========================================================================== DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning categories can be shown and no debug_filter.cfg info will be saved. ========================================================================== Opened log '/Users/robertdietrich/Library/FS2_Open/data/fs2_open.log', Fri Jan 29 09:45:16 2010 ... FreeSpace version: 3.6.11.1111 Passed cmdline options: -spec_exp 15 -fov 0.47 -ogl_spec 20 -spec_static 1.5 -spec_point 1.2 -spec_tube 1.5 -ambient_factor 35.00 -env -mipmap -glow -spec -normal -3dshockwave -post_process -bloom_intensity 99 -ship_choice_3d -weapon_choice_3d -mod mediavps -fps Building file index... Found root pack '/Games/Freespace/mediavps/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99 Found root pack '/Games/Freespace/mediavps/MV_Complete.vp' with a checksum of 0x31df7754 Found root pack '/Games/Freespace/mediavps/mv_music.vp' with a checksum of 0xbbd92e16 Found root pack '/Games/Freespace/multi-mission-pack.vp' with a checksum of 0x377695e0 Found root pack '/Games/Freespace/multi-voice-pack.vp' with a checksum of 0xd50e7442 Found root pack '/Games/Freespace/Root_fs2.vp' with a checksum of 0xce10d76c Found root pack '/Games/Freespace/smarty_fs2.vp' with a checksum of 0xddeb3b1e Found root pack '/Games/Freespace/sparky_fs2.vp' with a checksum of 0x164fe65a Found root pack '/Games/Freespace/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1 Found root pack '/Games/Freespace/stu_fs2.vp' with a checksum of 0xd77da83a Found root pack '/Games/Freespace/tango1_fs2.vp' with a checksum of 0x4c25221e Found root pack '/Games/Freespace/tango2_fs2.vp' with a checksum of 0x86920b82 Found root pack '/Games/Freespace/tango3_fs2.vp' with a checksum of 0x705e8d71 Found root pack '/Games/Freespace/tangoA_fs2.vp' with a checksum of 0x2e10c984 Found root pack '/Games/Freespace/tangoB_fs2.vp' with a checksum of 0x0a5f4659 Found root pack '/Games/Freespace/warble_fs2.vp' with a checksum of 0xd85c305d Searching root '/Users/robertdietrich/Library/FS2_Open/mediavps/' ... 142 files Searching root '/Users/robertdietrich/Library/FS2_Open/' ... 76 files Searching root '/Games/Freespace/mediavps/' ... 1 files Searching root pack '/Games/Freespace/mediavps/FS2OGGcutscenepack.vp' ... 10 files Searching root pack '/Games/Freespace/mediavps/MV_Complete.vp' ... 5253 files Searching root pack '/Games/Freespace/mediavps/mv_music.vp' ... 32 files Searching root '/Games/Freespace/' ... 44 files Searching root pack '/Games/Freespace/multi-mission-pack.vp' ... 110 files Searching root pack '/Games/Freespace/multi-voice-pack.vp' ... 307 files Searching root pack '/Games/Freespace/Root_fs2.vp' ... 157 files Searching root pack '/Games/Freespace/smarty_fs2.vp' ... 10 files Searching root pack '/Games/Freespace/sparky_fs2.vp' ... 3027 files Searching root pack '/Games/Freespace/sparky_hi_fs2.vp' ... 1337 files Searching root pack '/Games/Freespace/stu_fs2.vp' ... 2355 files Searching root pack '/Games/Freespace/tango1_fs2.vp' ... 32 files Searching root pack '/Games/Freespace/tango2_fs2.vp' ... 15 files Searching root pack '/Games/Freespace/tango3_fs2.vp' ... 10 files Searching root pack '/Games/Freespace/tangoA_fs2.vp' ... 0 files Searching root pack '/Games/Freespace/tangoB_fs2.vp' ... 0 files Searching root pack '/Games/Freespace/warble_fs2.vp' ... 52 files Found 20 roots and 12970 files. AutoLang: Language auto-detection successful... Setting language to English TBM => Starting parse of 'mv_strings-lcl.tbm' ... Initializing OpenAL... OpenAL Vendor : Apple Computer Inc. OpenAL Renderer : Software OpenAL Version : 1.1 ... OpenAL successfully initialized! Failed to init speech Initializing OpenGL graphics device at 1680x1050 with 32-bit color... Initializing SDL... Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0 Actual SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0 OpenGL Vendor : ATI Technologies Inc. OpenGL Renderer : ATI Radeon HD 2400 XT OpenGL Engine OpenGL Version : 2.0 ATI-1.5.48 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". Initializing Shaders Manager... Loading and compiling main shaders... Compiling main shader -> main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ... Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ... Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ... Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ... Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ... Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ... Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ... Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ... Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ... Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ... Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ... Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ... Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ... Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ... Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ... Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ... Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ... Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ... Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ... Compiling main shader -> main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ... Compiling main shader -> main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ... Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ... Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ... Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ... Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ... Compiling main shader -> main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ... Compiling main shader -> main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ... Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ... Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ... Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ... Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ... Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ... Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ... Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ... Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ... Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ... Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ... Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ... Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ... Shaders Manager initialized. Max texture units: 8 (16) Max elements vertices: 2048 Max elements indices: 150000 Max texture size: 4096x4096 Can use compressed textures: YES Texture compression available: YES Using trilinear texture filter. Using GLSL for model rendering. Shader Version: 1.20 ... 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. 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... render_target: creating new 1680x1050 FBO render_buffer: creating new 1680x1050 render buffer texture_pool: creating new 1680x1050 texture 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' ... ANI 2_radar1 with size 209x170 (33.6% wasted) No joysticks found Current soundtrack set to -1 in event_music_reset_choices TBM => Starting parse of 'mv_music-mus.tbm' ... TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ... Wokka! Error opening file (armor.tbl)! TABLES: Unable to parse 'armor.tbl'! Error code = 5. TBM => Starting parse of 'mv_effects-wxp.tbm' ... TBM => Starting parse of 'mv_adveffects-wxp.tbm' ... BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 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. TBM => Starting parse of 'mv_tech-wep.tbm' ... TBM => Starting parse of 'mv_models-wep.tbm' ... TBM => Starting parse of 'mv_effects-wep.tbm' ... TBM => Starting parse of 'mv_adveffects-wep.tbm' ... TBM => Starting parse of 'mv_trails-shp.tbm' ... TBM => Starting parse of 'mv_tech-shp.tbm' ... TBM => Starting parse of 'mv_models-shp.tbm' ... TBM => Starting parse of 'mv_dragon-shp.tbm' ... TBM => Starting parse of 'mv_adveffects-shp.tbm' ... TBM => Starting parse of 'mv_escort-hdg.tbm' ... TBM => Starting parse of 'mv_effects-str.tbm' ... loading animated cursor "cursor" ANI cursor with size 24x24 (25.0% wasted) Ships.tbl is : VALID Weapons.tbl is : VALID cfile_init() took 333 Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0) ANI cursor.ani with size 24x24 (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 'vasudan1.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) ANI cursor.ani with size 24x24 (25.0% wasted) Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1) Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1) =================== STARTING LEVEL LOAD ================== Reassigning player to squadron 203rd Scorpions Someone passed an extension to bm_load for file 'vasudan1.pcx' ANI 2_Loading with size 824x43 (32.8% wasted) ANI 2_Loading.ani with size 824x43 (32.8% wasted) Starting model page in... Beginning level bitmap paging... BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps. BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 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' ... 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: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof" Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.) 128 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. 