View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002417 | FSSCP | HUD | public | 2011-03-15 01:02 | 2012-08-18 06:33 |
Reporter | Kolgena | Assigned To | Valathil | ||
Priority | high | Severity | major | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | Antipodes 8 | ||||
Target Version | 3.6.14 | ||||
Summary | 0002417: Head.ani stuttering | ||||
Description | I 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. | ||||
Tags | No tags attached. | ||||
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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. |
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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. |
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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. |
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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. |
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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. |
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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? |
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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. |
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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. |
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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. |
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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? |
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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. |
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People are talking about smooth 30 fps with vsync off i don't know if that's funny or really really sad. |
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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 |
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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? |
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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. |
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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. |
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not unexpected, can someone else confirm then i can safely say that was FAIL |
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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 |
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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. |
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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 |
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Confirmed, the stuttering problem goes away when the FPS counter is on, at least for me it does. |
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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 |
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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? |
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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. |
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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 |
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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. |
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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. |
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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. |
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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 |
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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) |
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Actual driver is 296.10, I don't really remember my previous drivers, but I definitely changed them two times between posts here. |
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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. |
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If you could you provide me with the exe's I'd make the tests, unfortunately I cannot compile FS2 right now. |
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I've created builds with the three test patches (debug, non SSE). Link is below: http://www.mediafire.com/?mkkdn22e8b4585v |
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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). |
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My head.ani gets choppy only with a debug build, so it's the opposite of what was reported. |
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With which build? Where did you get it? |
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I've created some release builds with Valathils three test patches: http://www.mediafire.com/?z6n5h1p1jny4xf6 Testing would be much appreciated :) |
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Tested those. build 1: no changes, stuttering is still there. build 2: no stuttering. build 3: no stuttering. |
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ok i uploaded two more test please someone build them and try it out. |
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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). |
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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 |
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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 |
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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. |
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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; |
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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 |
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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 |
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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. |
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Please check if this changes anything http://www.hard-light.net/forums/index.php?topic=81616 |
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New patch has removed the stuttering for me. |
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Fix commited to trunk 9109 |
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 |