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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: 3.6.16.9518
- Passed cmdline options:
- -spec_exp 9
- -ogl_spec 120
- -spec_static 0.8
- -spec_point 0.3
- -spec_tube 0.7
- -ambient_factor 105
- -missile_lighting
- -no_emissive_light
- -3dshockwave
- -soft_particles
- -post_process
- -fxaa
- -fb_explosions
- -no_vsync
- -dualscanlines
- -orbradar
- -rearm_timer
- -3dwarp
- -warp_flash
- -mod STL,FSport,mediavps_3612,fsport-mediavps
- -mipmap
- -fps
- -window
- Building file index...
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\STL\BR_STLpack.vp' with a checksum of 0xd9b40027
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\fsport-missions.vp' with a checksum of 0x73018100
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\fsport3_3.vp' with a checksum of 0x4d97be5e
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\odeon_fs1.vp' with a checksum of 0x6b0eb146
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\stu_fs1.vp' with a checksum of 0xa75a86ce
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\tango_fs1.vp' with a checksum of 0x82c24ecf
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\warble_fs1.vp' with a checksum of 0x0b608285
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
- Found root pack 'D:\Ivo\Jogos\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
- Searching root 'D:\Ivo\Jogos\FreeSpace2\STL\' ... 26 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\STL\BR_STLpack.vp' ... 1258 files
- Searching root 'D:\Ivo\Jogos\FreeSpace2\FSport\' ... 0 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\fsport-missions.vp' ... 211 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\fsport3_3.vp' ... 864 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\odeon_fs1.vp' ... 10 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\sparky_hi_fs1.vp' ... 1230 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\stu_fs1.vp' ... 1539 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\tango_fs1.vp' ... 92 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\FSport\warble_fs1.vp' ... 111 files
- Searching root 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\' ... 9 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
- Searching root 'D:\Ivo\Jogos\FreeSpace2\fsport-mediavps\' ... 1 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\fsport-mediavps\mv_fsport.vp' ... 482 files
- Searching root 'D:\Ivo\Jogos\FreeSpace2\' ... 21 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\multi-mission-pack.vp' ... 110 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\multi-voice-pack.vp' ... 307 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\Root_fs2.vp' ... 157 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\smarty_fs2.vp' ... 10 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\sparky_fs2.vp' ... 3027 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\stu_fs2.vp' ... 2355 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\tango1_fs2.vp' ... 32 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\tango2_fs2.vp' ... 15 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\tango3_fs2.vp' ... 10 files
- Searching root pack 'D:\Ivo\Jogos\FreeSpace2\warble_fs2.vp' ... 52 files
- Found 35 roots and 20081 files.
- AutoLang: Language auto-detection successful...
- Setting language to English
- TBM => Starting parse of 'mv_core-lcl.tbm' ...
- 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 Altifalantes (High Definition Audio Device)
- Capture device: Microfone (High Definition Audi
- ... OpenAL successfully initialized!
- Initializing OpenGL graphics device at 1440x900 with 32-bit color...
- Initializing WGL...
- Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
- Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
- OpenGL Vendor : NVIDIA Corporation
- OpenGL Renderer : GeForce GTX 550 Ti/PCIe/SSE2
- OpenGL Version : 4.3.0
- 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: 4.30 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...
- Game Settings Table: Using Standard Loops For SEXP Arguments
- Game Settings Table: Using standard event chaining behavior
- Game Settings Table: External shaders are DISABLED
- 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 'mouse-sct.tbm' ...
- TBM => Starting parse of 'mv_flak-sct.tbm' ...
- TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
- TBM => Starting parse of 'mv_exp-sct.tbm' ...
- SCRIPTING: Inititialization complete.
- SCRIPTING: Splash screen overrides checked
- SCRIPTING: Splash hook has been run
- SCRIPTING: Splash screen conditional hook has been run
- Using high memory settings...
- Wokka! Error opening file (interface.tbl)!
- WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
- TBM => Starting parse of 'mv_effects-sdf.tbm' ...
- Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
- Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
- Windows reported 16 joysticks, we found 0
- Current soundtrack set to -1 in event_music_reset_choices
- TBM => Starting parse of 'mv_music-mus.tbm' ...
- TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
- TBM => Starting parse of 'fs1_effects-mfl.tbm' ...
- TBM => Starting parse of 'mv_effects-mfl.tbm' ...
- Wokka! Error opening file (armor.tbl)!
