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- FreeSpace version: 3.6.12
- Passed cmdline options:
- -env
- -missile_lighting
- -glow
- -nomotiondebris
- -spec
- -normal
- -3dshockwave
- -no_vsync
- -targetinfo
- -3dwarp
- -ship_choice_3d
- -weapon_choice_3d
- -warp_flash
- -mod blueplanet-3612,blueplanet,mediavps
- -no_3d_sound
- -fullscreen_window
- Building file index...
- Found root pack 'F:\Games\FreeSpace2\blueplanet-3612\bp-3612-ai.vp' with a checksum of 0x3545907f
- Found root pack 'F:\Games\FreeSpace2\blueplanet-3612\bp-3612-rb.vp' with a checksum of 0x28887e8a
- Found root pack 'F:\Games\FreeSpace2\blueplanet-3612\bp-3612-sfx.vp' with a checksum of 0x925d72f5
- Found root pack 'F:\Games\FreeSpace2\blueplanet\bp-adv-core.vp' with a checksum of 0x2851edb0
- Found root pack 'F:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
- Found root pack 'F:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
- Found root pack 'F:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
- Found root pack 'F:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0x2fbf9650
- Found root pack 'F:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x30ee5a34
- Found root pack 'F:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x10c19639
- Found root pack 'F:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
- Found root pack 'F:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
- Found root pack 'F:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
- Found root pack 'F:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
- Found root pack 'F:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
- Found root pack 'F:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
- Found root pack 'F:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
- Found root pack 'F:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
- Found root pack 'F:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
- Found root pack 'F:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
- Found root pack 'F:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
- Found root pack 'F:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
- Found root pack 'F:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
- Found root pack 'F:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
- Found root pack 'F:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
- Found root pack 'F:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
- Found root pack 'F:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
- Found root pack 'F:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
- Searching root 'F:\Games\FreeSpace2\blueplanet-3612\' ... 2 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet-3612\bp-3612-ai.vp' ... 3 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet-3612\bp-3612-rb.vp' ... 2 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet-3612\bp-3612-sfx.vp' ... 7 files
- Searching root 'F:\Games\FreeSpace2\blueplanet\' ... 2 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet\bp-adv-core.vp' ... 2 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet\bp-adv-visuals.vp' ... 403 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 685 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 46 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 373 files
- Searching root pack 'F:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1394 files
- Searching root 'F:\Games\FreeSpace2\mediavps\' ... 234 files
- Searching root pack 'F:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
- Searching root pack 'F:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
- Searching root pack 'F:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
- Searching root pack 'F:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
- Searching root pack 'F:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
- Searching root pack 'F:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
- Searching root 'F:\Games\FreeSpace2\' ... 341 files
- Searching root pack 'F:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
- Searching root pack 'F:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
- Searching root pack 'F:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
- Searching root pack 'F:\Games\FreeSpace2\root_fs2.vp' ... 157 files
- Searching root pack 'F:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
- Searching root pack 'F:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
- Searching root pack 'F:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
- Searching root pack 'F:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
- Searching root pack 'F:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
- Searching root pack 'F:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
- Searching root pack 'F:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
- Searching root pack 'F:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
- Searching root 'd:\' ... 0 files
- Found 33 roots and 17039 files.
- AutoLang: Language auto-detection successful...
- Setting language to English
- TBM => Starting parse of 'mv_strings-lcl.tbm' ...
- Initializing OpenAL...
- OpenAL Vendor : Creative Labs Inc.
- OpenAL Renderer : SB Audigy 2 ZS Audio [CF00]
- OpenAL Version : OpenAL version 1.1
- Available Playback Devices:
- SB Audigy 2 ZS Audio [CF00] *default*
- Generic Software on Speakers (Creative SB Audigy 2 ZS (WDM))
- Generic Software on SPDIF Out (Creative SB Audigy 2 ZS (WDM))
- Available Capture Devices:
- Microphone (High Definition Aud *default*
- "What U Hear" (Creative SB Audi
- Analog Mix (Line/CD/Aux/TAD/PC)
- CD Digital (Creative SB Audigy
- S/PDIF-In (Creative SB Audigy 2
- Found extension "ALC_EXT_EFX".
- Sample rate: 48000 (44100)
- EFX enabled: NO
- Playback device: SB Audigy 2 ZS Audio [CF00]
- Capture device: Microphone (High Definition Aud
- ... OpenAL successfully initialized!
- Failed to init speech
- Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
- Initializing WGL...
- Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
- Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
- OpenGL Vendor : ATI Technologies Inc.
- OpenGL Renderer : ATI Radeon HD 5800 Series
- OpenGL Version : 3.2.9704 Compatibility Profile Context
- 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".
- Found special extension function "wglSwapIntervalEXT".
- Initializing Shaders Manager...
- Loading and compiling main shaders...
- Compiling main shader -> main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
- Vertex shader compiled with warnings:
- Vertex shader was successfully compiled to run on hardware.
- Fragment shader compiled with warnings:
- Fragment shader was successfully compiled to run on hardware.
