German FreeSpace Galaxy - Forum |
Autor | Thema: SCP Installertionsproblem | ||
---|---|---|---|
The_E Commander ID # 249 |
Erstellt am 08. Januar 2013 20:07 (#44)
Zitat
PN E-Mail
Natürlich.
----------------------- Projektleiter, FreeSpace Open Autor, Designer für Blue Planet: War in Heaven, Blue Planet: Tenebra Visit the HLP Discord! |
||
Beiträge: 32 | Mitglied seit: November 2012 | IP-Adresse: nicht gespeichert | |||
Retsamtnurg Captain ID # 222 |
Erstellt am 08. Januar 2013 20:14 (#45)
Zitat
PN E-Mail
Ich mag das Forum....Ich nerv Menschen die ich, wenn überhaupt, nur beim Namen kenne und die mich überhaupt nicht kennen .
Ich mach's grade. Die "15ner builds" müssen vorhanden bleiben, oder? Ich bange grade um meinen Ordner... EDIT: Das SCP kann mich mal... Die Uhlans sind nicht mehr blau (sonder in einem hässlichen grau) und die Karunas haben jetzt rote Markierungen. Mein HUD ist doppelt da und blockiert die jeweils anderen Anzeigen. Mit den 15ner builds will es nicht mehr laufen. Meine Verbesserungen: Ein Intro und ein "BP WiH" Zeichen im Menü...hat sich wirklich gelohnt! EDIT 2: Das ich deinen Kanal in meiner Favoritenleiste hab hilft auch mal was: http://www.youtube.com/watch?v=jPtTSuAPL8I&list=UUBy7kvLlleHuNzneRu39ZTg&index=1 Die Karunas haben also auch nach neuesten Stand türkise Markierungen. ----------------------- Folgt dem blutroten Zeichen zu meinen Beiträgen. |
||
Beiträge: 265 | Mitglied seit: Oktober 2011 | IP-Adresse: nicht gespeichert | |||
Retsamtnurg Captain ID # 222 |
Erstellt am 10. Januar 2013 16:23 (#46)
Zitat
PN E-Mail
Entschuldigt den Doppelpost:
Meine "fsopen" Datei hat sich mehr als verdoppelt, was ich als merkwürdig empfinde. ========================================================================= DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning categories can be shown and no debug_filter.cfg info will be saved. ========================================================================== FreeSpace 2 Open version: 3.6.17.9481 Passed cmdline options: -spec_exp 15 -ogl_spec 20 -spec_static 1.5 -spec_point 1.2 -spec_tube 1.5 -ambient_factor 35 -missile_lighting -nomotiondebris -3dshockwave -fxaa -dualscanlines -orbradar -rearm_timer -3dwarp -ship_choice_3d -weapon_choice_3d -warp_flash -snd_preload -mod blueplanet2,blueplanet,mediavps_3612 Building file index... Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\adv-bp.vp' with a checksum of 0x6e9d550d Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-audio1.vp' with a checksum of 0x53c3080c Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-audio2.vp' with a checksum of 0xc9c97c6b Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-core.vp' with a checksum of 0x16ea6fad Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-visuals1.vp' with a checksum of 0x8c01538d Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-visuals2.vp' with a checksum of 0x6a0a46ec Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\root_fs2.vp' with a checksum of 0x3f08ae08 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\smarty_fs2.vp' with a checksum of 0x0098ee1f Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\sparky_fs2.vp' with a checksum of 0x749032a2 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\sparky_hi_fs2.vp' with a checksum of 0x566add58 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\stu_fs2.vp' with a checksum of 0xf2983309 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\tango1_fs2.vp' with a checksum of 0xd4e3ad49 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\tango2_fs2.vp' with a checksum of 0x799e46a1 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\tango3_fs2.vp' with a checksum of 0x825f5ee0 Found root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\warble_fs2.vp' with a checksum of 0xa7037300 Searching root 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\' ... 3 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\adv-bp2.vp' ... 33 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\bp2-audio1.vp' ... 243 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\bp2-core.vp' ... 92 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\bp2-visuals1.vp' ... 682 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet2\bp2-visuals2.vp' ... 2480 files Searching root 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\' ... 0 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\adv-bp.vp' ... 358 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-audio1.vp' ... 41 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-audio2.vp' ... 683 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-core.vp' ... 47 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-visuals1.vp' ... 400 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\blueplanet\bp-visuals2.vp' ... 1561 files Searching root 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\' ... 0 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Advanced.vp' ... 1283 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Assets.3612.vp' ... 315 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Assets.vp' ... 1527 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Effects.3612.vp' ... 10 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Effects.vp' ... 1876 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Music.vp' ... 32 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Root.3612.vp' ... 13 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\mediavps_3612\MV_Root.vp' ... 