========================================================================== 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: 3.6.15 Passed cmdline options: -spec_exp 5 -fov 0.55 -ogl_spec 40 -spec_static 0.75 -spec_point 0.75 -spec_tube 0.9 -ambient_factor 100 -missile_lighting -3dshockwave -soft_particles -post_process -bloom_intensity 42 -fxaa -fxaa_preset 9 -fb_explosions -dualscanlines -orbradar -rearm_timer -targetinfo -3dwarp -ship_choice_3d -weapon_choice_3d -warp_flash -snd_preload -fullscreen_window -output_scripting Building file index... Found root pack 'C:\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99 Found root pack 'C:\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0 Found root pack 'C:\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442 Found root pack 'C:\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c Found root pack 'C:\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e Found root pack 'C:\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a Found root pack 'C:\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1 Found root pack 'C:\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a Found root pack 'C:\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e Found root pack 'C:\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82 Found root pack 'C:\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71 Found root pack 'C:\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d Searching root 'C:\Freespace2\' ... 199 files Searching root pack 'C:\Freespace2\FS2OGGcutscenepack.vp' ... 10 files Searching root pack 'C:\Freespace2\multi-mission-pack.vp' ... 110 files Searching root pack 'C:\Freespace2\multi-voice-pack.vp' ... 307 files Searching root pack 'C:\Freespace2\Root_fs2.vp' ... 157 files Searching root pack 'C:\Freespace2\smarty_fs2.vp' ... 10 files Searching root pack 'C:\Freespace2\sparky_fs2.vp' ... 3027 files Searching root pack 'C:\Freespace2\sparky_hi_fs2.vp' ... 1337 files Searching root pack 'C:\Freespace2\stu_fs2.vp' ... 2355 files Searching root pack 'C:\Freespace2\tango1_fs2.vp' ... 32 files Searching root pack 'C:\Freespace2\tango2_fs2.vp' ... 15 files Searching root pack 'C:\Freespace2\tango3_fs2.vp' ... 10 files Searching root pack 'C:\Freespace2\warble_fs2.vp' ... 52 files Found 13 roots and 7621 files. AutoLang: Language auto-detection successful... Setting language to English 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 Speakers (VIA High Definition Audio) Capture device: Stereo Mix (VIA High Definition ... 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: 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 460/PCIe/SSE2 OpenGL Version : 4.2.0 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: 4.20 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: Outputting scripting metadata... 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... Wokka! Error opening file (interface.tbl)! WMCGUI: Unable to parse 'interface.tbl'! Error code = 5. Windows reported 16 joysticks, we found 0 Current soundtrack set to -1 in event_music_reset_choices TABLES => Unable to find 'colors.tbl'. Initialising colors with default values. Wokka! Error opening file (armor.tbl)! TABLES: Unable to parse 'armor.tbl'! Error code = 5. 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 objective1 with size 149x21 (34.4% wasted) ANI netlag1 with size 29x30 (6.3% wasted) ANI targhit1 with size 31x21 (34.4% wasted) ANI time1 with size 47x23 (28.1% wasted) ANI 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_energy2 with size 86x96 (25.0% wasted) ANI 2_reticle1 with size 40x24 (25.0% wasted) ANI 2_leftarc with size 103x252 (1.6% wasted) ANI 2_rightarc1 with size 103x252 (1.6% wasted) ANI 2_toparc2 with size 35x24 (25.0% wasted) ANI 2_toparc3 with size 41x29 (9.4% wasted) ANI 2_lead1 with size 26x26 (18.8% wasted) ANI 2_lock1 with size 56x53 (17.2% wasted) ANI 2_lockspin with size 100x100 (21.9% wasted) ANI energy1 