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: 'SM3-03.fs2' Hmmm... Extension passed to mission_load... Reassigning player to squadron 203rd Scorpions Someone passed an extension to bm_load for file 'vasudan1.pcx' Starting mission message count : 205 Ending mission message count : 247 Current soundtrack set to -1 in event_music_reset_choices Loading model 'fighter2v-01.pof' IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'. IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xaabe29d1 -- "fighter2v-01.pof" Loading model 'transport03.pof' IBX: Found a good IBX/TSB to read for 'transport03.pof'. IBX-DEBUG => POF checksum: 0xefff5acf, IBX checksum: 0x86b75718 -- "transport03.pof" BMPMAN: Found EFF (transport03-01-glow.eff) with 37 frames at 15 fps. Allocating space for at least 8 new ship subsystems ... a total of 200 is now available (8 in-use). Loading model 'corvette2r-01.pof' IBX: Found a good IBX/TSB to read for 'corvette2r-01.pof'. IBX-DEBUG => POF checksum: 0x7420b86f, IBX checksum: 0x67b3fa28 -- "corvette2r-01.pof" Unknown special object type $path29 while reading model corvette2r-01.pof Loading model 'cruiser03.pof' IBX: Found a good IBX/TSB to read for 'cruiser03.pof'. IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof" BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps. BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps. Loading model 'cruiser2s-01.pof' IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'. IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof" BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps. BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps. Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship cruiser2s-01.pof Loading model 'transport2t-01.pof' IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'. IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x343a6b88 -- "transport2t-01.pof" Loading model 'fighter2s-02.pof' IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'. IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0xb90433ea -- "fighter2s-02.pof" BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps. Loading model 'bomber08.pof' IBX: Found a good IBX/TSB to read for 'bomber08.pof'. IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof" BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps. Loading model 'bomber2s-02.pof' IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'. IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof" BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps. Loading model 'fighter2v-02.pof' IBX: Found a good IBX/TSB to read for 'fighter2v-02.pof'. IBX-DEBUG => POF checksum: 0x45a2f668, IBX checksum: 0x8dc599b9 -- "fighter2v-02.pof" Loading model 'fighter10.pof' IBX: Found a good IBX/TSB to read for 'fighter10.pof'. IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x599a6228 -- "fighter10.pof" BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps. Loading model 'fighter2s-03.pof' IBX: Found a good IBX/TSB to read for 'fighter2s-03.pof'. IBX-DEBUG => POF checksum: 0x26d0ea87, IBX checksum: 0xdf758ddf -- "fighter2s-03.pof" BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps. Loading model 'bomber10.pof' IBX: Found a good IBX/TSB to read for 'bomber10.pof'. IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof" BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps. 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 (6.2% 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 40x24 (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 (6.2% wasted) ANI head1 with size 164x132 (48.4% wasted) ANI time1 with size 47x23 (28.1% wasted) ANI gas with size 128x127 (0.8% wasted) =================== STARTING LEVEL DATA LOAD ================== Loading model 'support2t-01.pof' IBX: Found a good IBX/TSB to read for 'support2t-01.pof'. IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x5764cdc8 -- "support2t-01.pof" Loading model 'support2v-01.pof' IBX: Found a good IBX/TSB to read for 'support2v-01.pof'. IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x55a766a8 -- "support2v-01.pof" Allocating space for at least 202 new ship subsystems ... a total of 400 is now available (129 in-use). About to page in ships! ANI shieldfv-01 with size 112x93 (27.3% wasted) ANI shieldfv-02 with size 112x93 (27.3% wasted) ANI shield-f10 with size 112x93 (27.3% wasted) ANI shieldfs-02 with size 112x93 (27.3% wasted) ANI shieldfs-03 with size 112x93 (27.3% wasted) ANI shield-b08 with size 112x93 (27.3% wasted) ANI shieldbs-02 with size 112x93 (27.3% wasted) ANI shield-b10 with size 112x93 (27.3% wasted) BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps. BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps. BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps. ANI Lamprey_Particle with size 92x86 (32.8% wasted) BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps. BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps. BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps. BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps. BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps. BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 55 fps. 