94 files Searching root 'C:\Program Files\Spiele\Freespace gesamt\Freespace\' ... 5 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\root_fs2.vp' ... 157 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\smarty_fs2.vp' ... 10 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\sparky_fs2.vp' ... 3027 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\sparky_hi_fs2.vp' ... 1337 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\stu_fs2.vp' ... 1777 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\tango1_fs2.vp' ... 32 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\tango2_fs2.vp' ... 15 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\tango3_fs2.vp' ... 10 files Searching root pack 'C:\Program Files\Spiele\Freespace gesamt\Freespace\warble_fs2.vp' ... 52 files Found 33 roots and 19836 files. ERROR: Unknown Language Checksum: -1162327434 Using default language settings... Setting language to English TBM => Starting parse of 'mv_core-lcl.tbm' ... Initializing OpenAL... OpenAL Vendor : Creative Labs Inc. OpenAL Renderer : Software OpenAL Version : 1.1 Found extension "ALC_EXT_EFX". Sample rate: 44100 (44100) EFX enabled: NO Playback device: Generic Software on Lautsprecher (High Definition Audio-Gerät) Capture device: Digitalaudio (S/PDIF) (High Def ... OpenAL successfully initialized! Initializing OpenGL graphics device at 1280x1024 with 32-bit color... Initializing WGL... Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1 Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1 OpenGL Vendor : NVIDIA Corporation OpenGL Renderer : GeForce GTX 280/PCIe/SSE2 OpenGL Version : 3.3.0 Using extension "GL_EXT_fog_coord". Using extension "GL_ARB_multitexture". Using extension "GL_ARB_texture_env_add". Using extension "GL_ARB_texture_compression". Using extension "GL_EXT_texture_compression_s3tc". Using extension "GL_EXT_texture_filter_anisotropic". Using extension "GL_ARB_texture_env_combine". Using extension "GL_EXT_compiled_vertex_array". Using extension "GL_EXT_draw_range_elements". Using extension "GL_ARB_texture_mirrored_repeat". Using extension "GL_ARB_texture_non_power_of_two". Using extension "GL_ARB_vertex_buffer_object". Using extension "GL_ARB_pixel_buffer_object". Using extension "GL_SGIS_generate_mipmap". Using extension "GL_EXT_framebuffer_object". Using extension "GL_ARB_texture_rectangle". Using extension "GL_EXT_bgra". Using extension "GL_ARB_texture_cube_map". Using extension "GL_EXT_texture_lod_bias". Using extension "GL_ARB_point_sprite". Using extension "GL_ARB_shading_language_100". Using extension "GL_ARB_shader_objects". Using extension "GL_ARB_vertex_shader". Using extension "GL_ARB_fragment_shader". Using extension "GL_NV_vertex_program3". Using extension "GL_ARB_texture_float". Using extension "GL_ARB_draw_elements_base_vertex". Using extension "GL_EXT_framebuffer_blit". Using extension "GL_EXT_geometry_shader4". Using extension "GL_EXT_texture_array". Found special extension function "wglSwapIntervalEXT". Compiling new shader: Loading built-in default shader for: soft-v.sdr Loading built-in default shader for: soft-f.sdr Shader features: Depth-blended Particles Compiling new shader: Loading built-in default shader for: soft-v.sdr Loading built-in default shader for: soft-f.sdr Shader features: Distorted Particles Compiling deferred light shader... Loading built-in default shader for: deferred-v.sdr Loading built-in default shader for: deferred-f.sdr Max texture units: 4 (32) Max elements vertices: 1048576 Max elements indices: 1048576 Max texture size: 8192x8192 Max render buffer size: 8192x8192 Can use compressed textures: YES Texture compression available: YES Post-processing enabled: NO Using trilinear texture filter. OpenGL Shader Version: 3.30 NVIDIA via Cg compiler ... OpenGL init is complete! Size of bitmap info = 742 KB Size of bitmap extra info = 48 bytes ANI cursorweb with size 24x24 (25.0% wasted) GRAPHICS: Initializing default colors... Game Settings Table: Using Standard Loops For SEXP Arguments Game Settings Table: Using standard event chaining behavior Game Settings Table: External shaders are DISABLED SCRIPTING: Beginning initialization sequence... SCRIPTING: Beginning Lua initialization... LUA: Opening LUA state... LUA: Initializing base Lua libraries... LUA: Beginning ADE initialization ADE: Initializing enumeration constants... ADE: Assigning Lua session... SCRIPTING: 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' ... TBM => Starting parse of 'bp2-turretHotkey-sct.tbm' ... TBM => Starting parse of 'bp2-trigger-sct.tbm' ... TBM => Starting parse of 'bp2-tcard-sct.tbm' ... TBM => Starting parse of 'bp2-stupid-sct.tbm' ... TBM => Starting parse of 'bp2-equip-sct.tbm' ... TBM => Starting parse of 'bp2-debrisgrav-sct.tbm' ... TBM => Starting parse of 'bp2-csc-sct.tbm' ... TBM => Starting parse of 'bp2-betty-sct.tbm' ... SCRIPTING: Inititialization complete. SCRIPTING: Splash screen overrides checked SCRIPTING: Splash hook has been run SCRIPTING: Splash screen conditional hook has been run Using high memory settings... Wokka! Error opening file (interface.tbl)! WMCGUI: Unable to parse 'interface.tbl'! Error code = 5. TBM => Starting parse of 'mv_effects-sdf.tbm' ... TBM => Starting parse of 'bp-sdf.tbm' ... Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'... Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'... Windows reported 16 joysticks, we found 0 Current soundtrack set to -1 in event_music_reset_choices TBM => Starting parse of 'mv_music-mus.tbm' ... TBM => Starting parse of 'bp-mus.tbm' ... TBM => Starting parse of 'bp2-mus.tbm' ... TABLES => Starting parse of 'colors.tbl'... TBM => Starting parse of 'mv_effects-mfl.tbm' ... TBM => Starting parse of 'bp-mfl.tbm' ... TBM => Starting parse of 'bp2-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 'bp2-amr.tbm' ... TBM => Starting parse of 'bp-aip.tbm' ... TBM => Starting parse of 'bp2-aip.tbm' ... Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams" Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start" TBM => Starting parse of 'mv_effects-wxp.tbm' ... TBM => Starting parse of 'bp-wxp.tbm' ... TBM => Starting parse of 'bp2-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) BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps. BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps. BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps. BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps. BMPMAN: Found EFF (exp50.eff) with 92 frames at 30 fps. TBM => Starting parse of 'mv_core-wep.tbm' ... TBM => Starting parse of 'mv_effects-wep.tbm' ... TBM => Starting parse of 'mv_assets-wep.tbm' ... TBM => Starting parse of 'bp-wep.tbm' ... TBM => Starting parse of 'bp2-wep.tbm' ... Ignoring free flight speed for weapon 'Trebuchet#Aegis' TBM => Starting parse of 'mv_effects-obt.tbm' ... TBM => Starting parse of 'bp2-obt.tbm' ... TBM => Starting parse of 'mv_core-shp.tbm' ... TBM => Starting parse of 'mv_effects-shp.tbm' ... TBM => Starting parse of 'mv_assets-shp.tbm' ... TBM => Starting parse of 'bp-shp.tbm' ... TBM => Starting parse of 'bp2-shp.tbm' ... The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. The "primary_bank" animation type name is deprecated. Specify "primary-bank" instead. Particle effect for impact spew disabled on ship 'Moon Landscape'. Particle effect for damage spew disabled on ship 'Moon Landscape'. Particle effect for impact spew disabled on ship 'The GRID'. Particle effect for damage spew disabled on ship 'The GRID'. 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 (6.3% 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) BMPMAN: Found EFF (BPstealthgauge.eff) with 3 frames at 30 fps. BMPMAN: Found EFF (viewfinder.eff) with 1 frames at 30 fps. BMPMAN: Found EFF (BPsignalgaugetop.eff) with 1 frames at 30 fps. BMPMAN: Found EFF (BPsignalgauge.eff) with 11 frames at 30 fps. TBM => Starting parse of 'mv_effects-str.tbm' ... TBM => Starting parse of 'bp-str.tbm' ... TBM => Starting parse of 'bp2-str.tbm' ... loading animated cursor "cursor" TBM => Starting parse of 'bp-main-hall.tbm' ... TBM => Starting parse of 'bp2-main-hall.tbm' ... MediaVPs: Flaming debris script loaded! MediaVPs: Explosions script loaded! Ships.tbl is : VALID Weapons.tbl is : VALID cfile_init() took 1292 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) PLR => Verifying 'Retsamtnurg.plr' with version 0... PLR => Parsing: Flags... PLR => Verifying complete! Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37) PLR => Loading 'Retsamtnurg.plr' with version 0... PLR => Parsing: Flags... PLR => Parsing: Info... PLR => Parsing: Scoring... PLR => Parsing: ScoringMulti... PLR => Parsing: HUD... PLR => Parsing: Variables... PLR => Parsing: Multiplayer... PLR => Parsing: Controls... PLR => Parsing: Settings... PLR => Loading complete! CSG => Loading 'Retsamtnurg.bp2-p1.csg' with version 0... CSG => Parsing: Flags... CSG => Parsing: Info... CSG => Parsing: Missions... CSG => Parsing: Techroom... CSG => Parsing: Loadout... CSG => Parsing: Scoring... CSG => Parsing: RedAlert... CSG => Parsing: HUD... CSG => Parsing: Variables... CSG => Parsing: Settings... CSG => Parsing: Controls... CSG => Parsing: Cutscenes... CSG => Loading complete! CSG => Loading 'Retsamtnurg.bp2-p1.csg' with version 0... CSG => Parsing: Flags... CSG => Parsing: Info... CSG => Parsing: Missions... CSG => Parsing: Techroom... CSG => Parsing: Loadout... CSG => Parsing: Scoring... CSG => Parsing: RedAlert... CSG => Parsing: HUD... CSG => Parsing: Variables... CSG => Parsing: Settings... CSG => Parsing: Controls... CSG => Parsing: Cutscenes... CSG => Loading complete! Frame 0 too long!!: frametime = 0.436 (0.436) Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1) Techroom successfully initialized, now changing tab... Loading model 'fighter01.pof' Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Loading built-in default shader for: main-g.sdr Shader features: Geometry Transformation Shadow Mapping Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Specular Mapping Environment Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Specular Mapping Environment Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Specular Mapping Environment Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Specular Mapping Environment Mapping Deferred lighting IBX: Found a good IBX to read for 'fighter01.pof'. IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof" Frame 0 too long!!: frametime = 2.925 (2.925) Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Specular Mapping Environment Mapping Frame 0 too long!!: frametime = 0.455 (0.455) Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7) Freeing all existing models... CSG => Loading 'Retsamtnurg.bp2-p1.csg' with version 0... CSG => Parsing: Flags... CSG => Parsing: Info... CSG => Parsing: Missions... CSG => Parsing: Techroom... CSG => Parsing: Loadout... CSG => Parsing: Scoring... CSG => Parsing: RedAlert... CSG => Parsing: HUD... CSG => Parsing: Variables... CSG => Parsing: Settings... CSG => Parsing: Controls... CSG => Parsing: Cutscenes... CSG => Loading complete! Frame 0 too long!!: frametime = 0.762 (0.762) Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20) PLR => Saving 'Retsamtnurg.plr' with version 0... PLR => Saving: Flags... PLR => Saving: Info... PLR => Saving: Scoring... PLR => Saving: ScoringMulti... PLR => Saving: HUD... PLR => Saving: Variables... PLR => Saving: Multiplayer... PLR => Saving: Controls... PLR => Saving: Settings... PLR => Saving complete! =================== STARTING LEVEL LOAD ================== BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps. 