with size 12x41 (35.9% wasted) ANI 2_radar1 with size 209x170 (33.6% wasted) loading animated cursor "cursor" ANI cursor with size 24x24 (25.0% wasted) TABLES => Starting parse of 'mainhall.tbl. Ships.tbl is : VALID Weapons.tbl is : VALID cfile_init() took 162 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 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 'hammer1.pcx' ANI 2_mainwalk.ani with size 209x477 (6.8% wasted) ANI 2_mainflyby.ani with size 509x189 (26.2% wasted) ANI 2_maincrane.ani with size 192x116 (9.4% wasted) ANI 2_mainexit.ani with size 319x174 (32.0% wasted) ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted) ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted) ANI 2_maintechroom.ani with size 69x119 (7.0% wasted) ANI 2_mainoptions.ani with size 337x206 (19.5% wasted) ANI 2_maincampaign.ani with size 308x190 (25.8% 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 53rd Hammerheads Someone passed an extension to bm_load for file 'hammer.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... Loading warp model -1 SHOCKWAVE => Loading default shockwave animation... SHOCKWAVE => Default animation load: SUCCEEDED!! MISSION LOAD: 'SM1-01.fs2' Hmmm... Extension passed to mission_load... Reassigning player to squadron 53rd Hammerheads Someone passed an extension to bm_load for file 'hammer.pcx' Starting mission message count : 205 Ending mission message count : 246 Current soundtrack set to -1 in event_music_reset_choices Loading model 'fighter2t-05.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 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 'fighter2t-05.pof'. IBX-DEBUG => POF checksum: 0x43698f32, IBX checksum: 0x4ec46927 -- "fighter2t-05.pof" Submodel 'fighter2t-05b' is detail level 1 of 'fighter2t-05a' Submodel 'fighter2t-05c' is detail level 2 of 'fighter2t-05a' Submodel 'fighter2t-05d' is detail level 3 of 'fighter2t-05a' Submodel 'thruster04b' is detail level 1 of 'thruster04a' Submodel 'thruster04c' is detail level 2 of 'thruster04a' Submodel 'thruster02b' is detail level 1 of 'thruster02a' Submodel 'thruster02c' is detail level 2 of 'thruster02a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Submodel 'thruster03b' is detail level 1 of 'thruster03a' Submodel 'thruster03c' is detail level 2 of 'thruster03a' Loading model 'freighter04.pof' IBX: Found a good IBX to read for 'freighter04.pof'. IBX-DEBUG => POF checksum: 0xf7f327c9, IBX checksum: 0xa0920028 -- "freighter04.pof" Submodel 'freighter04b-hull' is detail level 1 of 'freighter04a-hull' Submodel 'freighter04c-hull' is detail level 2 of 'freighter04a-hull' Submodel 'freighter04d-hull' is detail level 3 of 'freighter04a-hull' Loading model 'capital2V-01.pof' Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof IBX: Found a good IBX to read for 'capital2V-01.pof'. IBX-DEBUG => POF checksum: 0x3bf5b85e, IBX checksum: 0xa18d98d6 -- "capital2V-01.pof" Submodel 'capital2v-01b' is detail level 1 of 'capital2v-01a' Submodel 'capital2v-01c' is detail level 2 of 'capital2v-01a' Submodel 'capital2v-01d' is detail level 3 of 'capital2v-01a' Loading model 'fighter2v-01.pof' IBX: Found a good IBX to read for 'fighter2v-01.pof'. IBX-DEBUG => POF checksum: 0x171eca80, IBX checksum: 0xdc2c7be3 -- "fighter2v-01.pof" Submodel 'fightv01d' is detail level 3 of 'fightv01a' Submodel 'fightv01c' is detail level 2 of 'fightv01a' Submodel 'fightv01b' is detail level 1 of 'fightv01a' Submodel 'thruster02c' is detail level 2 of 'thruster02a' Submodel 'thruster02b' is detail level 1 of 'thruster02a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Loading model 'corvette2t-01.pof' IBX: Found a good IBX to read for 'corvette2t-01.pof'. IBX-DEBUG => POF checksum: 0x9473f5b8, IBX checksum: 0x8b1fba7f -- "corvette2t-01.pof" Submodel 'tcorvettec' is detail level 2 of 'tcorvettea' Submodel 'tcorvetteb' is detail level 1 of 'tcorvettea' Submodel 'tcorvetted' is detail level 3 of 'tcorvettea' Loading model 