View Issue Details

IDProjectCategoryView StatusLast Update
0002417FSSCPHUDpublic2012-08-18 06:33
ReporterKolgena Assigned ToValathil  
PriorityhighSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Product VersionAntipodes 8 
Target Version3.6.14 
Summary0002417: Head.ani stuttering
DescriptionI think this bug is as old as the go-faster code (and IIRC is caused by it) but as of now, still isn't fixed.

In-game, whenever any head.ani plays, the game stutters a lot. It feels like the game's capping the framerates to the speed of the head.ani frames or something. The stuttering abruptly starts and stops with the head.ani.

Turning off the head.ani's via options menu or HUD_gauges.tbl editing removes the stuttering.

This is using Antipodes 8 r6946.
TagsNo tags attached.

Relationships

related to 0002697 resolvedValathil Head ANIs play way too fast or are truncated 

Activities

Zacam

2011-05-10 23:07

administrator   ~0012675

Note: While this is posted as produced in Antipodes 8, this issue also affects Trunk builds. Issue sporadically has been reported as happening even earlier than "go_faster".

-Might- be related to any ANI stream changes that happened when .PNG support was added, or might at least be a good place to start looking, which I will do.

Kolgena

2011-05-19 14:30

reporter   ~0012680

Something important to note to anyone wishing to reproduce the bug:

Turning vsync off seems to cause it. When I turn Vsync back on, the stuttering is either gone or substantially reduced.

Kolgena

2011-05-19 14:39

reporter   ~0012681

Nevermind. The stuttering is definitely still there, but it feels "smoother". Instead of sharp stops in framerate, it feels almost as if the fluidity follows a sin wave.

If that didn't make any sense, the tl;dr is that turning on Vsync reduces the problem, but does not fix it.

niffiwan

2011-09-28 10:57

developer   ~0012866

Does this problem still occur in the latest builds? I've just tried to reproduce the bug using Antipodes 8 r7781 and SM1-01.fs2 (Surrender, Belisarius!) with vsync disabled and it seems to be "normal smoothness" when head.ani's are playing.

Kolgena

2011-10-22 20:40

reporter   ~0012896

Still happens in nightly 7904. fps need to drop under 25-30 though to notice it now. However, the choppiness is regular when head.ani's play, while gameplay is smooth at 25-30 fps otherwise.

niffiwan

2011-11-08 03:51

developer   ~0012938

Last edited: 2011-11-08 09:27

I'm having a lot of problems reproducing this :-)

trunk r7959 with shadows alpha 3
CPU underclocked
Vsync off
BP2: Post Meridian
FPS range from approx 21-28, 12-18 with debug build.

I fly behind the 2x Karuna's, stop, go to external view and adjust it so I can see all the capships. Then I roll and look for stuttering when head anis play - and to be honest I just can't see it.

If I underclock my CPU anymore I get stuttering all the time - I actually get constant slight stuttering when using the debug build.

Any suggestions? How are you reproducing the bug?

Kolgena

2011-11-08 05:17

reporter   ~0012939

I'm not too sure why that may be the case. I do know, however, that my game's FPS is limited by the GPU, not the CPU, so if you could somehow make your GPU the bottleneck, you may see the problem? It's more likely that the stuttering is pretty unique to my hardware setup. ATI and such :P

Core2Duo P8600 @ 2.4Ghz *2
mobility 3650 HD @ 590/790
Stuttering in any SSE2 nightly build since a long long time ago.
For what it's worth, I seem to recall the stuttering getting slightly better once I upgraded my OS to Win7 from Vista. Didn't want to reinstall Vista just to check though.

niffiwan

2011-11-08 09:56

developer   ~0012940

Ahh - my PC is about as different as it can get.

AMD Phenom(tm) II X2 550 Processor
GeForce GTS 450
Ubuntu 10.04

I've had a look around and I don't think I can underclock my GPU, the linux nvidia drivers don't seem to allow it, so I don't much hope that I can troubleshoot & fix this issue at the moment.

CommanderDJ

2011-11-08 11:34

developer   ~0012941

I see this issue constantly. Interesting to note that it's only during moving head-ANIs. Take the new JAD for example, all the head-ANIs are one frame and the stuttering doesn't happen for me. But during any mission that uses retail or other moving head-ANIs, the stuttering happens consistently. My specs:

Core 2 Duo E8400 OCed to 3.6GHz (though I doubt it makes any difference)
GeForce 9600GT
Windows 7.

niffiwan

2012-01-14 04:41

developer   ~0013034

I've tried reproducing the issue with my new laptop.

AMD E-300 APU
AMD HD 6300
Xubuntu 11.10
FPS around 25-30 in places
Surrender, Belisarius!

The smoothness doesn't change when the head ANIs play :(

Could someone experiencing this issue post their launcher settings?

The_E

2012-01-14 10:58

administrator   ~0013037

I believe this issue is caused more by the rest of the HUD rendering being rather slow. I did note that, with m|m's patch that allows the use of ttf fonts via ttfgl, the stuttering was notably reduced.

Valathil

2012-01-28 22:47

developer   ~0013185

People are talking about smooth 30 fps with vsync off i don't know if that's funny or really really sad.

rodo

2012-01-29 03:30

reporter   ~0013186

Sorry to butt in but I have experienced this for a long time myself as well and maybe I can help in some way.

I previously had this hardware:

965 BE
GTX 260
Windows 7 64

Now I have the same but with a GTX 570.

The stuttering is the same with the two configs.
Even on the simplest of missions, whenever a head ani plays the fps will drop notably, and as Kolgena said turning vsync off smoothers the problem a bit.

The stuttering will be easier to detect if you try to turn your ship while the head ani is playing.

This are my launcher specs:

C:\Games\FreeSpace2\fs2_open_3_6_14_RC4.exe -mod mediavps_3612 -spec -glow -env -mipmap -nomotiondebris -noscalevid -missile_lighting -normal -3dshockwave -post_process -soft_particles -fxaa -dualscanlines -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -fb_explosions

niffiwan

2012-01-29 03:59

developer   ~0013187

Thanks for the launcher settings rodo - unfortunately I still can't reproduce this. I flew in circles during the start of "The Place of Chariots" and FPS didn't drop below 60 with vsync on. Exactly the same launcher settings as you had. Maybe the issue doesn't affect Linux?

Valathil

2012-01-29 04:47

developer   ~0013189

Please try this build http://www.mediafire.com/?ch4z45z4l6puc2c. This will with a chance of: 30% make it worse, 20% fix it, 50% do jack shit.

rodo

2012-01-29 15:27

reporter   ~0013192

Last edited: 2012-01-29 15:35

Tested the new exe.
It's difficult to notice any difference with the RC4 build, so I would say it's doing nothing right now.

EDIT:
I made a few more tests, run the game with no mod (retail stuff) and a new pilot with both builds RC4 and the new one, no differences so I guess it's not mod related.

Valathil

2012-01-29 15:32

developer   ~0013193

not unexpected, can someone else confirm then i can safely say that was FAIL

niffiwan

2012-02-02 21:09

developer   ~0013232

AlienTermite reported on the forum that the build didn't resolve the issue either :-(

http://www.hard-light.net/forums/index.php?topic=79816.msg1580884#msg1580884

Zacam

2012-02-14 08:58

administrator   ~0013324

It has been postulated (twice now, once in IRC once in the support thread) that the issue isn't that the FPS changes. That stays constant. But the feedback on rendering actions suffers.

This could be tied to whatever ani counter is in play to keep the frames in sync 'spilling over' into the regular rendering process.