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: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Deferred lighting IBX: Found a good IBX to read for 'warp.pof'. IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof" 600 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: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Deferred lighting 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!! MISSION LOAD: 'bp2-06.fs2' Hmmm... Extension passed to mission_load... Using callsign: Brie Using callsign: Ballard Using callsign: Homura Using callsign: Yutch Using callsign: Laporte Using callsign: Himmer Using callsign: Wren Using callsign: Sticker Using callsign: 908th Trailblazers Using callsign: 908th Trailblazers Using callsign: 908th Trailblazers Using callsign: 908th Trailblazers Using callsign: 908th Trailblazers Using callsign: 908th Trailblazers Using callsign: 908th Trailblazers Using callsign: 908th Trailblazers Using callsign: 909th Stingrays Using callsign: 909th Stingrays Using callsign: 909th Stingrays Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 908th Trailblazers Using callsign: 908th Trailblazers Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 909th Stingrays Using callsign: 909th Stingrays Using callsign: SSM Strike Control Using callsign: SSM Strike Control Using callsign: SSM Strike Control Using callsign: 744th ESMS 'Avalanche' Using callsign: 744th ESMS 'Avalanche' Using callsign: 744th ESMS 'Avalanche' Using callsign: 744th ESMS 'Avalanche' Using callsign: Levi Using callsign: Simms Using alternate ship type name: Active Armor Engineering Using callsign: 465th Illusionists Using callsign: 465th Illusionists Using callsign: 465th Illusionists Using callsign: 465th Illusionists Using callsign: 465th Illusionists Using callsign: 465th Illusionists Using callsign: 465th Illusionists Using callsign: 11th Strategic Assault Using callsign: 11th Strategic Assault Using callsign: 12th Tactical Bomb Using callsign: 12th Tactical Bomb Using callsign: 12th Tactical Bomb Using callsign: 12th Tactical Bomb Using callsign: 12th Tactical Bomb Using callsign: 12th Tactical Bomb Using callsign: 909th Stingrays Using callsign: 909th Stingrays Starting mission message count : 294 Ending mission message count : 297 Current soundtrack set to -1 in event_music_reset_choices Current soundtrack set to -1 in event_music_set_soundtrack Loading model 'Torrent.pof' Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Specular Mapping Normal Mapping Environment Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Specular Mapping Normal Mapping Environment Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Specular Mapping Normal Mapping Environment Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Specular Mapping Normal Mapping Environment Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Animated Effects Utility mapping Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Animated Effects Utility mapping Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Utility mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Utility mapping Deferred lighting IBX: Found a good IBX to read for 'Torrent.pof'. IBX-DEBUG => POF checksum: 0xedda9d0e, IBX checksum: 0xe53c7811 -- "Torrent.pof" Allocating space for at least 25 new ship subsystems ... a total of 200 is now available (25 in-use). Loading model 'LargeStarbase2.pof' Potential problem found: Unrecognized subsystem type 'fighterbay1', believed to be in ship LargeStarbase2.pof Potential problem found: Unrecognized subsystem type 'fighterbay2', believed to be in ship LargeStarbase2.pof Potential problem found: Unrecognized subsystem type 'fighterbay3', believed to be in ship LargeStarbase2.pof IBX: Found a good IBX to read for 'LargeStarbase2.pof'. IBX-DEBUG => POF checksum: 0x542b780a, IBX checksum: 0x9428555f -- "LargeStarbase2.pof" Loading model 'FtUhlan.pof' Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Environment Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Specular Mapping Environment Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Environment Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Specular Mapping Environment Mapping Deferred lighting IBX: Found a good IBX to read for 'FtUhlan.pof'. IBX-DEBUG => POF checksum: 0x92a35910, IBX checksum: 0x02a07057 -- "FtUhlan.pof" Loading model 'corvette2t-01.pof' IBX: Found a good IBX to read for 'corvette2t-01.pof'. IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0x42b3e9a3 -- "corvette2t-01.pof" Loading model 'jackal-e.pof' Potential problem found: Unrecognized subsystem type 