'fighter06.pof' IBX: Found a good IBX to read for 'fighter06.pof'. IBX-DEBUG => POF checksum: 0x6ae05668, IBX checksum: 0x611d5d12 -- "fighter06.pof" Submodel 'fighter06b' is detail level 1 of 'fighter06a' Submodel 'fighter06c' is detail level 2 of 'fighter06a' Submodel 'fighter06d' is detail level 3 of 'fighter06a' Submodel 'thruster02b' is detail level 1 of 'thruster02a' Submodel 'thruster02c' is detail level 2 of 'thruster02a' Submodel 'thruster04b' is detail level 1 of 'thruster04a' Submodel 'thruster04c' is detail level 2 of 'thruster04a' Submodel 'thruster03b' is detail level 1 of 'thruster03a' Submodel 'thruster03c' is detail level 2 of 'thruster03a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Allocating space for at least 5 new ship subsystems ... a total of 200 is now available (5 in-use). OpenGL: Created 512x512 FBO! =================== STARTING LEVEL DATA LOAD ================== ANI 2_Loading.ani with size 824x43 (32.8% wasted) Loading model 'support2t-01.pof' IBX: Found a good IBX to read for 'support2t-01.pof'. IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0x7528be77 -- "support2t-01.pof" Submodel 'bodyb' is detail level 1 of 'bodya' Submodel 'bodyc' is detail level 2 of 'bodya' Submodel 'bodyd' is detail level 3 of 'bodya' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Submodel 'thruster02b' is detail level 1 of 'thruster02a' Submodel 'thruster02c' is detail level 2 of 'thruster02a' Submodel 'thruster03b' is detail level 1 of 'thruster03a' Submodel 'thruster03c' is detail level 2 of 'thruster03a' Loading model 'support2v-01.pof' IBX: Found a good IBX to read for 'support2v-01.pof'. IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x51e516f8 -- "support2v-01.pof" Submodel 'hercb' is detail level 1 of 'herca' Submodel 'hercc' is detail level 2 of 'herca' Submodel 'hercd' is detail level 3 of 'herca' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Allocating space for at least 186 new ship subsystems ... a total of 400 is now available (40 in-use). About to page in ships! ANI shield-f06 with size 112x93 (27.3% wasted) ANI shieldft-05 with size 112x93 (27.3% wasted) ANI shieldfv-01 with size 112x93 (27.3% wasted) Loading model 'hornet.pof' IBX: Found a good IBX to read for 'hornet.pof'. IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x3003360c -- "hornet.pof" Submodel 'realhornet-b' is detail level 1 of 'realhornet-a' Submodel 'realhornet-c' is detail level 2 of 'realhornet-a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Loading model 'rockeye.pof' IBX: Found a good IBX to read for 'rockeye.pof'. IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0xaef8ed0d -- "rockeye.pof" Submodel 'rockeye-b' is detail level 1 of 'rockeye-a' Submodel 'rockeye-c' is detail level 2 of 'rockeye-a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Loading model 'Tempest.pof' IBX: Found a good IBX to read for 'Tempest.pof'. IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0xbd8cc4c7 -- "Tempest.pof" Submodel 'realtempest-b' is detail level 1 of 'realtempest-a' Submodel 'realtempest-c' is detail level 2 of 'realtempest-a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Loading model 'NewHornet.pof' IBX: Found a good IBX to read for 'NewHornet.pof'. IBX-DEBUG => POF checksum: 0x0f07cd0b, IBX checksum: 0x85374d0b -- "NewHornet.pof" Submodel 'realhornet-b' is detail level 1 of 'realhornet-a' Submodel 'realhornet-c' is detail level 2 of 'realhornet-a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Loading model 'bombardier.pof' IBX: Found a good IBX to read for 'bombardier.pof'. IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0x603eded0 -- "bombardier.pof" Submodel 'realhornet-b' is detail level 1 of 'realhornet-a' Submodel 'realhornet-c' is detail level 2 of 'realhornet-a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Loading model 'crossbow.pof' IBX: Found a good IBX to read for 'crossbow.pof'. IBX-DEBUG => POF checksum: 0x32caa81e, IBX