Modified issue to raise its severity level since it is targeted for 3.6.14.

iss_mneur

2012-03-19 00:24

developer   ~0013419

Looks like Renegade may be experiencing this bug and his experience may be useful trying to locate this bug as his studdering problems center around the ani's playing but go away when the FPS counter is on.

http://www.hard-light.net/forums/index.php?topic=80021.msg1592887#msg1592887

rodo

2012-03-20 02:53

reporter   ~0013420

Confirmed, the stuttering problem goes away when the FPS counter is on, at least for me it does.

niffiwan

2012-03-20 10:54

developer   ~0013421

Last edited: 2012-03-20 11:00

Hooray, I can reproduce the bug now! For me, the following conditions must be true for the bug to show up:

1) running release, not debug (debug seems to force on -fps & -show_mem_usage)
2) -fps must not be set
3) -pos must not be set
4) must not be running in a window
5) must be running at 1680 x 1050 resolution (native monitor resolution, other resolutions tried include 1440x900 & 1600x1024, both non-native)

If I ran at 1680x1050 in a window while meeting the rest of the conditions, the stuttering didn't occur. I also tried 16 bit vs 32 bit and it didn't make a difference. Ditto for anisotropic & anti-aliasing options.

I'll see if I can find out anything else - although the fact that it's not happening with debug is a PITA, I'll try forcing those options off in the code to see if it's just the rendering of the text, or if debug itself has something to do with it.

EDIT: if you change the code to force off -fps & -show_mem_usage then debug exhibits the issue as well

niffiwan

2012-04-05 13:11

developer   ~0013458

Last edited: 2012-04-06 23:46

I believe I've found the commit that introduces this issue:

r6833: Antipodes 7 Merge: HUD Overhaul, by Swifty.

Of course it's a massive commit :(

I'll try to get binaries of r6830 & r6833 posted so others can check/confirm this.

EDIT: added links to binaries:
http://www.mediafire.com/download.php?f3r8er50pigslsi
http://www.mediafire.com/download.php?3b8b6kmea432th3

Could someone please confirm that the issue does not exist in 6830, and that it does exist in 6833?

Alan Bolte

2012-04-23 06:09

reporter   ~0013478

Last edited: 2012-04-23 06:13

Tried my best to reproduce this in both r6833 and RC5, but was unable to see a relationship between HUD animation and gameplay choppiness.

Running as prescribed above @ fullscreen 1920x1080 on a ATI HD4650. I have to run vsync off or else the random stutters are unbearable. With vsync off my FPS sits at 120.

niffiwan

2012-04-30 09:37

developer   ~0013491

Alan - a few questions :-)

1) Do you see choppiness with r6830?
2) Is it correct that you get choppiness with the FPS counter active and vsync off?
3) Can you get consistently smooth gameplay with any settings?

Thanks

Alan Bolte

2012-05-01 04:39

reporter   ~0013493

Looks like Mantis ate my reply. I'll try to remember it again.

1) I see no difference in video performance between r6830, r6833, RC5, and 3.6.12
2) With Vsync off (regardless of fps counter) I get the same mediaVPs- or collision-related slow (dropped?) frames that I get in 3.6.12(counter drops to 30, stars elongate for a moment like I'm turning twice as fast).
3) Without the mediaVPs that sort of momentary pause in the action only ever happens during a collision or near-miss, so that's pretty darn smooth. If I turn vsync on, however, it suddenly becomes worse than running media vps on vsync off.

Kolgena

2012-05-04 07:30

reporter   ~0013516

I'm using 3.6.13 r8688 now (the build Droid posted for his DE mod, since I doubt that version number means much to anyone else), and I no longer get head.ani stuttering as far as I can tell.

Go figure. Sorry for the vague feedback, but I didn't do additional testing beyond that.

niffiwan

2012-05-16 11:03

developer   ~0013560

I've done some more testing and the problem has gone away for me as well. However, this may be due to my upgrade from Ubuntu 10.04 to 12.04, as I now can't reproduce the issue on any revision... r6830, r6833 or r8786.

rodo

2012-05-17 02:14

reporter   ~0013561

I just tested the two builds you posted niff, I can confirm without a doubt that the effect is present in both builds.

However, there's something worthy to be noted:

On r6830 the effect is very subtle, almost impossible to detect.
(can be seen when the HeadAni plays, if you focus on a planet bitmap or something and while turning around you'll see the framerate drop just a little bit, only to return to normal when the HeadAni dissapears. Again this is very subtle).

On r6833 the effect is MASSIVE, on the verge of making the game unplayable for me.

I'm still on the same system I reported a while ago.

965 BE
GTX 570.
Windows 7 64

1680x1050
32bit depth
Trilinear
Ani filter : off
Alias: 4x

command flags:
-ambient_factor 15 -ogl_spec 10 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5

niffiwan

2012-05-17 08:13

developer   ~0013563

Last edited: 2012-05-17 08:14

very interesting - and ultimately very confusing :-)

rodo - what driver version are you using? That's something else that changed with my upgrade, drivers went from 295.40 to 295.49 (which admittedly is fairly minor)

(edit for typo)

rodo

2012-05-18 04:23

reporter   ~0013564

Actual driver is 296.10, I don't really remember my previous drivers, but I definitely changed them two times between posts here.

Valathil

2012-06-11 15:35

developer  

hud.ani.test.zip (1,047 bytes)

Valathil

2012-06-11 15:36

developer   ~0013661

I've uploaded 3 tests to narrow down the problem. If someone with the problem would try those three cases and tell me what cases show the bug and what don't I would be grateful since i cant reproduce myself.

rodo

2012-06-12 02:34

reporter   ~0013663

If you could you provide me with the exe's I'd make the tests, unfortunately I cannot compile FS2 right now.

CommanderDJ

2012-06-12 03:03

developer   ~0013664

I've created builds with the three test patches (debug, non SSE).
Link is below:
http://www.mediafire.com/?mkkdn22e8b4585v

rodo

2012-06-13 04:23

reporter   ~0013667

Debug builds have the fps indicator on by default, this makes it really difficult to detect if the stuttering is there or not because the effect is somewhat smoothen.

I tested the 3 test builds anyway and noted this:

build 1: no changes, stuttering is there, smoothen because of the fps but still there.
build 2: no stuttering that I could perceive, black static box instead of head ani (I presume this is intentional).
build 3: no stuttering as well, no head ani displayed (I presume the same as before hehe).

SDM

2012-06-23 02:21

reporter   ~0013705

My head.ani gets choppy only with a debug build, so it's the opposite of what was reported.

iss_mneur

2012-06-23 03:04

developer   ~0013707

With which build? Where did you get it?

niffiwan

2012-07-10 10:18

developer   ~0013846

I've created some release builds with Valathils three test patches:
http://www.mediafire.com/?z6n5h1p1jny4xf6

Testing would be much appreciated :)

rodo

2012-07-11 03:17

reporter   ~0013847

Tested those.

build 1: no changes, stuttering is still there.
build 2: no stuttering.
build 3: no stuttering.

Valathil

2012-07-11 16:56

developer  

Valathil

2012-07-11 16:56

developer   ~0013849

ok i uploaded two more test please someone build them and try it out.

niffiwan

2012-07-12 10:04

developer   ~0013853

More builds (Release Inferno) :-)
http://www.mediafire.com/download.php?hpks5f1nkmhql5d

Also, I can reproduce again, perhaps another driver upgrade affected it? (now on 302.17).

Test4: no stuttering (black box where the head ani should be)
Test5: stuttering (seemingly normal head ani)

Lastly, I tried putting all my retail .vp files on a ramdisk - still stutters (it was a longshot anyway).

ZeroDivision

2012-07-18 19:00

reporter   ~0013871

No stuttering for me with RC6. Same thing with Test4 and Test5.

Windows 7 x64
AMD Phenom II X4 965
AMD Radeon HD 5770 with Catalyst 12.4

Command line:

-mod mediavps_3612 -spec -glow -env -normal -3dshockwave -post_process
-soft_particles -fxaa -no_vsync -cache_bitmaps -snd_preload -fps -ambient_factor 75 -spec_exp 11 -spec_point 0.6
-spec_static 0.8 -spec_tube 0.4 -ogl_spec 60

niffiwan

2012-07-18 21:10

developer   ~0013872

Could you try to reproduce the bug again on RC6 with both these flags removed?