'gundoorbl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'gundoorbr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'gundoortl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'gundoortr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'guns', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'hullpodl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'hullpodr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'leftintake', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'leftventbl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'leftventbr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'leftventtl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'leftventtr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'rightintake', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'rightventbl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'rightventbr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'rightventtl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'rightventtr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tailbl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tailbr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tailtl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tailtr', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector1', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector10', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector11', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector12', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector2', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector3', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector4', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector5', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector6', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector7', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector8', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'tdeflector9', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'throttle', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'wingpodl', believed to be in ship jackal-e.pof Potential problem found: Unrecognized subsystem type 'wingpodr', believed to be in ship jackal-e.pof IBX: Found a good IBX to read for 'jackal-e.pof'. IBX-DEBUG => POF checksum: 0x6da1d174, IBX checksum: 0x9f2f794b -- "jackal-e.pof" Loading model 'fighter2t-03.pof' IBX: Found a good IBX to read for 'fighter2t-03.pof'. IBX-DEBUG => POF checksum: 0x437b0cfb, IBX checksum: 0x7a6fa692 -- "fighter2t-03.pof" Loading model 'fighter2t-02.pof' IBX: Found a good IBX to read for 'fighter2t-02.pof'. IBX-DEBUG => POF checksum: 0xb236e2c1, IBX checksum: 0x153c31b5 -- "fighter2t-02.pof" Loading model 'pfighter01.pof' IBX: Found a good IBX to read for 'pfighter01.pof'. IBX-DEBUG => POF checksum: 0x16a8c577, IBX checksum: 0x325a9ebe -- "pfighter01.pof" Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Submodel 'thruster01d' is detail level 3 of 'thruster01a' Loading model 'Bonus2t-01.pof' IBX: Found a good IBX to read for 'Bonus2t-01.pof'. IBX-DEBUG => POF checksum: 0xf10b290a, IBX checksum: 0x2f27e40e -- "Bonus2t-01.pof" Submodel 'hercd' is detail level 3 of 'herca' Submodel 'hercb' is detail level 1 of 'herca' Submodel 'hercc' is detail level 2 of 'herca' Loading model 'gtibretonia.pof' Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship gtibretonia.pof IBX: Found a good IBX to read for 'gtibretonia.pof'. IBX-DEBUG => POF checksum: 0x5ee06259, IBX checksum: 0xb3113123 -- "gtibretonia.pof" Submodel 'gtibretonib' is detail level 1 of 'gtibretonia' Submodel 'gtibretonic' is detail level 2 of 'gtibretonia' Submodel 'communicationb' is detail level 1 of 'communicationa' Submodel 'communicationc' is detail level 2 of 'communicationa' Loading model 'liberty.pof' Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship liberty.pof IBX: Found a good IBX to read for 'liberty.pof'. IBX-DEBUG => POF checksum: 0x4db7e022, IBX checksum: 0x95017108 -- "liberty.pof" Submodel 'detail-1b' is detail level 1 of 'detail-1a' Submodel 'detail-1c' is detail level 2 of 'detail-1a' Loading model 'cruiser3t-01.pof' IBX: Found a good IBX to read for 'cruiser3t-01.pof'. IBX-DEBUG => POF checksum: 0x1372f4a4, IBX checksum: 0x81089a12 -- "cruiser3t-01.pof" Loading model 'bomber2t-01.pof' IBX: Found a good IBX to read for 'bomber2t-01.pof'. IBX-DEBUG => POF checksum: 0x13bb548d, IBX checksum: 0xad039fff -- "bomber2t-01.pof" Submodel 'bomb0x-d' is detail level 3 of 'bomb0x-a' Submodel 'bomb0x-c' is detail level 2 of 'bomb0x-a' Submodel 'bomb0x-b' is detail level 1 of 'bomb0x-a' Loading model 'fighter2t-05.pof' IBX: Found a good IBX to read for 'fighter2t-05.pof'. IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x207ec69a -- "fighter2t-05.pof" Loading model 'Wraith.pof' Potential problem found: Unrecognized subsystem type 'poddoorf', believed to be in ship Wraith.pof Potential problem found: Unrecognized subsystem type 'armcoverl', believed to be in ship Wraith.pof Potential problem found: Unrecognized subsystem type 'armcoverr', believed to be in ship Wraith.pof Potential problem found: Unrecognized subsystem type 'poddoorl', believed to be in ship Wraith.pof Potential problem found: Unrecognized subsystem type 'poddoorr', believed to be in ship Wraith.pof Potential problem found: Unrecognized subsystem type 'barrelclamp', believed to be in ship Wraith.pof Potential problem found: Unrecognized subsystem type 'barrel', believed to be in ship Wraith.pof Potential