- Shader linked with warnings:
- Fragment shader(s) linked, vertex shader(s) linked.
- Shaders Manager initialized.
- Max texture units: 8 (16)
- Max elements vertices: 2147483647
- Max elements indices: 16777215
- Max texture size: 16384x16384
- Can use compressed textures: YES
- Texture compression available: YES
- Using trilinear texture filter.
- Using GLSL for model rendering.
- Shader Version: 1.50
- ... OpenGL init is complete!
- Size of bitmap info = 760 KB
- Size of bitmap extra info = 52 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 'flak-sct.tbm' ...
- TBM => Starting parse of 'velindc-sct.tbm' ...
- Oh noes!! File is empty! (velindc-sct.tbm)!
- TABLES: Unable to parse 'velindc-sct.tbm'! Error code = 5.
- TBM => Starting parse of 'bp-exp-sct.tbm' ...
- SCRIPTING: Inititialization complete.
- SCRIPTING: Splash screen overrides checked
- Loading 2_PreLoad.dds (1024x768x24)
- Loading 2_PreLoadLogo.dds (560x257x32)
- 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 'mv_adveffects-sdf.tbm' ...
- TBM => Starting parse of 'bp-sdf.tbm' ...
- ANI 2_radar1 with size 209x170 (33.6% wasted)
- 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' ...
- TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
- TBM => Starting parse of 'bp-advanced-mfl.tbm' ...
- Wokka! Error opening file (armor.tbl)!
- TABLES: Unable to parse 'armor.tbl'! Error code = 5.
- TBM => Starting parse of 'bp-3612-sfx-amr.tbm' ...
- TBM => Starting parse of 'mv_effects-wxp.tbm' ...
- TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
- TBM => Starting parse of 'beams-wxp.tbm' ...
- TBM => Starting parse of 'bp-wxp.tbm' ...
- TBM => Starting parse of 'bp-3612-sfx-wxp.tbm' ...
- BMPMAN: Found EFF (exp20.eff) with 199 frames at 20 fps.
- BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
- BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
- BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
- BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
- BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
- BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
- BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
- BMPMAN: Found EFF (ParticleSmoke01.eff) with 88 frames at 30 fps.
- BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
- BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
- BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
- BMPMAN: Found EFF (exp_merc.eff) with 15 frames at 30 fps.
- BMPMAN: Found EFF (shockwave02.eff) with 29 frames at 30 fps.
- TBM => Starting parse of 'mv_effects-wep.tbm' ...
- TBM => Starting parse of 'mv_tech-wep.tbm' ...
- TBM => Starting parse of 'mv_models-wep.tbm' ...
- TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
- TBM => Starting parse of 'beams-wep.tbm' ...
- TBM => Starting parse of 'bp-wep.tbm' ...
- BMPMAN: Found EFF (Shockwave01.eff) with 94 frames at 60 fps.
- TBM => Starting parse of 'bp-advanced-wep.tbm' ...
- TBM => Starting parse of 'bp-3612-sfx-wep.tbm' ...
- TBM => Starting parse of 'bp-3612-rb-wep.tbm' ...
- TBM => Starting parse of 'bp-aip.tbm' ...
- TBM => Starting parse of 'bp-3612-ai-aip.tbm' ...
- TBM => Starting parse of 'bp-3612-ai-obt.tbm' ...
- TBM => Starting parse of 'mv_trails-shp.tbm' ...
- TBM => Starting parse of 'mv_dragon-shp.tbm' ...
- TBM => Starting parse of 'mv_density-shp.tbm' ...
- TBM => Starting parse of 'mv_models-shp.tbm' ...
- TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
- TBM => Starting parse of 'mv_tech-shp.tbm' ...
- TBM => Starting parse of 'bp-shp.tbm' ...
- TBM => Starting parse of 'bp-3612-sfx-shp.tbm' ...
- TBM => Starting parse of 'bp-3612-rb-shp.tbm' ...
- TBM => Starting parse of 'mv_escort-hdg.tbm' ...
- TBM => Starting parse of 'mv_effects-str.tbm' ...
- TBM => Starting parse of 'bp-str.tbm' ...
- loading animated cursor "cursor"
- Ships.tbl is : VALID
- Weapons.tbl is : VALID
- cfile_init() took 309
- Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
- Loaded main_amb.wav
- OpenAL ERROR: "Invalid enum parameter passed as an argument to an AL call." in z:\src\code\fs2_open\code\sound\ds.cpp, line 1627
- Loading 2_ChoosePilot-m.pcx (1024x768x8)
- Loading 2_ChoosePilot.dds (1024x768x24)
- Loading 2_CPB_060002.dds (71x37x32)
- Loading cursor.ani (32x32x16)
- Loading 2_CPB_050002.dds (77x58x32)
- Loaded commit.wav
- OpenAL ERROR: "Invalid enum parameter passed as an argument to an AL call." in z:\src\code\fs2_open\code\sound\ds.cpp, line 1627
- Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
- Someone passed an extension to bm_load for file 'hammer1.pcx'
- Loading hammer1.dds (128x128x32)
- Bumping dynamic sexp node limit from 0 to 250...