-no_vsync
-fps

If the bug then appears, could you retry test4 & test5?
Thanks

ZeroDivision

2012-07-18 21:37

reporter   ~0013873

Tried without -no_vsync and -fps. Still no stuttering, just a smooth 120 fps at 1920*1080 :)

Surrender! Belisarius is the mission I use to test.

Not using debug build.

niffiwan

2012-07-19 10:08

developer  

mantis2417-anim-timings.patch (1,643 bytes)   
diff --git a/fs2_open/code/anim/animplay.cpp b/fs2_open/code/anim/animplay.cpp
index 3203df2..29cde71 100644
--- a/fs2_open/code/anim/animplay.cpp
+++ b/fs2_open/code/anim/animplay.cpp
@@ -254,7 +254,8 @@ anim_instance *anim_play(anim_play_struct *aps)
 int anim_show_next_frame(anim_instance *instance, float frametime)
 {
 	int	bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
-	float percent_through, decompress_time, render_time, time;
+	float percent_through, time;
+	float decompress_time __attribute__((__unused__)), render_time __attribute__((__unused__)); // used in macros
 	vertex	image_vertex;
 	int aabitmap = 0;
 	int bpp = 16;
@@ -463,6 +464,7 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
 	}
 		
 	decompress_time = f2fl(t2-t1);
+	nprintf(("anim","Anim frame decompressed in %f\n",decompress_time));
 
 	t1 = timer_get_fixed_seconds();
 	if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
@@ -511,6 +513,7 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
 
 	t2 = timer_get_fixed_seconds();
 	render_time = f2fl(t2-t1);
+	nprintf(("anim","Anim frame rendered in %f\n",render_time));
 
 	return 0;
 }
diff --git a/fs2_open/code/freespace2/freespace.cpp b/fs2_open/code/freespace2/freespace.cpp
index ed62c33..d8c6b7e 100644
--- a/fs2_open/code/freespace2/freespace.cpp
+++ b/fs2_open/code/freespace2/freespace.cpp
@@ -245,8 +245,8 @@ float flFrametime;
 fix FrametimeOverall = 0;
 
 #ifndef NDEBUG
-	int	Show_framerate = 1;
-	int	Show_mem = 1;
+	int	Show_framerate = 0;
+	int	Show_mem = 0;
 #else 
 	int	Show_framerate = 0;
 	int	Show_mem = 0;
mantis2417-anim-timings.patch (1,643 bytes)   

niffiwan

2012-07-19 10:10

developer  

fs2_open-with-no-stutter.log (49,387 bytes)   
Opened log '/home/me/.fs2_open/data/fs2_open.log', Thu Jul 19 19:08:04 2012 ...
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
  -spec_exp 11
  -fov 0.5
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 40
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_3612
  -window
  -nograb
Building file index...
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/home/me/games/freespace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/home/me/games/freespace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/home/me/games/freespace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/home/me/games/freespace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/home/me/games/freespace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/home/me/games/freespace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/home/me/games/freespace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/home/me/games/freespace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/home/me/games/freespace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/home/me/.fs2_open/mediavps_3612/' ... 151 files
Searching root '/home/me/.fs2_open/' ... 67 files
Searching root '/home/me/games/freespace2/mediavps_3612/' ... 8 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Assets.3612.vp' ... 315 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Assets.vp' ... 1527 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Effects.3612.vp' ... 10 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Effects.vp' ... 1876 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Root.3612.vp' ... 13 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Root.vp' ... 94 files
Searching root '/home/me/games/freespace2/' ... 13 files
Searching root pack '/home/me/games/freespace2/root_fs2.vp' ... 157 files
Searching root pack '/home/me/games/freespace2/smarty_fs2.vp' ... 10 files
Searching root pack '/home/me/games/freespace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/home/me/games/freespace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/home/me/games/freespace2/stu_fs2.vp' ... 2355 files
Searching root pack '/home/me/games/freespace2/tango1_fs2.vp' ... 32 files
Searching root pack '/home/me/games/freespace2/tango2_fs2.vp' ... 15 files
Searching root pack '/home/me/games/freespace2/tango3_fs2.vp' ... 10 files
Searching root pack '/home/me/games/freespace2/warble_fs2.vp' ... 52 files
Found 23 roots and 14049 files.
os_config_read_string(): section = "Default", name = "Language", default value: "NULL"
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.13

os_config_read_string(): section = "Sound", name = "PlaybackDevice", default value: "NULL"
os_config_read_string(): section = "Sound", name = "CaptureDevice", default value: "NULL"
  Available Playback Devices:
    SB Audigy Analogue Stereo via PulseAudio  *preferred*
    PulseAudio Default  *default*
    Built-in Audio Analogue Stereo via PulseAudio
    ALSA Default
    HDA ATI SB [ALC892 Analog] (hw:0,0) via ALSA
    HDA ATI SB [ALC892 Digital] (hw:0,1) via ALSA
    SB Audigy 1 [SB0090] [ADC Capture/Standard PCM Playback] (hw:1,0) via ALSA
    SB Audigy 1 [SB0090] [Multichannel Capture/PT Playback] (hw:1,2) via ALSA
    SB Audigy 1 [SB0090] [Multichannel Playback] (hw:1,3) via ALSA
    HDA NVidia [HDMI 0] (hw:2,3) via ALSA
    HDA NVidia [HDMI 0] (hw:2,7) via ALSA
    HDA NVidia [HDMI 0] (hw:2,8) via ALSA
    HDA NVidia [HDMI 0] (hw:2,9) via ALSA

  Available Capture Devices:
    PulseAudio Default  *default*
    Monitor of Built-in Audio Analogue Stereo via PulseAudio
    Built-in Audio Analogue Stereo via PulseAudio
    Monitor of SB Audigy Analogue Stereo via PulseAudio
    SB Audigy Analogue Mono via PulseAudio
    ALSA Default
    HDA ATI SB [ALC892 Analog] (hw:0,0) via ALSA
    HDA ATI SB [ALC892 Digital] (hw:0,1) via ALSA
    HDA ATI SB [ALC892 Analog] (hw:0,2) via ALSA
    SB Audigy 1 [SB0090] [ADC Capture/Standard PCM Playback] (hw:1,0) via ALSA
    SB Audigy 1 [SB0090] [Mic Capture] (hw:1,1) via ALSA
    SB Audigy 1 [SB0090] [Multichannel Capture/PT Playback] (hw:1,2) via ALSA

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: SB Audigy Analogue Stereo via PulseAudio
  Capture device: PulseAudio Default
... OpenAL successfully initialized!
Failed to init speech
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 4
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 4
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTS 450/PCIe/SSE2
  OpenGL Version   : 4.2.0 NVIDIA 302.17

  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 "glXSwapIntervalSGI".

os_config_read_string(): section = "Default", name = "OGL_AnisotropicFilter", default value: "1.0"
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 ... 
  Compiling post-processing shader 2 ... 
  Compiling post-processing shader 3 ... 
  Compiling post-processing shader 4 ... 
  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: fxaapre-f.sdr
  Compiling post-processing shader 7 ... 
   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 = 816 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
os_config_read_string(): section = "Default", name = "GammaD3D", default value: "1.0"
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
os_config_read_string(): section = "PXO", name = "Login", default value: "NULL"
os_config_read_string(): section = "PXO", name = "Password", default value: "NULL"
os_config_read_string(): section = "PXO", name = "SquadName", default value: "NULL"
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' ...
os_config_read_string(): section = "Default", name = "ConnectionSpeed", default value: "Fast"

Joystick INITTED!