problem found: Unrecognized subsystem type 'gunbzrdr', believed to be in ship Wraith.pof Potential problem found: Unrecognized subsystem type 'gunbzrdl', believed to be in ship Wraith.pof IBX: Found a good IBX to read for 'Wraith.pof'. IBX-DEBUG => POF checksum: 0x55be5250, IBX checksum: 0x22b19923 -- "Wraith.pof" Loading model 'AWACS2t-01.pof' Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Normal Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Normal Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Normal Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Normal Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Normal Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Normal Mapping Animated Effects Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Normal Mapping Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Fog Effect Diffuse Mapping Glow Mapping Normal Mapping Deferred lighting Found live debris model for 'radara' Found live debris model for 'radara' Found live debris model for 'radara' IBX: Found a good IBX to read for 'AWACS2t-01.pof'. IBX-DEBUG => POF checksum: 0x0385e0af, IBX checksum: 0xca614f2b -- "AWACS2t-01.pof" Submodel 'awact01c' is detail level 2 of 'awact01a' Submodel 'awact01b' is detail level 1 of 'awact01a' Submodel 'awact01d' is detail level 3 of 'awact01a' Submodel 'radarc' is detail level 2 of 'radara' Submodel 'radarb' is detail level 1 of 'radara' Loading model 'diomedes.pof' Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship diomedes.pof IBX: Warning! Found invalid IBX file: 'diomedes.bx' IBX: Starting a new IBX for 'diomedes.pof'. Loading model 'KarunaMk1.pof' Potential problem found: Unrecognized subsystem type 'rotatora', believed to be in ship KarunaMk1.pof Potential problem found: Unrecognized subsystem type 'Reactor01', believed to be in ship KarunaMk1.pof Potential problem found: Unrecognized subsystem type 'Reactor02', believed to be in ship KarunaMk1.pof Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship KarunaMk1.pof Found live debris model for 'navigation' Found live debris model for 'navigation' Found live debris model for 'sensors' IBX: Found a good IBX to read for 'KarunaMk1.pof'. IBX-DEBUG => POF checksum: 0x3771aad4, IBX checksum: 0x68db40ff -- "KarunaMk1.pof" 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 'engine01b-destroyed' is detail level 1 of 'engine01a-destroyed' Submodel 'engine01c-destroyed' is detail level 2 of 'engine01a-destroyed' Submodel 'engine01d-destroyed' is detail level 3 of 'engine01a-destroyed' 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 'engine02b-destroyed' is detail level 1 of 'engine02a-destroyed' Submodel 'engine02c-destroyed' is detail level 2 of 'engine02a-destroyed' Submodel 'engine02d-destroyed' is detail level 3 of 'engine02a-destroyed' Submodel 'engine03b' is detail level 1 of 'engine03a' Submodel 'engine03c' is detail level 2 of 'engine03a' Submodel 'engine03d' is detail level 3 of 'engine03a' Submodel 'engine03b-destroyed' is detail level 1 of 'engine03a-destroyed' Submodel 'engine03c-destroyed' is detail level 2 of 'engine03a-destroyed' Submodel 'engine03d-destroyed' is detail level 3 of 'engine03a-destroyed' Submodel 'engine04b' is detail level 1 of 'engine04a' Submodel 'engine04c' is detail level 2 of 'engine04a' Submodel 'engine04d' is detail level 3 of 'engine04a' Submodel 'engine04b-destroyed' is detail level 1 of 'engine04a-destroyed' Submodel 'engine04c-destroyed' is detail level 2 of 'engine04a-destroyed' Submodel 'engine04d-destroyed' is detail level 3 of 'engine04a-destroyed' Submodel 'rotatorb-destroyed' is detail level 1 of 'rotatora-destroyed' Submodel 'rotatorc-destroyed' is detail level 2 of 'rotatora-destroyed' Submodel 'rotatord-destroyed' is detail level 3 of 'rotatora-destroyed' Submodel 'rotatorb' is detail level 1 of 'rotatora' Submodel 'rotatorc' is detail level 2 of 'rotatora' Submodel 'rotatord' is detail level 3 of 'rotatora' Loading model 'GTT_Corsair.pof' IBX: Found a good IBX to read for 'GTT_Corsair.pof'. IBX-DEBUG => POF checksum: 0x8e6f144f, IBX checksum: 0x6716517d -- "GTT_Corsair.pof" Loading model 'raynor.pof' Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor.pof Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor.pof IBX: Found a good IBX to read for 'raynor.pof'. IBX-DEBUG => POF checksum: 0x35063004, IBX checksum: 0x1db6851c -- "raynor.pof" Loading model 'Bomber2T-03.pof' IBX: Found a good IBX to read for 'Bomber2T-03.pof'. IBX-DEBUG => POF checksum: 0xd02b1bbd, IBX checksum: 0xf53ed53f -- "Bomber2T-03.pof" Loading model 'Tethis.pof' Potential problem found: Unrecognized subsystem type 'RotatorLRa', believed to be in ship Tethis.pof Potential problem found: Unrecognized subsystem type 'RotatorSMa', believed to be in ship Tethis.pof Potential problem found: Unrecognized subsystem type 'Fighterbay01', believed to be in ship Tethis.pof Potential problem found: Unrecognized subsystem type 'Fighterbay02', believed to be in ship Tethis.pof Found live debris model for 'Engine01a' Found live debris model for 'Engine02a' Found live debris model for 'Engine03a' Found live debris model for 'RotatorLRa' Found live debris model for 'RotatorLRa' Found live debris model for 'RotatorSMa' Found live debris model for 'RotatorSMa' Found live debris model for 'Turret01a' Found live debris model for 'Turret02a' IBX: Found a good IBX to read for 'Tethis.pof'. IBX-DEBUG => POF checksum: 0x47c0510f, IBX checksum: 