- Bumping dynamic sexp node limit from 250 to 500...
- Loading 2_MainScreen-M.pcx (1024x768x8)
- WARNING!, Could not load door anim 2_Exit in main hall
- WARNING!, Could not load door anim 2_Pilot in main hall
- WARNING!, Could not load door anim 2_Continue in main hall
- WARNING!, Could not load door anim 2_Tech in main hall
- WARNING!, Could not load door anim 2_Option in main hall
- WARNING!, Could not load door anim 2_Campaign in main hall
- AUDIOSTR => Successfully opened: bptheme3.ogg
- Loading 2_MainScreen.dds (1024x768x24)
- Loaded Techroom1.wav
- OpenAL ERROR: "Invalid enum parameter passed as an argument to an AL call." in z:\src\code\fs2_open\code\sound\ds.cpp, line 1627
- Loaded user_c.wav
- OpenAL ERROR: "Invalid enum parameter passed as an argument to an AL call." in z:\src\code\fs2_open\code\sound\ds.cpp, line 1627
- Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
- Reinitializing sexp nodes...
- Entered function with 500 nodes.
- Last persistent node index is -1.
- Exited function with 0 nodes.
- Bumping dynamic sexp node limit from 0 to 250...
- Bumping dynamic sexp node limit from 250 to 500...
- Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
- =================== STARTING LEVEL LOAD ==================
- Reinitializing sexp nodes...
- Entered function with 500 nodes.
- Last persistent node index is 300.
- Exited function with 500 nodes.
- BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
- Loading 2_LoadingBG.dds (1024x768x24)
- Loading 2_Loading.eff[1] (824x43x24)
- Starting model page in...
- Beginning level bitmap paging...
- BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
- BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
- TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
- TBM => Starting parse of 'mv_adveffects-fbl.tbm' ...
- TBM => Starting parse of 'bp-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'
- IBX: Found a good IBX/TSB to read for 'warp.pof'.
- IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
- Glow point bank 0 texture num is 424100 for 'warp.pof'
- Glow point bank texture not found for 'warp.pof', setting as the normal one num
- 300
- 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'
- IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
- IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
- BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
- For "shockwave.pof" I couldn't find shockwave3d-shine.ani
- For "shockwave.pof" I couldn't find shockwave3d-normal.ani
- Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
- SHOCKWAVE => Default model load: SUCCEEDED!!
- MISSION LOAD: 'bp-14.fs2'
- Hmmm... Extension passed to mission_load...
- Reinitializing sexp nodes...
- Entered function with 500 nodes.
- Last persistent node index is 300.
- Exited function with 500 nodes.
- Using callsign: Bei
- Using callsign: Corey
- Using callsign: Taylor
- Bumping dynamic sexp node limit from 500 to 750...
- Starting mission message count : 242
- Ending mission message count : 262
- Current soundtrack set to -1 in event_music_reset_choices
- Current soundtrack set to -1 in event_music_set_soundtrack
- Loading model 'ss01.pof'
- IBX: Found a good IBX/TSB to read for 'ss01.pof'.
- IBX-DEBUG => POF checksum: 0xf1684686, IBX checksum: 0xd26cf044 -- "ss01.pof"
- For "ss01.pof" I couldn't find goldglass-glow.ani
- For "ss01.pof" I couldn't find goldglass-normal.ani
- Loading model 'keeper.pof'
- IBX: Found a good IBX/TSB to read for 'keeper.pof'.
- IBX-DEBUG => POF checksum: 0xd53844b2, IBX checksum: 0x2b09b82e -- "keeper.pof"
- For "keeper.pof" I couldn't find acap01-glow.ani
- For "keeper.pof" I couldn't find acap04-glow.ani
- For "keeper.pof" I couldn't find damage-glow.ani
- For "keeper.pof" I couldn't find damage-normal.ani
- Potential problem found: Unrecognized subsystem type 'reactor cover', believed to be in ship keeper.pof
- Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship keeper.pof
- Allocating space for at least 50 new ship subsystems ... a total of 200 is now available (50 in-use).
- Loading model 'malia.pof'
- IBX: Found a good IBX/TSB to read for 'malia.pof'.
- IBX-DEBUG => POF checksum: 0x7eff9460, IBX checksum: 0xa4ceceb5 -- "malia.pof"
- For "malia.pof" I couldn't find acap01-glow.ani
- For "malia.pof" I couldn't find vgatea2-glow.ani
- For "malia.pof" I couldn't find acap01-glow.ani
- For "malia.pof" I couldn't find damage-glow.ani
- For "malia.pof" I couldn't find damage-normal.ani
- Loading model 'Kato.pof'
- IBX: Found a good IBX/TSB to read for 'Kato.pof'.
- IBX-DEBUG => POF checksum: 0xe5eadf36, IBX checksum: 0x3310580b -- "Kato.pof"
- For "Kato.pof" I couldn't find damage-glow.ani
- For "Kato.pof" I couldn't find damage-normal.ani
- Loading model 'fighterCW-02t.pof'
- IBX: Found a good IBX/TSB to read for 'fighterCW-02t.pof'.