Using 'Logitech Logitech Extreme 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 12
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.2% 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 time1 with size 47x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TABLES => Starting parse of 'mainhall.tbl.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 248
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)
os_config_read_string(): section = "Default", name = "LastPlayer", default value: "NULL"
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 'hammer1.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 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
Shader features:
   Lighting
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 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'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
SHOCKWAVE =>  Loading default shockwave animation... 
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: Unknown
Using alternate ship type name: NTFr Triton
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Starting mission message count : 205
Ending mission message count : 241
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x207ec69a -- "fighter2t-05.pof"
Loading model 'cargo02.pof'
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x5ab783e1 -- "cargo02.pof"
Submodel 'transport02c-cargo' is detail level 2 of 'transport02a-cargo'
Submodel 'transport02b-cargo' is detail level 1 of 'transport02a-cargo'
Submodel 'transport02d-cargo' is detail level 3 of 'transport02a-cargo'
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xe68e53b4, IBX checksum: 0xaec28800 -- "cargo03.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xde76166c, IBX checksum: 0xe7ed0e7a -- "Platform2T-01.pof"
Submodel 'gunplat2tb' is detail level 1 of 'gunplat2ta'
Submodel 'gunplat2tc' is detail level 2 of 'gunplat2ta'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
Submodel 'turret02b-destroyed' is detail level 1 of 'turret02a-destroyed'
Loading model 'Base2r-01.pof'
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Potential problem found: Unrecognized subsystem type 'asteroid02a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'bunker01a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'bunker02a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'comtowera', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbaya', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'asteroid01a', believed to be in ship Base2r-01.pof
Unknown special object type $path29 while reading model Base2r-01.pof
Found live debris model for 'asteroid02a'
Found live debris model for 'asteroid02a'
Found live debris model for 'bunker01a'
Found live debris model for 'bunker02a'
Found live debris model for 'bunker02a'
Found live debris model for 'comtowera'
Found live debris model for 'comtowera'
Found live debris model for 'engine01a'
Found live debris model for 'engine01a'
Found live debris model for 'engine02a'
Found live debris model for 'engine02a'
Found live debris model for 'fighterbaya'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
IBX: Found a good IBX to read for 'Base2r-01.pof'.
IBX-DEBUG => POF checksum: 0x7c9a904e, IBX checksum: 0xe8b210b4 -- "Base2r-01.pof"
Submodel 'rcorvetteb' is detail level 1 of 'rcorvettea'
Submodel 'rcorvettec' is detail level 2 of 'rcorvettea'
Submodel 'rcorvetted' is detail level 3 of 'rcorvettea'
Submodel 'asteroid02b' is detail level 1 of 'asteroid02a'
Submodel 'asteroid02c' is detail level 2 of 'asteroid02a'
Submodel 'asteroid02d' is detail level 3 of 'asteroid02a'
Submodel 'bunker01b' is detail level 1 of 'bunker01a'
Submodel 'bunker01c' is detail level 2 of 'bunker01a'
Submodel 'bunker01d' is detail level 3 of 'bunker01a'
Submodel 'bunker02b' is detail level 1 of 'bunker02a'
Submodel 'bunker02c' is detail level 2 of 'bunker02a'
Submodel 'bunker02d' is detail level 3 of 'bunker02a'
Submodel 'comtowerb' is detail level 1 of 'comtowera'
Submodel 'comtowerc' is detail level 2 of 'comtowera'
Submodel 'comtowerd' is detail level 3 of 'comtowera'
Submodel 'engine01b' is detail level 1 of 'engine01a'
Submodel 'engine01c' is detail level 2 of 'engine01a'
Submodel 'engine01d' is detail level 3 of 'engine01a'
Submodel 'engine02b' is detail level 1 of 'engine02a'
Submodel 'engine02c' is detail level 2 of 'engine02a'
Submodel 'engine02d' is detail level 3 of 'engine02a'
Submodel 'fighterbayb' is detail level 1 of 'fighterbaya'
Submodel 'fighterbayc' is detail level 2 of 'fighterbaya'
Submodel 'fighterbayd' is detail level 3 of 'fighterbaya'
Submodel 'turret21b' is detail level 1 of 'turret21a'
Submodel 'turretarm21b' is detail level 1 of 'turretarm21a'
Submodel 'turret22b' is detail level 1 of 'turret22a'
Submodel 'turretarm22b' is detail level 1 of 'turretarm22a'
Submodel 'turret23b' is detail level 1 of 'turret23a'
Submodel 'turret24b' is detail level 1 of 'turret24a'
Submodel 'turret25b' is detail level 1 of 'turret25a'
Submodel 'turret26b' is detail level 1 of 'turret26a'
Submodel 'turret27b' is detail level 1 of 'turret27a'
Submodel 'asteroid01b' is detail level 1 of 'asteroid01a'
Submodel 'asteroid01c' is detail level 2 of 'asteroid01a'
Submodel 'asteroid01d' is detail level 3 of 'asteroid01a'
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6b7f2453, IBX checksum: 0x6f75af70 -- "freighter2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0xc3137a87, IBX checksum: 0xc1cacb13 -- "freighter02.pof"
Submodel 'freighter02b-hull' is detail level 1 of 'freighter02a-hull'
Submodel 'freighter02c-hull' is detail level 2 of 'freighter02a-hull'
Submodel 'freighter02d-hull' is detail level 3 of 'freighter02a-hull'
Loading model 'fighter13.pof'
IBX: Found a good IBX to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x1ded4cfa, IBX checksum: 0x49a4ec4c -- "fighter13.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x4fac00b7, IBX checksum: 0x76d1642b -- "bomber04.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
OpenGL: Created 512x512 FBO!
Loading model 'Starfield.pof'
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "Starfield.pof"
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'astb03.pof'
IBX: Found a good IBX to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x5f11b621, IBX checksum: 0x40d97091 -- "astb03.pof"
Loading model 'astb02.pof'
IBX: Found a good IBX to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xedb70527, IBX checksum: 0x9dc5e313 -- "astb02.pof"
Loading model 'astb01.pof'
IBX: Found a good IBX to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0x456e2605, IBX checksum: 0x49006be3 -- "astb01.pof"
=================== 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: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "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'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x16765db6 -- "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'
Allocating space for at least 130 new ship subsystems ...  a total of 400 is now available (73 in-use).
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shield-b04 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 (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x5a0fae49 -- "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: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x19816d20 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0x21dd34b9 -- "stilettoII.pof"
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x77d1d113 -- "belial.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'MX-50.pof'
DDS ERROR: Couldn't open 'wep-mx50-shine.dds' -- DDS was in an unsupported/unknown format
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x25d2520e, IBX checksum: 0xc624dc0f -- "MX-50.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x74aa90ad, IBX checksum: 0xfdd1d169 -- "Interceptor.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
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"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
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 weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (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 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% 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 netlag1.ani with size 29x30 (6.2% 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 time1.ani with size 47x23 (28.1% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shield-b04.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 1850/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 523,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
FRM: 1
FE: 1

Class: gtf hercules
FRM: 1
FE: 1

Class: gtf hercules mark ii
FRM: 1
FE: 1

Class: gtf ares
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf loki
FRM: 1
FE: 1

Class: gtf pegasus
FRM: 1
FE: 1

Class: gtf perseus
FRM: 1
FE: 1

Class: gtf myrmidon
FRM: 1
FE: 1

Class: sf mara (terrans)
FRM: 1
FE: 1

Class: gtb artemis
FRM: 1
FE: 1

Class: gtb artemis d.h.
FRM: 1
FE: 1

Class: gtb medusa
FRM: 1
FE: 1

Class: gtb ursa
FRM: 1
FE: 1

Class: gtb zeus
FRM: 1
FE: 1

Class: gtb boanerges
FRM: 1
FE: 1

Class: gtdr amazon
FRM: 1
FE: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtc fenris
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtg zephyrus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gtd orion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: gtcv deimos
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gtc aeolus
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ntf iceni
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ntf boadicea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gti ganymede
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5

Class: gtsg watchdog
FRM: 1
FE: 1

Class: gtsg cerberus
FRM: 1
FE: 1

Class: gtsg alastor
FRM: 1
FE: 1

Class: gtep hermes
FRM: 1
FE: 1

Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: gtsg mjolnir
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvf seth
FRM: 1
FE: 1