checksum: 0xfec4cef3 -- "crossbow.pof" Submodel 'realcrossbow-b' is detail level 1 of 'realcrossbow-a' Submodel 'realcrossbow-c' is detail level 2 of 'realcrossbow-a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Loading model 'piranha.pof' IBX: Found a good IBX to read for 'piranha.pof'. IBX-DEBUG => POF checksum: 0x8075cf85, IBX checksum: 0x94d3279a -- "piranha.pof" Submodel 'piranhareal-b' is detail level 1 of 'piranhareal-a' Submodel 'piranhareal-c' is detail level 2 of 'piranhareal-a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Loading model 'cmeasure01.pof' IBX: Found a good IBX to read for 'cmeasure01.pof'. IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0xe25c8e00 -- "cmeasure01.pof" Loading model 'harbinger.pof' IBX: Found a good IBX to read for 'harbinger.pof'. IBX-DEBUG => POF checksum: 0x7e70c4bf, IBX checksum: 0x04b4b4da -- "harbinger.pof" Submodel 'realharbinger-b' is detail level 1 of 'realharbinger-a' Submodel 'realharbinger-c' is detail level 2 of 'realharbinger-a' Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Loading model 'debris01.pof' IBX: Found a good IBX to read for 'debris01.pof'. IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof" Loading model 'debris02.pof' IBX: Found a good IBX to read for 'debris02.pof'. IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof" Paging in mission messages Stopping model page in... ANI support1.ani with size 108x24 (25.0% wasted) ANI damage1.ani with size 148x25 (21.9% wasted) ANI wingman1.ani with size 71x53 (17.2% wasted) ANI wingman2.ani with size 35x53 (17.2% wasted) ANI wingman3.ani with size 14x53 (17.2% wasted) ANI toggle1.ani with size 57x20 (37.5% wasted) ANI head1.ani with size 164x132 (48.4% wasted) ANI weapons1.ani with size 126x20 (37.5% wasted) ANI objective1.ani with size 149x21 (34.4% wasted) ANI netlag1.ani with size 29x30 (6.3% wasted) ANI targhit1.ani with size 31x21 (34.4% wasted) ANI time1.ani with size 47x23 (28.1% wasted) ANI 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 2_energy2.ani with size 86x96 (25.0% wasted) ANI 2_reticle1.ani with size 40x24 (25.0% wasted) ANI 2_leftarc.ani with size 103x252 (1.6% wasted) ANI 2_rightarc1.ani with size 103x252 (1.6% wasted) ANI 2_toparc2.ani with size 35x24 (25.0% wasted) ANI 2_toparc3.ani with size 41x29 (9.4% wasted) ANI 2_lead1.ani with size 26x26 (18.8% wasted) ANI 2_lock1.ani with size 56x53 (17.2% wasted) ANI 2_lockspin.ani with size 100x100 (21.9% wasted) ANI energy1.ani with size 12x41 (35.9% wasted) ANI 2_radar1.ani with size 209x170 (33.6% wasted) ANI 2_Loading.ani with size 824x43 (32.8% wasted) ANI shield-f06.ani with size 112x93 (27.3% wasted) ANI shieldft-05.ani with size 112x93 (27.3% wasted) ANI shieldfv-01.ani with size 112x93 (27.3% wasted) User bitmap 'TMP512x512+8' User bitmap 'TMP512x512+8' User bitmap 'TMP256x256+8' Bmpman: 1289/4750 bitmap slots in use. Ending level bitmap paging... =================== ENDING LOAD ================ Real count = 393, 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_sm1-01_a.ani with size 440x200 (21.9% wasted) Frame 0 too long!!: frametime = 16.005 (16.005) 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) ANI iconplanet with size 183x182 (28.9% wasted) ANI FadeiconPlanet with size 183x182 (28.9% wasted) ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted) ANI iconv-freightercw with size 123x65 (49.2% wasted) ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted) ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted) ANI icont-fightW with size 51x54 (15.6% wasted) ANI FadeiconT-FighterW with size 51x54 (15.6% wasted) ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted) Frame 0 too long!!: frametime = 0.399 (0.399) ANI iconplanet.ani with size 183x182 (28.9% wasted) Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10) Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Diffuse Mapping Int3(): From c:\code\fs2_open_0\code\model\modelinterp.cpp at line 2165