- TABLES: Unable to parse 'armor.tbl'! Error code = 5.
- TBM => Starting parse of 'mv_effects-amr.tbm' ...
- TBM => Starting parse of 'fsport-aip.tbm' ...
- TBM => Starting parse of 'fs1_effects-wxp.tbm' ...
- TBM => Starting parse of 'mv_effects-wxp.tbm' ...
- BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
- BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
- ANI Lamprey_Impact with size 80x80 (37.5% wasted)
- ANI Avenger_Impact with size 80x80 (37.5% wasted)
- ANI Leech_Impact with size 80x80 (37.5% wasted)
- BMPMAN: Found EFF (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.
- 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)
- 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
- TBM => Starting parse of 'fs1_beampierce-wep.tbm' ...
- TBM => Starting parse of 'fs1_effects-wep.tbm' ...
- TBM => Starting parse of 'fs1_primaries-wep.tbm' ...
- TBM => Starting parse of 'fs1_shockwave-wep.tbm' ...
- TBM => Starting parse of 'fs1_missiles-wep.tbm' ...
- TBM => Starting parse of 'fs1_tech-wep.tbm' ...
- 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 'railguncycle-wep.tbm' ...
- TBM => Starting parse of 'STL-wep.tbm' ...
- TBM => Starting parse of 'mv_effects-obt.tbm' ...
- TBM => Starting parse of 'HTLHades-shp.tbm' ...
- TBM => Starting parse of 'fs1_models-shp.tbm' ...
- TBM => Starting parse of 'fs1_shockwave-shp.tbm' ...
- TBM => Starting parse of 'fs1_trails-shp.tbm' ...
- TBM => Starting parse of 'mv_core-shp.tbm' ...
- TBM => Starting parse of 'radar-shp.tbm' ...
- TBM => Starting parse of 'mv_effects-shp.tbm' ...
- TBM => Starting parse of 'mv_assets-shp.tbm' ...
- TBM => Starting parse of 'fsport-turretangles-shp.tbm' ...
- TBM => Starting parse of 'fsport-resetmodels-shp.tbm' ...
- TBM => Starting parse of 'fsport-abtrails-shp.tbm' ...
- TBM => Starting parse of 'STLDefaults-shp.tbm' ...
- WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Weak" in ship: GTF Ulysses's secondary banks." at parselo.cpp:2707
- WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Weak" in ship: GTF Ulysses's secondary dogfight banks." at parselo.cpp:2707
- WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Weak" in ship: GTF Apollo's secondary banks." at parselo.cpp:2707
- WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Weak" in ship: GTF Apollo's secondary dogfight banks." at parselo.cpp:2707
- WARNING: "Unable to find WEAPON_LIST_TYPE string "Vasudan Light Laser" in ship: PVB Sekhmet's primary banks." at parselo.cpp:2707
- TBM => Starting parse of 'mv_root-hdg.tbm' ...
- ANI support1 with size 108x24 (25.0% wasted)
- ANI damage1 with size 148x25 (21.9% wasted)
- ANI wingman1 with size 71x53 (17.2% wasted)
- ANI wingman2 with size 35x53 (17.2% wasted)
- ANI wingman3 with size 14x53 (17.2% wasted)
- ANI toggle1 with size 57x20 (37.5% wasted)
- ANI head1 with size 164x132 (48.4% wasted)
- ANI weapons1 with size 126x20 (37.5% wasted)
- ANI weapons1_b with size 150x20 (37.5% wasted)
- ANI objective1 with size 149x21 (34.4% wasted)
- ANI energy1 with size 12x41 (35.9% wasted)
- ANI targetview1 with size 137x156 (39.1% wasted)
- ANI targetview2 with size 4x96 (25.0% wasted)
- ANI targetview3 with size 7x20 (37.5% wasted)
- ANI 2_radar1 with size 209x170 (33.6% wasted)
- ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
- ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
- ANI targhit1 with size 31x21 (34.4% wasted)
- ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
- ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
- ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
- ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
- ANI netlag1 with size 29x30 (6.3% wasted)
- ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
- ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
- ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
- ANI time1 with size 47x23 (28.1% wasted)
- ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
- ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
- ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
- ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
- TBM => Starting parse of 'mv_core-hdg.tbm' ...
- TBM => Starting parse of 'fsport-reticle-hdg.tbm' ...