Class: gvf horus
FRM: 1
FE: 1

Class: gvf thoth
FRM: 1
FE: 1

Class: gvf serapis
FRM: 1
FE: 1

Class: gvf tauret
FRM: 1
FE: 1

Class: gvb sekhmet
FRM: 1
FE: 1

Class: gvb osiris
FRM: 1
FE: 1

Class: gvb bakha
FRM: 1
FE: 1

Class: gvf ptah
FRM: 1
FE: 1

Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gvg anuket
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gvc aten
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvc mentu
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvcv sobek
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gvd typhon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gvsg ankh
FRM: 1
FE: 1

Class: gvsg edjo
FRM: 1
FE: 1

Class: gvep ra
FRM: 1
FE: 1

Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gvd hatshepsut
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf manticore
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sf astaroth
FRM: 1
FE: 1

Class: sb nephilim
FRM: 1
FE: 1

Class: sb taurvi
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc rakshasa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd ravana
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
FRM: 1
FE: 1

Class: ssg belial
FRM: 1
FE: 1

Class: ssg rahu
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300

Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75

Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105

Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550

Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375

Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100

Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375

Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200

Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0xc444d920 -- "tempest_tech.pof"
ANI icont-cargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW.ani with size 124x43 (32.8% wasted)
ANI icont-freightercw with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW.ani with size 209x59 (7.8% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% 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)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame  0 too long!!: frametime = 3.747 (3.747)
ANI icont-cargoW.ani with size 124x43 (32.8% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =   8.508
Compiling new shader:
Shader features:
   Diffuse Mapping
ANI Head-TP5b.ani with size 160x120 (6.2% wasted)
Anim frame rendered in 0.001007
Anim frame rendered in 0.011002
Anim frame rendered in 0.004990
Anim frame rendered in 0.011002
Anim frame rendered in 0.006012
Anim frame rendered in 0.014008
Anim frame rendered in 0.015991
Anim frame rendered in 0.005997
Anim frame decompressed in 0.001007
Anim frame rendered in 0.014999
Anim frame rendered in 0.014008
Anim frame rendered in 0.013992
Anim frame rendered in 0.014999
Anim frame rendered in 0.013000
Anim frame rendered in 0.015991
Anim frame rendered in 0.010010
Anim frame rendered in 0.001007
Anim frame decompressed in 0.000992
Anim frame rendered in 0.015015
Anim frame rendered in 0.013992
Anim frame decompressed in 0.000992
Anim frame rendered in 0.011002
Anim frame rendered in 0.005997
Anim frame rendered in 0.011002
Anim frame rendered in 0.007004
Anim frame rendered in 0.016006
Anim frame rendered in 0.013000
Anim frame rendered in 0.013000
Anim frame rendered in 0.015991
Anim frame rendered in 0.005005
Anim frame rendered in 0.013000
Anim frame rendered in 0.016006
Anim frame rendered in 0.014008
Anim frame rendered in 0.007004
Anim frame decompressed in 0.001007
Anim frame rendered in 0.005997
Anim frame decompressed in 0.000992
Anim frame rendered in 0.009003
Anim frame rendered in 0.007996
Anim frame rendered in 0.014999
Anim frame rendered in 0.013000
Anim frame rendered in 0.016006
Anim frame rendered in 0.011993
Anim frame rendered in 0.014999
Anim frame rendered in 0.016006
Anim frame decompressed in 0.000992
Anim frame rendered in 0.009003
Anim frame rendered in 0.014999
Anim frame decompressed in 0.001007
Anim frame rendered in 0.013000
Anim frame decompressed in 0.000992
Anim frame rendered in 0.010010
Anim frame rendered in 0.005997
Anim frame rendered in 0.014999
Anim frame rendered in 0.000992
ANI Head-TP5a.ani with size 160x120 (6.2% wasted)
Anim frame rendered in 0.000992
Anim frame rendered in 0.007004
Anim frame rendered in 0.013000
Anim frame rendered in 0.014008
Anim frame rendered in 0.005005
Anim frame rendered in 0.013992
Anim frame rendered in 0.013000
Anim frame rendered in 0.014999
Anim frame rendered in 0.013000
Anim frame rendered in 0.013000
Anim frame rendered in 0.016006
Anim frame decompressed in 0.000992
Anim frame rendered in 0.008011
Anim frame decompressed in 0.000992
Anim frame rendered in 0.004013
Anim frame rendered in 0.005005
Anim frame rendered in 0.014999
Anim frame rendered in 0.012009
Anim frame rendered in 0.013000
Anim frame rendered in 0.013992
Anim frame rendered in 0.014008
Anim frame rendered in 0.013992
Anim frame rendered in 0.000992
Anim frame rendered in 0.014008
Anim frame rendered in 0.012009
Anim frame rendered in 0.014999
Anim frame rendered in 0.014999
Anim frame rendered in 0.005997
Anim frame rendered in 0.013992
Anim frame rendered in 0.007004
Anim frame rendered in 0.013992
Anim frame rendered in 0.016006
Anim frame rendered in 0.005997
Anim frame rendered in 0.011002
Anim frame rendered in 0.013000
Anim frame rendered in 0.013000
Anim frame rendered in 0.014008
Anim frame decompressed in 0.001007
Anim frame rendered in 0.011993
Anim frame rendered in 0.012009
Anim frame rendered in 0.012009
Anim frame decompressed in 0.000992
Anim frame rendered in 0.001999
Anim frame decompressed in 0.000992
Anim frame rendered in 0.003006
Anim frame decompressed in 0.001007
Anim frame rendered in 0.009995
Anim frame rendered in 0.011002
Anim frame rendered in 0.013992
Anim frame rendered in 0.013000
Anim frame rendered in 0.014999
Anim frame rendered in 0.013000
Anim frame rendered in 0.008011
Anim frame rendered in 0.008011
Anim frame decompressed in 0.001007
Anim frame rendered in 0.011993
Anim frame rendered in 0.001007
Anim frame rendered in 0.014008
Anim frame rendered in 0.013000
Anim frame rendered in 0.013000
Anim frame rendered in 0.013000
Anim frame rendered in 0.014999
Anim frame decompressed in 0.000992
Anim frame rendered in 0.003006
Anim frame rendered in 0.012009
Anim frame rendered in 0.014008
Anim frame rendered in 0.007996
Anim frame rendered in 0.011993
Anim frame rendered in 0.012009
Anim frame rendered in 0.005997
Anim frame rendered in 0.000992
Anim frame rendered in 0.012009
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
SOUND: sound/ds.cpp:1268 - OpenAL error = 'Invalid Operation'
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Jul 19 19:08:32 2012
fs2_open-with-no-stutter.log (49,387 bytes)   

niffiwan

2012-07-19 10:10

developer  

fs2_open-with-stutter.log (48,786 bytes)   
Opened log '/home/me/.fs2_open/data/fs2_open.log', Thu Jul 19 19:06:16 2012 ...
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
  -spec_exp 11
  -fov 0.5
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 40
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_3612
  -nograb
Building file index...
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack '/home/me/games/freespace2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/home/me/games/freespace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/home/me/games/freespace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/home/me/games/freespace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/home/me/games/freespace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/home/me/games/freespace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/home/me/games/freespace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/home/me/games/freespace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/home/me/games/freespace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/home/me/games/freespace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/home/me/.fs2_open/mediavps_3612/' ... 151 files
Searching root '/home/me/.fs2_open/' ... 67 files
Searching root '/home/me/games/freespace2/mediavps_3612/' ... 8 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Assets.3612.vp' ... 315 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Assets.vp' ... 1527 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Effects.3612.vp' ... 10 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Effects.vp' ... 1876 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Root.3612.vp' ... 13 files
Searching root pack '/home/me/games/freespace2/mediavps_3612/MV_Root.vp' ... 94 files
Searching root '/home/me/games/freespace2/' ... 13 files
Searching root pack '/home/me/games/freespace2/root_fs2.vp' ... 157 files
Searching root pack '/home/me/games/freespace2/smarty_fs2.vp' ... 10 files
Searching root pack '/home/me/games/freespace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/home/me/games/freespace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/home/me/games/freespace2/stu_fs2.vp' ... 2355 files
Searching root pack '/home/me/games/freespace2/tango1_fs2.vp' ... 32 files
Searching root pack '/home/me/games/freespace2/tango2_fs2.vp' ... 15 files
Searching root pack '/home/me/games/freespace2/tango3_fs2.vp' ... 10 files
Searching root pack '/home/me/games/freespace2/warble_fs2.vp' ... 52 files
Found 23 roots and 14049 files.
os_config_read_string(): section = "Default", name = "Language", default value: "NULL"
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.13

