bm_load for file 'gta.pcx'
  547. Someone passed an extension to bm_load for file 'hol.pcx'
  548. Loading model 'subspacenode.pof'
  549. IBX: Found a good IBX to read for 'subspacenode.pof'.
  550. IBX-DEBUG => POF checksum: 0x699fba4b, IBX checksum: 0x358621d1 -- "subspacenode.pof"
  551. Starting mission message count : 177
  552. Ending mission message count : 187
  553. Current soundtrack set to -1 in event_music_reset_choices
  554. Loading model 'fighter09.pof'
  555. IBX: Found a good IBX to read for 'fighter09.pof'.
  556. IBX-DEBUG => POF checksum: 0x510e9183, IBX checksum: 0xe0d27b63 -- "fighter09.pof"
  557. Loading model 'fighter07.pof'
  558. IBX: Found a good IBX to read for 'fighter07.pof'.
  559. IBX-DEBUG => POF checksum: 0x14e1c998, IBX checksum: 0xd6efa7b5 -- "fighter07.pof"
  560. Submodel 'fighter07b' is detail level 1 of 'fighter07a'
  561. Submodel 'fighter07c' is detail level 2 of 'fighter07a'
  562. Submodel 'fighter07d' is detail level 3 of 'fighter07a'
  563. Loading model 'Typhon.pof'
  564. Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
  565. Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
  566. IBX: Found a good IBX to read for 'Typhon.pof'.
  567. IBX-DEBUG => POF checksum: 0xb40cf996, IBX checksum: 0xd0c9bc39 -- "Typhon.pof"
  568. Bad chunk type 134675971, len=-301138178 in model_octant_find_faces_sub
  569. Int3(): From c:\code\fs2_open_3_6_16\code\model\modeloctant.cpp at line 278
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