- IBX-DEBUG => POF checksum: 0x19fccfce, IBX checksum: 0x5843737d -- "fighterCW-02t.pof"
- For "fighterCW-02t.pof" I couldn't find glass-glow.ani
- For "fighterCW-02t.pof" I couldn't find glass-normal.ani
- For "fighterCW-02t.pof" I couldn't find tercoc01-normal.ani
- For "fighterCW-02t.pof" I couldn't find aurora-debris-glow.ani
- For "fighterCW-02t.pof" I couldn't find aurora-debris-shine.ani
- For "fighterCW-02t.pof" I couldn't find aurora-debris-normal.ani
- Glow point bank 0 texture num is 790172 for 'fighterCW-02t.pof'
- Glow point bank texture not found for 'fighterCW-02t.pof', setting as the normal one num
- Glow point bank 1 texture num is 794923 for 'fighterCW-02t.pof'
- Glow point bank texture not found for 'fighterCW-02t.pof', setting as the normal one num
- Loading model 'escapepod01.pof'
- IBX: Found a good IBX/TSB to read for 'escapepod01.pof'.
- IBX-DEBUG => POF checksum: 0x4a31f88c, IBX checksum: 0xfaf426da -- "escapepod01.pof"
- OpenGL: Created 512x512 FBO!
- ANI 2_lock1 with size 56x53 (17.2% wasted)
- ANI 2_lockspin with size 100x100 (21.9% wasted)
- ANI 2_lead1 with size 26x26 (18.8% wasted)
- ANI 2_energy2 with size 86x96 (25.0% wasted)
- ANI toggle1 with size 57x20 (37.5% wasted)
- ANI weapons1 with size 126x20 (37.5% wasted)
- ANI weapons1_b with size 150x20 (37.5% wasted)
- ANI 2_toparc1 with size 252x60 (6.3% wasted)
- ANI 2_toparc2 with size 35x24 (25.0% wasted)
- ANI 2_toparc3 with size 41x29 (9.4% wasted)
- ANI 2_leftarc with size 103x252 (1.6% wasted)
- ANI 2_rightarc1 with size 103x252 (1.6% wasted)
- ANI 2_reticle1 with size 38x24 (25.0% wasted)
- ANI targhit1 with size 31x21 (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 damage1 with size 148x25 (21.9% wasted)
- ANI support1 with size 108x24 (25.0% wasted)
- ANI objective1 with size 149x21 (34.4% 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 netlag1 with size 29x30 (6.3% wasted)
- ANI head1 with size 164x132 (48.4% wasted)
- ANI time1 with size 47x23 (28.1% wasted)
- Loading model 'nebula.pof'
- IBX: Found a good IBX/TSB to read for 'nebula.pof'.
- IBX-DEBUG => POF checksum: 0x6a6110a5, IBX checksum: 0x90f2b621 -- "nebula.pof"
- For "nebula.pof" I couldn't find nebback-glow.ani
- For "nebula.pof" I couldn't find nebback-shine.ani
- For "nebula.pof" I couldn't find nebback-normal.ani
- For "nebula.pof" I couldn't find nebright-glow.ani
- For "nebula.pof" I couldn't find nebright-shine.ani
- For "nebula.pof" I couldn't find nebright-normal.ani
- For "nebula.pof" I couldn't find nebtop-glow.ani
- For "nebula.pof" I couldn't find nebtop-shine.ani
- For "nebula.pof" I couldn't find nebtop-normal.ani
- For "nebula.pof" I couldn't find nebbottom-glow.ani
- For "nebula.pof" I couldn't find nebbottom-shine.ani
- For "nebula.pof" I couldn't find nebbottom-normal.ani
- For "nebula.pof" I couldn't find nebfront-glow.ani
- For "nebula.pof" I couldn't find nebfront-shine.ani
- For "nebula.pof" I couldn't find nebfront-normal.ani
- For "nebula.pof" I couldn't find nebleft-glow.ani
- For "nebula.pof" I couldn't find nebleft-shine.ani
- For "nebula.pof" I couldn't find nebleft-normal.ani
- Model nebula.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
- =================== STARTING LEVEL DATA LOAD ==================
- Found support ship 'GTS Hygeia'
- Loading model 'support2t-01.pof'
- IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
- IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
- For "support2t-01.pof" I couldn't find damage-glow.ani
- For "support2t-01.pof" I couldn't find damage-normal.ani
- Found support ship 'GVS Nephthys'
- Loading model 'support2v-01.pof'
- IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
- IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
- For "support2v-01.pof" I couldn't find damage-glow.ani
- For "support2v-01.pof" I couldn't find damage-normal.ani
- Found ship 'Vishnan Sacred Keeper'
- Paging in textures for ship 'Vishnan Sacred Keeper'
- Found ship 'Temeraire Shuttle 6'
- Paging in textures for ship 'Temeraire Shuttle 6'
- Found ship 'Alpha 1'