os_config_read_string(): section = "Sound", name = "PlaybackDevice", default value: "NULL"
os_config_read_string(): section = "Sound", name = "CaptureDevice", default value: "NULL"
  Available Playback Devices:
    SB Audigy Analogue Stereo via PulseAudio  *preferred*
    PulseAudio Default  *default*
    Built-in Audio Analogue Stereo via PulseAudio
    ALSA Default
    HDA ATI SB [ALC892 Analog] (hw:0,0) via ALSA
    HDA ATI SB [ALC892 Digital] (hw:0,1) via ALSA
    SB Audigy 1 [SB0090] [ADC Capture/Standard PCM Playback] (hw:1,0) via ALSA
    SB Audigy 1 [SB0090] [Multichannel Capture/PT Playback] (hw:1,2) via ALSA
    SB Audigy 1 [SB0090] [Multichannel Playback] (hw:1,3) via ALSA
    HDA NVidia [HDMI 0] (hw:2,3) via ALSA
    HDA NVidia [HDMI 0] (hw:2,7) via ALSA
    HDA NVidia [HDMI 0] (hw:2,8) via ALSA
    HDA NVidia [HDMI 0] (hw:2,9) via ALSA

  Available Capture Devices:
    PulseAudio Default  *default*
    Monitor of Built-in Audio Analogue Stereo via PulseAudio
    Built-in Audio Analogue Stereo via PulseAudio
    Monitor of SB Audigy Analogue Stereo via PulseAudio
    SB Audigy Analogue Mono via PulseAudio
    ALSA Default
    HDA ATI SB [ALC892 Analog] (hw:0,0) via ALSA
    HDA ATI SB [ALC892 Digital] (hw:0,1) via ALSA
    HDA ATI SB [ALC892 Analog] (hw:0,2) via ALSA
    SB Audigy 1 [SB0090] [ADC Capture/Standard PCM Playback] (hw:1,0) via ALSA
    SB Audigy 1 [SB0090] [Mic Capture] (hw:1,1) via ALSA
    SB Audigy 1 [SB0090] [Multichannel Capture/PT Playback] (hw:1,2) via ALSA

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: SB Audigy Analogue Stereo via PulseAudio
  Capture device: PulseAudio Default
... OpenAL successfully initialized!
Failed to init speech
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
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: 4
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 4
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTS 450/PCIe/SSE2
  OpenGL Version   : 4.2.0 NVIDIA 302.17

  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 "glXSwapIntervalSGI".

os_config_read_string(): section = "Default", name = "OGL_AnisotropicFilter", default value: "1.0"
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 ... 
  Compiling post-processing shader 2 ... 
  Compiling post-processing shader 3 ... 
  Compiling post-processing shader 4 ... 
  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: fxaapre-f.sdr
  Compiling post-processing shader 7 ... 
   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 = 816 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
os_config_read_string(): section = "Default", name = "GammaD3D", default value: "1.0"
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
os_config_read_string(): section = "PXO", name = "Login", default value: "NULL"
os_config_read_string(): section = "PXO", name = "Password", default value: "NULL"
os_config_read_string(): section = "PXO", name = "SquadName", default value: "NULL"
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' ...
os_config_read_string(): section = "Default", name = "ConnectionSpeed", default value: "Fast"

Joystick INITTED!

Using 'Logitech Logitech Extreme 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 12
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.2% 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 time1 with size 47x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TABLES => Starting parse of 'mainhall.tbl.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 247
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)
os_config_read_string(): section = "Default", name = "LastPlayer", default value: "NULL"
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 'hammer1.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 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
Shader features:
   Lighting
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 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'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
SHOCKWAVE =>  Loading default shockwave animation... 
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: Unknown
Using alternate ship type name: NTFr Triton
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Starting mission message count : 205
Ending mission message count : 241
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x207ec69a -- "fighter2t-05.pof"
Loading model 'cargo02.pof'
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x5ab783e1 -- "cargo02.pof"
Submodel 'transport02c-cargo' is detail level 2 of 'transport02a-cargo'
Submodel 'transport02b-cargo' is detail level 1 of 'transport02a-cargo'
Submodel 'transport02d-cargo' is detail level 3 of 'transport02a-cargo'
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xe68e53b4, IBX checksum: 0xaec28800 -- "cargo03.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xde76166c, IBX checksum: 0xe7ed0e7a -- "Platform2T-01.pof"
Submodel 'gunplat2tb' is detail level 1 of 'gunplat2ta'
Submodel 'gunplat2tc' is detail level 2 of 'gunplat2ta'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
Submodel 'turret02b-destroyed' is detail level 1 of 'turret02a-destroyed'
Loading model 'Base2r-01.pof'
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Potential problem found: Unrecognized subsystem type 'asteroid02a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'bunker01a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'bunker02a', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'comtowera', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbaya', believed to be in ship Base2r-01.pof
Potential problem found: Unrecognized subsystem type 'asteroid01a', believed to be in ship Base2r-01.pof
Unknown special object type $path29 while reading model Base2r-01.pof
Found live debris model for 'asteroid02a'
Found live debris model for 'asteroid02a'
Found live debris model for 'bunker01a'
Found live debris model for 'bunker02a'
Found live debris model for 'bunker02a'
Found live debris model for 'comtowera'
Found live debris model for 'comtowera'
Found live debris model for 'engine01a'
Found live debris model for 'engine01a'
Found live debris model for 'engine02a'
Found live debris model for 'engine02a'
Found live debris model for 'fighterbaya'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
IBX: Found a good IBX to read for 'Base2r-01.pof'.
IBX-DEBUG => POF checksum: 0x7c9a904e, IBX checksum: 0xe8b210b4 -- "Base2r-01.pof"
Submodel 'rcorvetteb' is detail level 1 of 'rcorvettea'
Submodel 'rcorvettec' is detail level 2 of 'rcorvettea'
Submodel 'rcorvetted' is detail level 3 of 'rcorvettea'
Submodel 'asteroid02b' is detail level 1 of 'asteroid02a'
Submodel 'asteroid02c' is detail level 2 of 'asteroid02a'
Submodel 'asteroid02d' is detail level 3 of 'asteroid02a'
Submodel 'bunker01b' is detail level 1 of 'bunker01a'
Submodel 'bunker01c' is detail level 2 of 'bunker01a'
Submodel 'bunker01d' is detail level 3 of 'bunker01a'
Submodel 'bunker02b' is detail level 1 of 'bunker02a'
Submodel 'bunker02c' is detail level 2 of 'bunker02a'
Submodel 'bunker02d' is detail level 3 of 'bunker02a'
Submodel 'comtowerb' is detail level 1 of 'comtowera'
Submodel 'comtowerc' is detail level 2 of 'comtowera'
Submodel 'comtowerd' is detail level 3 of 'comtowera'
Submodel 'engine01b' is detail level 1 of 'engine01a'
Submodel 'engine01c' is detail level 2 of 'engine01a'
Submodel 'engine01d' is detail level 3 of 'engine01a'
Submodel 'engine02b' is detail level 1 of 'engine02a'
Submodel 'engine02c' is detail level 2 of 'engine02a'
Submodel 'engine02d' is detail level 3 of 'engine02a'
Submodel 'fighterbayb' is detail level 1 of 'fighterbaya'
Submodel 'fighterbayc' is detail level 2 of 'fighterbaya'
Submodel 'fighterbayd' is detail level 3 of 'fighterbaya'
Submodel 'turret21b' is detail level 1 of 'turret21a'
Submodel 'turretarm21b' is detail level 1 of 'turretarm21a'
Submodel 'turret22b' is detail level 1 of 'turret22a'
Submodel 'turretarm22b' is detail level 1 of 'turretarm22a'
Submodel 'turret23b' is detail level 1 of 'turret23a'
Submodel 'turret24b' is detail level 1 of 'turret24a'
Submodel 'turret25b' is detail level 1 of 'turret25a'
Submodel 'turret26b' is detail level 1 of 'turret26a'
Submodel 'turret27b' is detail level 1 of 'turret27a'
Submodel 'asteroid01b' is detail level 1 of 'asteroid01a'
Submodel 'asteroid01c' is detail level 2 of 'asteroid01a'
Submodel 'asteroid01d' is detail level 3 of 'asteroid01a'
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6b7f2453, IBX checksum: 0x6f75af70 -- "freighter2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0xc3137a87, IBX checksum: 0xc1cacb13 -- "freighter02.pof"
Submodel 'freighter02b-hull' is detail level 1 of 'freighter02a-hull'
Submodel 'freighter02c-hull' is detail level 2 of 'freighter02a-hull'
Submodel 'freighter02d-hull' is detail level 3 of 'freighter02a-hull'
Loading model 'fighter13.pof'
IBX: Found a good IBX to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x1ded4cfa, IBX checksum: 0x49a4ec4c -- "fighter13.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x4fac00b7, IBX checksum: 0x76d1642b -- "bomber04.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
OpenGL: Created 512x512 FBO!
Loading model 'Starfield.pof'
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "Starfield.pof"
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'astb03.pof'
IBX: Found a good IBX to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x5f11b621, IBX checksum: 0x40d97091 -- "astb03.pof"
Loading model 'astb02.pof'
IBX: Found a good IBX to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xedb70527, IBX checksum: 0x9dc5e313 -- "astb02.pof"
Loading model 'astb01.pof'
IBX: Found a good IBX to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0x456e2605, IBX checksum: 0x49006be3 -- "astb01.pof"
=================== 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: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "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'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x16765db6 -- "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'
Allocating space for at least 130 new ship subsystems ...  a total of 400 is now available (73 in-use).
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shield-b04 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 (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x5a0fae49 -- "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: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x19816d20 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0x21dd34b9 -- "stilettoII.pof"
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x77d1d113 -- "belial.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'MX-50.pof'
DDS ERROR: Couldn't open 'wep-mx50-shine.dds' -- DDS was in an unsupported/unknown format
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x25d2520e, IBX checksum: 0xc624dc0f -- "MX-50.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x74aa90ad, IBX checksum: 0xfdd1d169 -- "Interceptor.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
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"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
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 weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (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 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% 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 netlag1.ani with size 29x30 (6.2% 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 time1.ani with size 47x23 (28.1% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shield-b04.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 1850/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 523,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
FRM: 1
FE: 1