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" Loading model 'rockeye.pof' IBX: Found a good IBX/TSB to read for 'rockeye.pof'. IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x2530b4b5 -- "rockeye.pof" Loading model 'Tempest.pof' IBX: Found a good IBX/TSB to read for 'Tempest.pof'. IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x5ff984e8 -- "Tempest.pof" Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.) Loading model 'NewHornet.pof' IBX: Found a good IBX/TSB to read for 'NewHornet.pof'. IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0x6eca550f -- "NewHornet.pof" Loading model 'bombardier.pof' IBX: Found a good IBX/TSB to read for 'bombardier.pof'. IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x74bd02de -- "bombardier.pof" Loading model 'crossbow.pof' IBX: Found a good IBX/TSB to read for 'crossbow.pof'. IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xd3b666ed -- "crossbow.pof" No subsystems found for model "crossbow.pof". Loading model 'trebuchet.pof' ANI 2_Loading.ani with size 824x43 (32.8% wasted) IBX: Found a good IBX/TSB to read for 'trebuchet.pof'. IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0x09763076 -- "trebuchet.pof" Loading model 'tagb.pof' IBX: Found a good IBX/TSB to read for 'tagb.pof'. IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x300b25e2 -- "tagb.pof" Loading model 'piranha.pof' IBX: Found a good IBX/TSB to read for 'piranha.pof'. IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x4077f33f -- "piranha.pof" Loading model 'stilettoII.pof' IBX: Found a good IBX/TSB to read for 'stilettoII.pof'. IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0x190049bb -- "stilettoII.pof" Loading model 'EMPulse2.pof' IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'. IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0x6ebcc94d -- "EMPulse2.pof" Loading model 'cmeasure01.pof' IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'. IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x7a2b0aa8 -- "cmeasure01.pof" Model cmeasure01.pof has a null moment of inertia! (This is only a problem if the model is a ship.) Loading model 'S_Rockeye.pof' IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'. IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof" Loading model 'S_Hornet.pof' IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'. IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof" Loading model 'S_Harpoon.pof' IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'. IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof" Loading model 'S_Trebuchet.pof' IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'. IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof" Loading model 'ShivanCluster.pof' IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'. IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof" Loading model 'S_Bomb.pof' IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'. IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof" Loading model 'MX-50.pof' IBX: Found a good IBX/TSB to read for 'MX-50.pof'. IBX-DEBUG => POF checksum: 0x80ed0ef6, IBX checksum: 0xb3027715 -- "MX-50.pof" Loading model 'hornet.pof' IBX: Found a good IBX/TSB to read for 'hornet.pof'. IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0x6eca550f -- "hornet.pof" Loading model 'debris01.pof' IBX: Found a good IBX/TSB to read for 'debris01.pof'. IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xd816ca2d -- "debris01.pof" Loading model 'debris02.pof' IBX: Found a good IBX/TSB to read for 'debris02.pof'. IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x6d576a63 -- "debris02.pof" BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps. Paging in mission messages 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_Loading.ani with size 824x43 (32.8% 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 (6.2% 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 40x24 (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 (6.2% wasted) ANI head1.ani with size 164x132 (48.4% wasted) ANI time1.ani with size 47x23 (28.1% wasted) ANI gas.ani with size 128x127 (0.8% wasted) ANI shieldfv-01.ani with size 112x93 (27.3% wasted) ANI shieldfv-02.ani with size 112x93 (27.3% wasted) ANI shield-f10.ani with size 112x93 (27.3% wasted) ANI shieldfs-02.ani with size 112x93 (27.3% wasted) ANI shieldfs-03.ani with size 112x93 (27.3% wasted) ANI shield-b08.ani with size 112x93 (27.3% wasted) ANI shieldbs-02.ani with size 112x93 (27.3% wasted) ANI shield-b10.ani with size 112x93 (27.3% wasted) ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted) User bitmap 'TMP366x206+16' User bitmap 'TMP303x334+16' User bitmap 'TMP143x430+16' User bitmap 'TMP266x414+16' User bitmap 'TMP251x264+16' User bitmap 'TMP159x105+16' User bitmap 'TMP86x364+16' User bitmap 'TMP361x405+16' User bitmap 'TMP565x154+16' User bitmap 'TMP565x154+16' User bitmap 'TMP256x256+8' User bitmap 'TMP256x256+8' User bitmap 'TMP128x128+8' Bmpman: 2046/4750 bitmap slots in use. Ending level bitmap paging... =================== ENDING LOAD ================ Real count = 396, 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) ANI CB_default.ani with size 440x200 (21.9% wasted) Frame 0 too long!!: frametime = 7.536 (7.536) Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43) ANI 