- Paging in textures for ship 'Alpha 1'
- Found ship 'Preacher 1'
- Paging in textures for ship 'Preacher 1'
- Found ship 'Preacher 2'
- Paging in textures for ship 'Preacher 2'
- Found ship 'Preacher 3'
- Paging in textures for ship 'Preacher 3'
- Found ship 'Preacher 4'
- Paging in textures for ship 'Preacher 4'
- Found ship 'Preacher 5'
- Paging in textures for ship 'Preacher 5'
- Found ship 'Preacher 6'
- Paging in textures for ship 'Preacher 6'
- Found ship 'Arbiter 1'
- Paging in textures for ship 'Arbiter 1'
- Found ship 'Arbiter 2'
- Paging in textures for ship 'Arbiter 2'
- Found ship 'Arbiter 3'
- Paging in textures for ship 'Arbiter 3'
- Found ship 'Missionary 1'
- Paging in textures for ship 'Missionary 1'
- Found ship 'Missionary 2'
- Paging in textures for ship 'Missionary 2'
- Found ship 'Missionary 3'
- Paging in textures for ship 'Missionary 3'
- Found ship 'Missionary 4'
- Paging in textures for ship 'Missionary 4'
- Found ship 'Missionary 5'
- Paging in textures for ship 'Missionary 5'
- Found ship 'Missionary 6'
- Paging in textures for ship 'Missionary 6'
- Found future arrival ship 'Alpha 1'
- Paging in textures for future arrival ship 'Alpha 1'
- Found future arrival ship 'Beta 1'
- Paging in textures for future arrival ship 'Beta 1'
- Found future arrival ship 'Beta 2'
- Paging in textures for future arrival ship 'Beta 2'
- Allocating space for at least 22 new ship subsystems ... a total of 400 is now available (193 in-use).
- About to page in ships!
- ANI shieldAurora with size 112x93 (27.3% wasted)
- ANI genericshield with size 112x93 (27.3% wasted)
- There are 8 ship classes used in this mission.
- BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
- Not loading weapon id 1 (Subach HL-D)
- Not loading weapon id 2 (Mekhu HL-7)
- Not loading weapon id 3 (Mekhu HL-7D)
- Not loading weapon id 6 (MorningStar D)
- BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
- BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
- Not loading weapon id 9 (Prometheus D)
- Not loading weapon id 11 (Maxim D)
- BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
- ANI Kayser_Particle with size 80x80 (37.5% wasted)
- Not loading weapon id 13 (UD-D Kayser)
- ANI Lamprey_Particle with size 92x86 (32.8% wasted)
- Not loading weapon id 16 (Training)
- Not loading weapon id 17 (Vasudan Light Laser)
- Not loading weapon id 18 (Targeting Laser)
- Not loading weapon id 19 (Shivan Light Laser)
- Not loading weapon id 20 (Shivan Heavy Laser)
- Not loading weapon id 21 (Shivan Mega Laser)
- BMPMAN: Found EFF (Vishnan_Particle.eff) with 11 frames at 25 fps.
- Not loading weapon id 24 (Terran Turret)
- Not loading weapon id 25 (Terran Huge Turret)
- Not loading weapon id 26 (Terran Turret Weak)
- Not loading weapon id 27 (Shivan Turret Laser)
- Not loading weapon id 28 (Shivan Weak Turret Laser)
- Not loading weapon id 29 (Shivan Megafunk Turret)
- Not loading weapon id 30 (Shivan Super Laser)
- Not loading weapon id 31 (SRed)
- Not loading weapon id 32 (SAAA)
- Not loading weapon id 33 (LRed)
- Not loading weapon id 34 (BFRed)
- Not loading weapon id 35 (AAAf)
- Not loading weapon id 36 (AAAh)
- Not loading weapon id 37 (S-AAA-Weak)
- Not loading weapon id 38 (ULTRA Anti-Fighter Beam)
- Not loading weapon id 39 (TerSlash)
- Not loading weapon id 40 (LTerSlash)
- Not loading weapon id 41 (BFGreen)
- Not loading weapon id 42 (LRBGreen)
- Not loading weapon id 43 (BGreen)
- Not loading weapon id 44 (SGreen)
- Not loading weapon id 45 (SVas)
- Not loading weapon id 46 (BVas)
- Not loading weapon id 47 (VSlash)
- Not loading weapon id 48 (Green Beam)
- Not loading weapon id 49 (MjolnirBeam)
- Not loading weapon id 50 (MjolnirBeam#home)
- Not loading weapon id 51 (Standard Flak)
- Not loading weapon id 52 (Heavy Flak)
- Not loading weapon id 53 (Long Range Flak)
- Not loading weapon id 54 (Terran Turret 2)
- Not loading weapon id 55 (Terran Huge Turret 2)
- Not loading weapon id 56 (TerPulse)
- Not loading weapon id 57 (STerPulse)
- Loading model 'Blip.pof'
- IBX: Found a good IBX/TSB to read for 'Blip.pof'.
- IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
- For "Blip.pof" I couldn't find cargo2t-01-glow.ani
- For "Blip.pof" I couldn't find cargo2t-01-shine.ani
- For "Blip.pof" I couldn't find cargo2t-01-normal.ani
- Not loading weapon id 62 (HRed)
- Not loading weapon id 63 (LRSRed)
- Not loading weapon id 64 (TerSlashBlue)
- Not loading weapon id 65 (BFBlue)
- Not loading weapon id 66 (HBlue)
- Not loading weapon id 67 (BBlue)
- Not loading weapon id 68 (MBlue)
- Not loading weapon id 69 (SBlue)
- BMPMAN: Found EFF (particle_turq.eff) with 11 frames at 22 fps.
- BMPMAN: Found EFF (ABeamAGlow.eff) with 40 frames at 30 fps.
- Not loading weapon id 71 (ABeamTiny)
- BMPMAN: Found EFF (vbeamglow.eff) with 60 frames at 26 fps.
- Not loading weapon id 75 (Point Defense Turret)
- Not loading weapon id 76 (Burst Flak)
- Not loading weapon id 77 (Mass Driver)
- Not loading weapon id 78 (Gauss Cannon)
- Loading model 'rockeye.pof'
- IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
- IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
- For "rockeye.pof" I couldn't find rocka-glow.ani
- For "rockeye.pof" I couldn't find rocka-shine.ani
- For "rockeye.pof" I couldn't find rocka-normal.ani
- For "rockeye.pof" I couldn't find rocka-glow.ani
- For "rockeye.pof" I couldn't find rocka-shine.ani
- For "rockeye.pof" I couldn't find rocka-normal.ani
- Glow point bank 0 texture num is 424100 for 'rockeye.pof'
- Glow point bank texture not found for 'rockeye.pof', setting as the normal one num
- Not loading weapon id 80 (Rockeye D)
- Not loading weapon id 81 (Enemy MX-64)
- Loading model 'Tempest.pof'
- IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
- IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
- For "Tempest.pof" I couldn't find tempest-glow.ani
- For "Tempest.pof" I couldn't find tempest-shine.ani
- For "Tempest.pof" I couldn't find tempest-normal.ani
- Glow point bank 0 texture num is 424100 for 'Tempest.pof'
- Glow point bank texture not found for 'Tempest.pof', setting as the normal one num
- Not loading weapon id 83 (Tempest D)
- Loading model 'NewHornet.pof'
- IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
- IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
- For "NewHornet.pof" I couldn't find newhornet-glow.ani
- For "NewHornet.pof" I couldn't find newhornet-normal.ani
- Glow point bank 0 texture num is 424100 for 'NewHornet.pof'
- Glow point bank texture not found for 'NewHornet.pof', setting as the normal one num
- Not loading weapon id 85 (Hornet D)
- Not loading weapon id 86 (Hornet#Weak)
- Loading model 'bombardier.pof'
- IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
- IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
- For "bombardier.pof" I couldn't find bombardier-glow.ani
- For "bombardier.pof" I couldn't find bombardier-normal.ani
- Glow point bank 0 texture num is 424100 for 'bombardier.pof'
- Glow point bank texture not found for 'bombardier.pof', setting as the normal one num
- Not loading weapon id 88 (Tornado D)
- Loading model 'crossbow.pof'
- IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
- IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
- For "crossbow.pof" I couldn't find crossbow-glow.ani
- For "crossbow.pof" I couldn't find crossbow-normal.ani
- No subsystems found for model "crossbow.pof".
- Glow point bank 0 texture num is 424100 for 'crossbow.pof'
- Glow point bank texture not found for 'crossbow.pof', setting as the normal one num
- Not loading weapon id 90 (Harpoon D)
- Not loading weapon id 91 (Harpoon#Weak)
- Loading model 'trebuchet.pof'
- IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
- IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
- For "trebuchet.pof" I couldn't find trebuchet-glow.ani
- For "trebuchet.pof" I couldn't find trebuchet-normal.ani
- Glow point bank 0 texture num is 424100 for 'trebuchet.pof'
- Glow point bank texture not found for 'trebuchet.pof', setting as the normal one num
- Not loading weapon id 93 (TAG-A)
- Not loading weapon id 94 (TAG-B)
- Not loading weapon id 95 (TAG-C)
- Loading model 'piranha.pof'
- IBX: Found a good IBX/TSB to read for 'piranha.pof'.
- IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
- For "piranha.pof" I couldn't find piranha-glow.ani
- For "piranha.pof" I couldn't find piranha-normal.ani
- Glow point bank 0 texture num is 424100 for 'piranha.pof'
- Glow point bank texture not found for 'piranha.pof', setting as the normal one num
- Loading model 'stilettoII.pof'
- IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
- IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
- For "stilettoII.pof" I couldn't find still-normal.ani
- Glow point bank 0 texture num is 424100 for 'stilettoII.pof'
- Glow point bank texture not found for 'stilettoII.pof', setting as the normal one num
- Loading model 'infyrno.pof'
- IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
- IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
- For "infyrno.pof" I couldn't find infyrno-glow.ani
- For "infyrno.pof" I couldn't find infyrno-shine.ani
- For "infyrno.pof" I couldn't find infyrno-normal.ani
- Glow point bank 0 texture num is 424100 for 'infyrno.pof'
- Glow point bank texture not found for 'infyrno.pof', setting as the normal one num
- Not loading weapon id 99 (Infyrno D)
- Loading model 'belial.pof'
- IBX: Found a good IBX/TSB to read for 'belial.pof'.
- IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
- For "belial.pof" I couldn't find belial-normal.ani
- Not loading weapon id 101 (Cyclops#short)
- Not loading weapon id 102 (Rebel Bomb)
- Loading model 'helios.pof'
- IBX: Found a good IBX/TSB to read for 'helios.pof'.
- IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
- For "helios.pof" I couldn't find helios-glow.ani
- For "helios.pof" I couldn't find helios-normal.ani
- Glow point bank 0 texture num is 424100 for 'helios.pof'
- Glow point bank texture not found for 'helios.pof', setting as the normal one num
- Loading model 'EMPulse2.pof'
- IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
- IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.pof"
- For "EMPulse2.pof" I couldn't find empulse2-glow.ani
- For "EMPulse2.pof" I couldn't find empulse2-normal.ani
- Glow point bank 0 texture num is 790172 for 'EMPulse2.pof'
- Glow point bank texture not found for 'EMPulse2.pof', setting as the normal one num
- Glow point bank 1 texture num is 790172 for 'EMPulse2.pof'
- Glow point bank texture not found for 'EMPulse2.pof', setting as the normal one num
- Glow point bank 2 texture num is 790172 for 'EMPulse2.pof'
- Glow point bank texture not found for 'EMPulse2.pof', setting as the normal one num
- Glow point bank 3 texture num is 424100 for 'EMPulse2.pof'
- Glow point bank texture not found for 'EMPulse2.pof', setting as the normal one num
- Not loading weapon id 105 (Unknown Bomb)
- Not loading weapon id 106 (Unknown Megabomb)
- Loading model 'cmeasure01.pof'
- IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
- IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
- For "cmeasure01.pof" I couldn't find countermeasure-normal.ani
- Glow point bank 0 texture num is 794923 for 'cmeasure01.pof'
- Glow point bank texture not found for 'cmeasure01.pof', setting as the normal one num
- Glow point bank 1 texture num is 794923 for 'cmeasure01.pof'
- Glow point bank texture not found for 'cmeasure01.pof', setting as the normal one num
- Not loading weapon id 108 (Rockeye#Shivan)
- Not loading weapon id 109 (MX-64#Shivan)
- Not loading weapon id 110 (Tempest#Shivan)
- Not loading weapon id 111 (Hornet#Shivan)
- Not loading weapon id 112 (Hornet#Weak#Shivan)
- Not loading weapon id 113 (Tornado#Shivan)
- Not loading weapon id 114 (Harpoon#Shivan)
- Not loading weapon id 115 (Harpoon#Weak#Shivan)
- Not loading weapon id 116 (Trebuchet#Shivan)
- Not loading weapon id 117 (EMP Adv.#Shivan)
- Not loading weapon id 118 (Piranha#Shivan)
- Not loading weapon id 119 (Shivan Disruptor)
- Not loading weapon id 120 (Shivan Area Bomb)
- Not loading weapon id 121 (Shivan Bomb)
- Not loading weapon id 122 (Shivan Bomb#Short)
- Not loading weapon id 123 (Shivan Weak Bomb)
- Not loading weapon id 124 (Shivan Megabomb)
- Loading model 'amissile.pof'
- IBX: Found a good IBX/TSB to read for 'amissile.pof'.
- IBX-DEBUG => POF checksum: 0x20f1c22a, IBX checksum: 0x0d1023af -- "amissile.pof"
- For "amissile.pof" I couldn't find amissile-glow.ani
- For "amissile.pof" I couldn't find amissile-shine.ani
- For "amissile.pof" I couldn't find amissile-normal.ani
- Model amissile.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
- Glow point bank 0 texture num is 424100 for 'amissile.pof'
- Glow point bank texture not found for 'amissile.pof', setting as the normal one num
- Loading model 'abomb.pof'
- IBX: Found a good IBX/TSB to read for 'abomb.pof'.