Class: gtf hercules
FRM: 1
FE: 1

Class: gtf hercules mark ii
FRM: 1
FE: 1

Class: gtf ares
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf loki
FRM: 1
FE: 1

Class: gtf pegasus
FRM: 1
FE: 1

Class: gtf perseus
FRM: 1
FE: 1

Class: gtf myrmidon
FRM: 1
FE: 1

Class: sf mara (terrans)
FRM: 1
FE: 1

Class: gtb artemis
FRM: 1
FE: 1

Class: gtb artemis d.h.
FRM: 1
FE: 1

Class: gtb medusa
FRM: 1
FE: 1

Class: gtb ursa
FRM: 1
FE: 1

Class: gtb zeus
FRM: 1
FE: 1

Class: gtb boanerges
FRM: 1
FE: 1

Class: gtdr amazon
FRM: 1
FE: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtc fenris
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtg zephyrus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gtd orion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: gtcv deimos
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gtc aeolus
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ntf iceni
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ntf boadicea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gti ganymede
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5

Class: gtsg watchdog
FRM: 1
FE: 1

Class: gtsg cerberus
FRM: 1
FE: 1

Class: gtsg alastor
FRM: 1
FE: 1

Class: gtep hermes
FRM: 1
FE: 1

Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: gtsg mjolnir
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvf seth
FRM: 1
FE: 1

Class: gvf horus
FRM: 1
FE: 1

Class: gvf thoth
FRM: 1
FE: 1

Class: gvf serapis
FRM: 1
FE: 1

Class: gvf tauret
FRM: 1
FE: 1

Class: gvb sekhmet
FRM: 1
FE: 1

Class: gvb osiris
FRM: 1
FE: 1

Class: gvb bakha
FRM: 1
FE: 1

Class: gvf ptah
FRM: 1
FE: 1

Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gvg anuket
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gvc aten
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvc mentu
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvcv sobek
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gvd typhon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gvsg ankh
FRM: 1
FE: 1

Class: gvsg edjo
FRM: 1
FE: 1

Class: gvep ra
FRM: 1
FE: 1

Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gvd hatshepsut
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf manticore
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sf astaroth
FRM: 1
FE: 1

Class: sb nephilim
FRM: 1
FE: 1

Class: sb taurvi
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc rakshasa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd ravana
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
FRM: 1
FE: 1

Class: ssg belial
FRM: 1
FE: 1

Class: ssg rahu
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300

Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75

Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105

Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550

Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375

Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100

Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375

Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200

Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0xc444d920 -- "tempest_tech.pof"
ANI icont-cargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW.ani with size 124x43 (32.8% wasted)
ANI icont-freightercw with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW.ani with size 209x59 (7.8% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% 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)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame  0 too long!!: frametime = 3.743 (3.743)
ANI icont-cargoW.ani with size 124x43 (32.8% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =   9.299
Compiling new shader:
Shader features:
   Diffuse Mapping
ANI Head-TP5a.ani with size 160x120 (6.2% wasted)
Anim frame rendered in 0.022995
Anim frame rendered in 0.023987
Anim frame rendered in 0.023987
Anim frame rendered in 0.024994
Anim frame decompressed in 0.000992
Anim frame rendered in 0.020004
Anim frame rendered in 0.026001
Anim frame rendered in 0.024994
Anim frame rendered in 0.021988
Anim frame rendered in 0.016998
Anim frame decompressed in 0.000992
Anim frame rendered in 0.026001
Anim frame decompressed in 0.000992
Anim frame rendered in 0.018997
Anim frame rendered in 0.023010
Anim frame rendered in 0.024994
Anim frame rendered in 0.016998
Anim frame rendered in 0.020004
Anim frame rendered in 0.016998
Anim frame rendered in 0.016998
Anim frame decompressed in 0.001007
Anim frame rendered in 0.020996
Anim frame decompressed in 0.001007
Anim frame rendered in 0.022003
Anim frame rendered in 0.021011
Anim frame rendered in 0.024002
Anim frame rendered in 0.025009
Anim frame decompressed in 0.000992
Anim frame rendered in 0.018005
Anim frame rendered in 0.026001
Anim frame rendered in 0.024002
Anim frame rendered in 0.022003
Anim frame decompressed in 0.000992
Anim frame rendered in 0.020004
Anim frame decompressed in 0.000992
Anim frame rendered in 0.024002
Anim frame rendered in 0.024994
Anim frame decompressed in 0.001007
Anim frame rendered in 0.019989
Anim frame rendered in 0.024002
Anim frame decompressed in 0.000992
Anim frame rendered in 0.017014
Anim frame rendered in 0.024002
Anim frame rendered in 0.022995
Anim frame decompressed in 0.000992
Anim frame rendered in 0.022003
Anim frame rendered in 0.018997
Anim frame rendered in 0.024002
Anim frame rendered in 0.025986
Anim frame rendered in 0.018997
Anim frame decompressed in 0.000992
Anim frame rendered in 0.024002
Anim frame decompressed in 0.000992
Anim frame rendered in 0.024002
Anim frame rendered in 0.022003
ANI Head-TP5b.ani with size 160x120 (6.2% wasted)
Anim frame rendered in 0.001007
Anim frame rendered in 0.022995
Anim frame rendered in 0.022003
Anim frame rendered in 0.020996
Anim frame rendered in 0.024002
Anim frame rendered in 0.022003
Anim frame rendered in 0.016998
Anim frame rendered in 0.020996
Anim frame rendered in 0.020004
Anim frame rendered in 0.020996
Anim frame decompressed in 0.000992
Anim frame rendered in 0.018997
Anim frame rendered in 0.016998
Anim frame decompressed in 0.001007
Anim frame rendered in 0.013000
Anim frame decompressed in 0.000992
Anim frame rendered in 0.017014
Anim frame rendered in 0.021988
Anim frame rendered in 0.022995
Anim frame rendered in 0.018997
Anim frame decompressed in 0.001007
Anim frame rendered in 0.022003
Anim frame rendered in 0.023010
Anim frame decompressed in 0.001007
Anim frame rendered in 0.024994
Anim frame rendered in 0.016006
Anim frame decompressed in 0.001007
Anim frame rendered in 0.022995
Anim frame rendered in 0.016006
Anim frame rendered in 0.020004
Anim frame rendered in 0.022003
Anim frame rendered in 0.013000
Anim frame rendered in 0.020996
Anim frame rendered in 0.014999
Anim frame rendered in 0.020004
Anim frame rendered in 0.014999
Anim frame rendered in 0.018005
Anim frame rendered in 0.008011
Anim frame rendered in 0.021011
Anim frame rendered in 0.022995
Anim frame rendered in 0.001007
Anim frame rendered in 0.021011
Anim frame rendered in 0.017990
Anim frame rendered in 0.019989
Anim frame rendered in 0.022995
Anim frame rendered in 0.020004
Anim frame rendered in 0.015015
Anim frame rendered in 0.021988
Anim frame decompressed in 0.000992
Anim frame rendered in 0.014008
Anim frame rendered in 0.021011
Anim frame rendered in 0.016006
Anim frame rendered in 0.020004
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
SOUND: sound/ds.cpp:1268 - OpenAL error = 'Invalid Operation'
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Jul 19 19:06:43 2012
fs2_open-with-stutter.log (48,786 bytes)   