0x1e3c2171 -- "Tethis.pof" Submodel 'Engine01b' is detail level 1 of 'Engine01a' Submodel 'Engine01b-destroyed' is detail level 1 of 'Engine01a-destroyed' Submodel 'Engine02b' is detail level 1 of 'Engine02a' Submodel 'Engine02b-destroyed' is detail level 1 of 'Engine02a-destroyed' Submodel 'Engine03b' is detail level 1 of 'Engine03a' Submodel 'Engine03c' is detail level 2 of 'Engine03a' Submodel 'Engine03b-destroyed' is detail level 1 of 'Engine03a-destroyed' Submodel 'RotatorLRb' is detail level 1 of 'RotatorLRa' Submodel 'RotatorLRc' is detail level 2 of 'RotatorLRa' Submodel 'RotatorLRb-destroyed' is detail level 1 of 'RotatorLRa-destroyed' Submodel 'RotatorSMb' is detail level 1 of 'RotatorSMa' Submodel 'RotatorSMc' is detail level 2 of 'RotatorSMa' Submodel 'RotatorSMb-destroyed' is detail level 1 of 'RotatorSMa-destroyed' Submodel 'Turret01b' is detail level 1 of 'Turret01a' Submodel 'Turret01b-destroyed' is detail level 1 of 'Turret01a-destroyed' Submodel 'Turret02b' is detail level 1 of 'Turret02a' Submodel 'Turret02b-destroyed' is detail level 1 of 'Turret02a-destroyed' Loading model 'fgstrikebmb.pof' IBX: Found a good IBX to read for 'fgstrikebmb.pof'. IBX-DEBUG => POF checksum: 0x8b007a2a, IBX checksum: 0x6f16966c -- "fgstrikebmb.pof" Submodel 'thruster01b' is detail level 1 of 'thruster01a' Submodel 'thruster01c' is detail level 2 of 'thruster01a' Submodel 'thruster01d' is detail level 3 of 'thruster01a' Submodel 'thruster02b' is detail level 1 of 'thruster02a' Submodel 'thruster02c' is detail level 2 of 'thruster02a' Submodel 'thruster02d' is detail level 3 of 'thruster02a' Allocating space for at least 6 new ship subsystems ... a total of 400 is now available (202 in-use). Allocating space for at least 5 new ship subsystems ... a total of 600 is now available (400 in-use). OpenGL: Created 512x512 FBO! Loading model 'earthskybox.pof' Model earthskybox.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 'earthskybox.pof'. IBX-DEBUG => POF checksum: 0x8c28f9f9, IBX checksum: 0x8317dd07 -- "earthskybox.pof" =================== STARTING LEVEL DATA LOAD ================== 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' Loading model 'uefsupport.pof' IBX: Found a good IBX to read for 'uefsupport.pof'. IBX-DEBUG => POF checksum: 0x63b67740, IBX checksum: 0xcc358647 -- "uefsupport.pof" Allocating space for at least 980 new ship subsystems ... a total of 1400 is now available (410 in-use). About to page in ships! ANI shieldft-02 with size 112x93 (27.3% wasted) ANI shieldft-03 with size 112x93 (27.3% wasted) ANI shieldft-05 with size 112x93 (27.3% wasted) ANI shieldbt-03 with size 112x93 (27.3% wasted) ANI shieldbt-01 with size 112x93 (27.3% wasted) ANI shieldkulas with size 112x93 (27.3% wasted) ANI shieldRhea with size 112x93 (27.3% wasted) ANI shieldlancer with size 112x93 (27.3% wasted) ANI shieldjackal with size 112x93 (27.3% wasted) ANI shieldwraith with size 112x93 (27.3% wasted) BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps. BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps. BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps. BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps. ANI Kayser_Particle with size 80x80 (37.5% wasted) Loading model 'avenger3.pof' Model avenger3.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 'avenger3.pof'. IBX-DEBUG => POF checksum: 0x8855f87f, IBX checksum: 0x08b235f9 -- "avenger3.pof" Loading model 'VulcanGUN.pof' Model VulcanGUN.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 'VulcanGUN.pof'. IBX-DEBUG => POF checksum: 0x67299b6b, IBX checksum: 0xa705cb68 -- "VulcanGUN.pof" Loading model 'FB11a.pof' Model FB11a.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 'FB11a.pof'. IBX-DEBUG => POF checksum: 0x987c87de, IBX checksum: 0x807e2c36 -- "FB11a.pof" Loading model 'Talon.pof' Model Talon.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 'Talon.pof'. IBX-DEBUG => POF checksum: 0x3716c44a, IBX checksum: 0x1d16f8c1 -- "Talon.pof" Loading model 'Redeemer.pof' Model Redeemer.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 'Redeemer.pof'. IBX-DEBUG => POF checksum: 0x318c1042, IBX checksum: 0xb212a769 -- "Redeemer.pof" BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps. BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps. BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps. BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps. BMPMAN: Found EFF (GreenBeamGlow.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' BMPMAN: Found EFF (BlueBeamGlow2.eff) with 60 frames at 26 fps. BMPMAN: Found EFF (Particle_Yellow.eff) with 11 frames at 22 fps. 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 'trebuchet.pof' IBX: Found a good IBX to read for 'trebuchet.pof'. IBX-DEBUG => POF checksum: 0x7c28aa13, IBX checksum: 0x837b58e3 -- "trebuchet.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" BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps. 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 'Longbow.pof' IBX: Found a good IBX to read for 'Longbow.pof'. IBX-DEBUG => POF checksum: 0x9ed18a4a, IBX checksum: 0xab339ee0 -- "Longbow.pof" Loading model 'dirk1pod.pof' Model dirk1pod.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 'dirk1pod.pof'. IBX-DEBUG => POF checksum: 0xc39767db, IBX checksum: 0xc8c3d73f -- "dirk1pod.pof" Loading model 'dart.pof' IBX: Found a good IBX to read for 'dart.pof'. IBX-DEBUG => POF checksum: 0x5c10bb69, IBX checksum: 0xdfc3e934 -- "dart.pof" Loading model 'swarmpod.pof' Model swarmpod.