- IBX-DEBUG => POF checksum: 0xfd55a8f8, IBX checksum: 0x728bd856 -- "abomb.pof"
- For "abomb.pof" I couldn't find abomb-glow.ani
- For "abomb.pof" I couldn't find abomb-shine.ani
- For "abomb.pof" I couldn't find abomb-normal.ani
- Model abomb.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
- Glow point bank 0 texture num is 424100 for 'abomb.pof'
- Glow point bank texture not found for 'abomb.pof', setting as the normal one num
- Not loading weapon id 127 (Vishnan Ultrabomb)
- Not loading weapon id 128 (MX-52)
- Not loading weapon id 129 (Fusion Mortar)
- Not loading weapon id 130 (Vasudan Flux Cannon)
- Not loading weapon id 131 (Shivan Cluster)
- Not loading weapon id 132 (FighterKiller)
- Not loading weapon id 133 (Swarmer)
- Not loading weapon id 134 (FighterKiller#Shivan)
- Not loading weapon id 135 (Swarmer#Shivan)
- Not loading weapon id 136 (MX-52#Shivan)
- Not loading weapon id 137 (Eos)
- Not loading weapon id 138 (Supernova)
- Not loading weapon id 139 (Armageddon)
- Not loading weapon id 140 (Apocalypse#Karuna)
- Loading model 'hornet.pof'
- IBX: Found a good IBX/TSB to read for 'hornet.pof'.
- IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
- For "hornet.pof" I couldn't find hornet-glow.ani
- For "hornet.pof" I couldn't find hornet-shine.ani
- For "hornet.pof" I couldn't find hornet-normal.ani
- Glow point bank 0 texture num is 424100 for 'hornet.pof'
- Glow point bank texture not found for 'hornet.pof', setting as the normal one num
- Not loading weapon id 142 (Cluster Baby Weak)
- Not loading weapon id 144 (S_Cluster Baby)
- Not loading weapon id 145 (S_Cluster Baby Weak)
- Not loading weapon id 146 (S_Cluster Bomb Baby)
- Loading model 'debris01.pof'
- IBX: Found a good IBX/TSB to read for 'debris01.pof'.
- IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
- For "debris01.pof" I couldn't find debris01a-normal.ani
- Loading model 'debris02.pof'
- IBX: Found a good IBX/TSB to read for 'debris02.pof'.
- IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
- For "debris02.pof" I couldn't find debris01a-normal.ani
- Paging in debris texture 'debris01a'
- Paging in debris texture 'debris01b'
- Paging in debris texture 'debris01c'
- Paging in debris texture 'debris01a'
- BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
- Paging in mission messages
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-corey-ingame01.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame01.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-taylor-ingame01.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame02.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-corey-ingame02.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-taylor-ingame02.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame03.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame04.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame05.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-taylor-ingame03.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame06.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-corey-ingame03.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded BP14-corey-ingame05.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame07.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-taylor-ingame04.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame08.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-vishnans-ingame1.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-taylor-ingame05.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-sam-ingame09.ogg
- SOUND ==> converting sound from OGG to PCM
- SOUND ==> Coverted sound from OGG successfully
- Loaded bp14-corey-ingame04.ogg
- Stopping model page in...
- ANI 2_radar1.ani with size 209x170 (33.6% wasted)
- ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
- ANI 2_lock1.ani with size 56x53 (17.2% wasted)
- ANI 2_lead1.ani with size 26x26 (18.8% wasted)
- ANI 2_energy2.ani with size 86x96 (25.0% wasted)
- ANI toggle1.ani with size 57x20 (37.5% wasted)
- ANI weapons1.ani with size 126x20 (37.5% wasted)
- ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
- ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
- ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
- ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
- ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
- ANI 2_reticle1.ani with size 38x24 (25.0% wasted)
- ANI targhit1.ani with size 31x21 (34.4% wasted)
- ANI energy1.ani with size 12x41 (35.9% 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 damage1.ani with size 148x25 (21.9% wasted)
- ANI support1.ani with size 108x24 (25.0% wasted)
- ANI objective1.ani with size 149x21 (34.4% 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 netlag1.ani with size 29x30 (6.3% wasted)
- ANI head1.ani with size 164x132 (48.4% wasted)
- ANI time1.ani with size 47x23 (28.1% wasted)
- ANI shieldAurora.ani with size 112x93 (27.3% wasted)
- ANI genericshield.ani with size 112x93 (27.3% wasted)
- ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
- ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
- User bitmap 'TMP256x256+8'
- User bitmap 'TMP256x256+8'
- User bitmap 'TMP128x128+8'
- Bmpman: 2140/4750 bitmap slots in use.
- Ending level bitmap paging...
- Loading 2_Loading.eff[13] (824x43x24)
- =================== ENDING LOAD ================
- Real count = 314, Estimated count = 425
- ================================================
- Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
- Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
- No briefing music is selected, so play first briefing track: Brief1
- AUDIOSTR => Successfully opened: FS2_Brief_01.ogg
- Loading 2_CommandBrief-mb.pcx (1024x768x8)
- AUDIOSTR => Successfully opened: bp14-sam-log01.ogg
- ANI CB_default.ani with size 440x200 (21.9% wasted)
- Frame 0 too long!!: frametime = 12.123 (12.123)
- Loading 2_CommandBriefb.dds (1024x768x24)
- Loaded textdraw.wav
- OpenAL ERROR: "Invalid enum parameter passed as an argument to an AL call." in z:\src\code\fs2_open\code\sound\ds.cpp, line 1627
- Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_CMD_BRIEF (43)
- Freeing all existing models...
- ... Log closed, Thu May 27 00:52:02 2010
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