niffiwan

2012-07-19 10:17

developer   ~0013874

Last edited: 2012-07-19 10:18

Just found something that seems interesting - when stuttering occurs on my system, it's taking nearly twice as long to render each head ani frame. Sure, that's ~0.02 sec vs ~0.01 sec which doesn't seem like much, but it seems fairly consistent in a batch of tests I've just run.

See the patch file for what debugging I added (yes, it's a git patch so TortoiseSVN won't apply it automatically). To make things clearer, the fs2_open log files have had all the entries where the time was 0.000000 removed (otherwise that's two log entries per frame). Lastly, the stutter log was created in 1680x1050 fullscreen, the no-stutter log was created in 1440x900 windowed.

edit: and ignore the __attribute__((__unused__)) stuff in the patch - that's for ignoring GCC warnings, which I was working on when I came across this.

Valathil

2012-08-08 18:01

developer   ~0013897

Please check if this changes anything http://www.hard-light.net/forums/index.php?topic=81616

niffiwan

2012-08-09 09:13

developer   ~0013898

New patch has removed the stuttering for me.

Valathil

2012-08-14 23:40

developer   ~0013908

Fix commited to trunk 9109

Issue History

Date Modified Username Field Change
2011-03-15 01:02 Kolgena New Issue
2011-03-31 17:10 chief1983 Target Version => 3.6.14
2011-05-10 23:07 Zacam Note Added: 0012675
2011-05-19 14:30 Kolgena Note Added: 0012680
2011-05-19 14:39 Kolgena Note Added: 0012681
2011-09-28 10:57 niffiwan Note Added: 0012866
2011-10-22 20:40 Kolgena Note Added: 0012896
2011-11-08 03:51 niffiwan Note Added: 0012938
2011-11-08 05:17 Kolgena Note Added: 0012939
2011-11-08 09:27 niffiwan Note Edited: 0012938
2011-11-08 09:56 niffiwan Note Added: 0012940
2011-11-08 11:34 CommanderDJ Note Added: 0012941
2012-01-14 04:41 niffiwan Note Added: 0013034
2012-01-14 10:58 The_E Note Added: 0013037
2012-01-28 22:47 Valathil Note Added: 0013185
2012-01-29 03:30 rodo Note Added: 0013186
2012-01-29 03:59 niffiwan Note Added: 0013187
2012-01-29 04:47 Valathil Note Added: 0013189
2012-01-29 15:27 rodo Note Added: 0013192
2012-01-29 15:32 Valathil Note Added: 0013193
2012-01-29 15:35 rodo Note Edited: 0013192
2012-02-02 21:09 niffiwan Note Added: 0013232
2012-02-14 08:57 Zacam Priority normal => high
2012-02-14 08:57 Zacam Severity minor => major
2012-02-14 08:57 Zacam Status new => confirmed
2012-02-14 08:58 Zacam Note Added: 0013324
2012-03-19 00:24 iss_mneur Note Added: 0013419
2012-03-20 02:53 rodo Note Added: 0013420
2012-03-20 10:54 niffiwan Note Added: 0013421
2012-03-20 11:00 niffiwan Note Edited: 0013421
2012-04-05 13:11 niffiwan Note Added: 0013458
2012-04-06 23:46 niffiwan Note Edited: 0013458
2012-04-23 06:09 Alan Bolte Note Added: 0013478
2012-04-23 06:11 Alan Bolte Note Edited: 0013478
2012-04-23 06:13 Alan Bolte Note Edited: 0013478
2012-04-30 09:37 niffiwan Note Added: 0013491
2012-05-01 04:39 Alan Bolte Note Added: 0013493
2012-05-04 07:30 Kolgena Note Added: 0013516
2012-05-16 11:03 niffiwan Note Added: 0013560
2012-05-17 02:14 rodo Note Added: 0013561
2012-05-17 08:13 niffiwan Note Added: 0013563
2012-05-17 08:14 niffiwan Note Edited: 0013563
2012-05-18 04:23 rodo Note Added: 0013564
2012-06-11 15:35 Valathil File Added: hud.ani.test.zip
2012-06-11 15:36 Valathil Note Added: 0013661
2012-06-12 02:34 rodo Note Added: 0013663
2012-06-12 03:03 CommanderDJ Note Added: 0013664
2012-06-13 04:23 rodo Note Added: 0013667
2012-06-23 02:21 SDM Note Added: 0013705
2012-06-23 03:04 iss_mneur Note Added: 0013707
2012-07-10 10:18 niffiwan Note Added: 0013846
2012-07-11 03:17 rodo Note Added: 0013847
2012-07-11 16:56 Valathil File Added: hud.ani.test.4.5.zip
2012-07-11 16:56 Valathil Note Added: 0013849
2012-07-12 10:04 niffiwan Note Added: 0013853
2012-07-18 19:00 ZeroDivision Note Added: 0013871
2012-07-18 21:10 niffiwan Note Added: 0013872
2012-07-18 21:37 ZeroDivision Note Added: 0013873
2012-07-19 10:08 niffiwan File Added: mantis2417-anim-timings.patch
2012-07-19 10:10 niffiwan File Added: fs2_open-with-no-stutter.log
2012-07-19 10:10 niffiwan File Added: fs2_open-with-stutter.log
2012-07-19 10:17 niffiwan Note Added: 0013874
2012-07-19 10:18 niffiwan Note Edited: 0013874
2012-08-08 18:01 Valathil Note Added: 0013897
2012-08-09 09:13 niffiwan Note Added: 0013898
2012-08-12 13:59 Echelon9 Assigned To => Valathil
2012-08-12 13:59 Echelon9 Status confirmed => code review
2012-08-14 23:40 Valathil Note Added: 0013908
2012-08-14 23:40 Valathil Status code review => resolved
2012-08-14 23:40 Valathil Resolution open => fixed
2012-08-18 06:33 Goober5000 Relationship added related to 0002697