- TBM => Starting parse of 'mv_effects-str.tbm' ...
- loading animated cursor "cursor"
- ANI cursor with size 18x24 (25.0% wasted)
- TABLES => Starting parse of 'mainhall.tbl.
- MediaVPs: Flaming debris script loaded!
- MediaVPs: Explosions script loaded!
- Ships.tbl is : INVALID!!!!
- Weapons.tbl is : INVALID!!!!
- cfile_init() took 332
- 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)
- ANI cursor.ani with size 18x24 (25.0% wasted)
- Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
- Someone passed an extension to bm_load for file 'pvn.pcx'
- ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
- ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
- ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
- ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
- ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
- ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
- ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
- ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
- ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
- ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
- Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
- Techroom successfully initialized, now changing tab...
- Loading model 'fighter01.pof'
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Animated Effects
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Animated Effects
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Normal Mapping
- Environment Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Normal Mapping
- Environment Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Normal Mapping
- Environment Mapping
- Animated Effects
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Glow Mapping
- Specular Mapping
- Normal Mapping
- Environment Mapping
- Animated Effects
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Specular Mapping
- Environment Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Specular Mapping
- Environment Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Specular Mapping
- Environment Mapping
- Animated Effects
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Specular Mapping
- Environment Mapping
- Animated Effects
- IBX: Found a good IBX to read for 'fighter01.pof'.
- IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
- Frame 0 too long!!: frametime = 1.198 (1.198)
- Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
- Freeing all existing models...
- Frame 0 too long!!: frametime = 0.770 (0.770)
- Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
- =================== STARTING LEVEL LOAD ==================
- ANI 2_Loading with size 824x43 (32.8% wasted)
- ANI 2_Loading.ani with size 824x43 (32.8% wasted)
- Starting model page in...
- Beginning level bitmap paging...
- BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
- BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 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.
- SHOCKWAVE => Loading default shockwave model...
- Loading model 'shockwave.pof'
- BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Glow Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Glow Mapping
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Diffuse Mapping
- Glow Mapping
- Animated Effects
- Compiling new shader:
- Loading built-in default shader for: main-v.sdr
- Loading built-in default shader for: main-f.sdr
- Shader features:
- Lighting
- Fog Effect
- Diffuse Mapping
- Glow Mapping
- Animated Effects
- Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
- IBX: Found a good IBX to read for 'shockwave.pof'.
- IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
- SHOCKWAVE => Default model load: SUCCEEDED!!
- SHOCKWAVE => Loading default shockwave animation...
- SHOCKWAVE => Default animation load: SUCCEEDED!!
- MISSION LOAD: 'STLO-B2.fs2'
- Hmmm... Extension passed to mission_load...
- Someone passed an extension to bm_load for file 'pvn.pcx'
- Someone passed an extension to bm_load for file 'gta.pcx'
- Someone passed an extension to bm_load for file 'hol.pcx'
- Loading model 'subspacenode.pof'
- IBX: Found a good IBX to read for 'subspacenode.pof'.
- IBX-DEBUG => POF checksum: 0x699fba4b, IBX checksum: 0x358621d1 -- "subspacenode.pof"
- Starting mission message count : 177
- Ending mission message count : 187
- Current soundtrack set to -1 in event_music_reset_choices
- Loading model 'fighter09.pof'
- IBX: Found a good IBX to read for 'fighter09.pof'.
- IBX-DEBUG => POF checksum: 0x510e9183, IBX checksum: 0xe0d27b63 -- "fighter09.pof"
- Loading model 'fighter07.pof'
- IBX: Found a good IBX to read for 'fighter07.pof'.
- IBX-DEBUG => POF checksum: 0x14e1c998, IBX checksum: 0xd6efa7b5 -- "fighter07.pof"
- Submodel 'fighter07b' is detail level 1 of 'fighter07a'
- Submodel 'fighter07c' is detail level 2 of 'fighter07a'
- Submodel 'fighter07d' is detail level 3 of 'fighter07a'
- Loading model 'Typhon.pof'
- Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
- Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
- IBX: Found a good IBX to read for 'Typhon.pof'.
- IBX-DEBUG => POF checksum: 0xb40cf996, IBX checksum: 0xd0c9bc39 -- "Typhon.pof"
- Bad chunk type 134675971, len=-301138178 in model_octant_find_faces_sub
- Int3(): From c:\code\fs2_open_3_6_16\code\model\modeloctant.cpp at line 278
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