2_BriefMap with size 918x400 (21.9% wasted) ANI iconwing01 with size 32x28 (12.5% wasted) Loading model 'fighter07.pof' IBX: Found a good IBX/TSB to read for 'fighter07.pof'. IBX-DEBUG => POF checksum: 0x14e1c998, IBX checksum: 0xcf1c3c0b -- "fighter07.pof" Loading model 'fighter08.pof' IBX: Found a good IBX/TSB to read for 'fighter08.pof'. IBX-DEBUG => POF checksum: 0xac5d8e9d, IBX checksum: 0xbac1ac81 -- "fighter08.pof" Subsystem debris05 in model was not found in ships.tbl! Potential problem found: Unrecognized subsystem type 'ABFlaps', believed to be in ship fighter08.pof Loading model 'fighter09.pof' IBX: Found a good IBX/TSB to read for 'fighter09.pof'. IBX-DEBUG => POF checksum: 0x060cc8ed, IBX checksum: 0x09731c06 -- "fighter09.pof" ANI iconSD4 with size 56x24 (25.0% wasted) ANI iconScalpel with size 56x24 (25.0% wasted) ANI iconflail with size 56x24 (25.0% wasted) ANI iconPromS with size 56x24 (25.0% wasted) ANI iconNewton with size 56x24 (25.0% wasted) ANI iconCirce with size 56x24 (25.0% wasted) ANI iconLich with size 56x24 (25.0% wasted) Loading model 'tempest_tech.pof' IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'. IBX-DEBUG => POF checksum: 0xf780c311, IBX checksum: 0x437c8ef1 -- "tempest_tech.pof" Model tempest_tech.pof has a null moment of inertia! (This is only a problem if the model is a ship.) Loading model 'newhornet_tech.pof' IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'. IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof" Loading model 'crossbow_tech.pof' IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'. IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof" Loading model 'trebuchet_tech.pof' IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'. IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof" Loading model 'piranha_tech.pof' IBX: Found a good IBX/TSB to read for 'piranha_tech.pof'. IBX-DEBUG => POF checksum: 0x4334dee5, IBX checksum: 0xfa7523a6 -- "piranha_tech.pof" Loading model 'stilettoII_tech.pof' IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'. IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof" Loading model 'empulse2_tech.pof' IBX: Found a good IBX/TSB to read for 'empulse2_tech.pof'. IBX-DEBUG => POF checksum: 0x55e483b3, IBX checksum: 0xde0bbd46 -- "empulse2_tech.pof" ANI iconT-vette with size 80x31 (3.1% wasted) ANI fadeiconT-vette with size 80x31 (3.1% wasted) ANI fadeiconT-vette.ani with size 80x31 (3.1% wasted) ANI iconS-transport with size 40x22 (31.2% wasted) ANI fadeIconS-transport with size 40x22 (31.2% wasted) ANI fadeIconS-transport.ani with size 40x22 (31.2% wasted) ANI icons-cruiser with size 70x28 (12.5% wasted) ANI Fadeicons-cruiser with size 70x28 (12.5% wasted) ANI Fadeicons-cruiser.ani with size 70x28 (12.5% wasted) Frame 0 too long!!: frametime = 0.513 (0.513) ANI iconT-vette.ani with size 80x31 (3.1% wasted) ANI iconS-transport.ani with size 40x22 (31.2% wasted) Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10) Entering game at time = 18.760 Regenerating local nebula! render_target: creating new 840x840 FBO render_buffer: creating new 840x840 render buffer texture_pool: creating new 840x840 texture Compiling special shader -> post-v.sdr / brightpass-f.sdr ... render_target: creating new 420x420 FBO render_buffer: creating new 420x420 render buffer texture_pool: creating new 420x420 texture texture_pool: creating new 420x420 texture Compiling special shader -> post-v.sdr / blur-f.sdr ... Fragment shader failed to compile: ERROR: 0:15: 'array of int' : constructor not supported for type ERROR: 0:29: 'array of int' : no matching overloaded function found ERROR: 0:15: 'PixelKernel' : redefinition ERROR: 0:31: 'array of float' : constructor not supported for type ERROR: 0:45: 'array of float' : no matching overloaded function found ERROR: 0:31: 'BlurWeights' : redefinition ERROR! Unable to create fragment shader! Post-processing disabled. ANI Head-VP2b.ani with size 160x120 (6.2% wasted) Got event GS_EVENT_PLAYER_WARPOUT_START (41) in state GS_STATE_GAME_PLAY (2) ANI Head-CM2a.ani with size 160x120 (6.2% wasted) Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 (44) in state GS_STATE_GAME_PLAY (2) Hit target speed. Starting warp effect and moving to stage 2! Regenerating local nebula! ANI Head-VP1b.ani with size 160x120 (6.2% wasted) Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 (45) in state GS_STATE_GAME_PLAY (2) Hit warp effect. Moving to stage 3! Got event GS_EVENT_PLAYER_WARPOUT_DONE (46) in state GS_STATE_GAME_PLAY (2) Player warped out. Going to debriefing! Got event GS_EVENT_DEBRIEF (33) in state GS_STATE_GAME_PLAY (2) Unloading in mission messages Storing stats now Got event GS_EVENT_END_GAME (4) in state GS_STATE_DEBRIEF (27) Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1) STUB: dscap_close in /Users/cliffgordon/fs2open_0/projects/Xcode/../../code/sound/ds.cpp at line 3864, thread 555 Freeing all existing models... ... Log closed, Fri Jan 29 09:45:55 2010