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 'swarmpod.pof'. IBX-DEBUG => POF checksum: 0x52a567ee, IBX checksum: 0xa04f292a -- "swarmpod.pof" Loading model 'InterceptorT.pof' IBX: Found a good IBX to read for 'InterceptorT.pof'. IBX-DEBUG => POF checksum: 0x8d57e22a, IBX checksum: 0x34f751a7 -- "InterceptorT.pof" Loading model 'DirkPodHC.pof' Model DirkPodHC.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 'DirkPodHC.pof'. IBX-DEBUG => POF checksum: 0x1a57e9d9, IBX checksum: 0xd238d70f -- "DirkPodHC.pof" Loading model 'Slammer.pof' IBX: Found a good IBX to read for 'Slammer.pof'. IBX-DEBUG => POF checksum: 0xa43d47ec, IBX checksum: 0x99fe9d26 -- "Slammer.pof" Loading model 'SlammerPOD.pof' Model SlammerPOD.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 'SlammerPOD.pof'. IBX-DEBUG => POF checksum: 0xb2f95f62, IBX checksum: 0xb2f3ac57 -- "SlammerPOD.pof" Loading model 'paveway12.pof' IBX: Found a good IBX to read for 'paveway12.pof'. IBX-DEBUG => POF checksum: 0xfd1fbe88, IBX checksum: 0x06b8aa20 -- "paveway12.pof" Loading model 'paveway12rack.pof' Model paveway12rack.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 'paveway12rack.pof'. IBX-DEBUG => POF checksum: 0x91c338a9, IBX checksum: 0xc0a88b15 -- "paveway12rack.pof" Loading model 'hellfire.pof' IBX: Found a good IBX to read for 'hellfire.pof'. IBX-DEBUG => POF checksum: 0x095d2434, IBX checksum: 0xbf74030a -- "hellfire.pof" Loading model 'hellfireEXT.pof' Model hellfireEXT.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 'hellfireEXT.pof'. IBX-DEBUG => POF checksum: 0x80933ea9, IBX checksum: 0xb4bff5af -- "hellfireEXT.pof" BMPMAN: Found EFF (missilespew02.eff) with 20 frames at 30 fps. Loading model 'JackhammerMK2.pof' IBX: Found a good IBX to read for 'JackhammerMK2.pof'. IBX-DEBUG => POF checksum: 0x693b82d3, IBX checksum: 0xfc9bd391 -- "JackhammerMK2.pof" Loading model 'JackhammerMK2EXT.pof' Model JackhammerMK2EXT.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 'JackhammerMK2EXT.pof'. IBX-DEBUG => POF checksum: 0xd46d401f, IBX checksum: 0x34dd3a27 -- "JackhammerMK2EXT.pof" BMPMAN: Found EFF (missilespew03.eff) with 20 frames at 30 fps. Loading model 'MissileM.pof' IBX: Found a good IBX to read for 'MissileM.pof'. IBX-DEBUG => POF checksum: 0x00957668, IBX checksum: 0x7b7e1778 -- "MissileM.pof" BMPMAN: Found EFF (missilespew01.eff) with 20 frames at 30 fps. Loading model 'GBU-240.pof' IBX: Found a good IBX to read for 'GBU-240.pof'. IBX-DEBUG => POF checksum: 0xb388876a, IBX checksum: 0x7eebd3b1 -- "GBU-240.pof" Loading model 'MissileXL.pof' IBX: Found a good IBX to read for 'MissileXL.pof'. IBX-DEBUG => POF checksum: 0xb416c200, IBX checksum: 0x625a69cc -- "MissileXL.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 'SlammerCluster.pof' IBX: Found a good IBX to read for 'SlammerCluster.pof'. IBX-DEBUG => POF checksum: 0x615fcf8e, IBX checksum: 0x41858756 -- "SlammerCluster.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. BMPMAN: Found EFF (Rmuzzle.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 (6.3% 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 shieldft-02.ani with size 112x93 (27.3% wasted) ANI shieldft-03.ani with size 112x93 (27.3% wasted) ANI shieldft-05.ani with size 112x93 (27.3% wasted) ANI shieldbt-03.ani with size 112x93 (27.3% wasted) ANI shieldbt-01.ani with size 112x93 (27.3% wasted) ANI shieldkulas.ani with size 112x93 (27.3% wasted) ANI shieldRhea.ani with size 112x93 (27.3% wasted) ANI shieldlancer.ani with size 112x93 (27.3% wasted) ANI shieldjackal.ani with size 112x93 (27.3% wasted) ANI shieldwraith.ani with size 112x93 (27.3% wasted) ANI Kayser_Particle.ani with size 80x80 (37.5% wasted) User bitmap 'TMP256x256+8' User bitmap 'TMP256x256+8' User bitmap 'TMP512x512+8' User bitmap 'TMP256x256+8' Bmpman: 2688/4750 bitmap slots in use. Ending level bitmap paging... =================== ENDING LOAD ================ Real count = 913, Estimated count = 425 ================================================ MediaVPs: Flaming debris script ACTIVE! SCRIPTING: Starting flashy deaths script loading Class: gtf ulysses DRM: 0.25 DE: 3 DM: 1 Class: gtf hercules DRM: 0.25 DE: 3 DM: 1 Class: gtf hercules mark ii DRM: 0.25 DE: 3 DM: 1 Class: gtf ares DRM: 0.25 DE: 3 DM: 1 Class: gtf erinyes DRM: 0.25 DE: 3 DM: 1 Class: gtf loki DRM: 0.25 DE: 3 DM: 1 Class: gtf pegasus DRM: 0.25 DE: 3 DM: 1 Class: gtf perseus DRM: 0.25 DE: 3 DM: 1 Class: gtf myrmidon DRM: 0.25 DE: 3 DM: 1 Class: sf mara (terrans) DRM: 0.25 DE: 3 DM: 1 Class: gtb artemis DRM: 0.25 DE: 3 DM: 1 Class: gtb artemis d.h. DRM: 0.25 DE: 3 DM: 1 Class: gtb medusa DRM: 0.25 DE: 3 DM: 1 Class: gtb ursa DRM: 0.25 DE: 3 DM: 1 Class: gtb zeus DRM: 0.25 DE: 3 DM: 1 Class: gtb boanerges DRM: 0.25 DE: 3 DM: 1 Class: gtdr amazon DRM: 0.25 DE: 3 DM: 1 Class: gtdr amazon advanced DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.45 BEDu: 5000 BEDM: 2.5 Class: gts hygeia DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 Class: gtfr triton DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.45 BEDu: 5000 BEDM: 2.5 Class: tc-tri DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.4 BEDu: 4000 BEDM: 2.5 Class: gtfr poseidon DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 Class: tc 2 DRM: 0.25 DE: 3 DM: 1 Class: tsc 2 DRM: 0.25 DE: 3 DM: 1 Class: tac 1 DRM: 0.25 DE: 3 DM: 1 Class: ttc 1 DRM: 0.25 DE: 3 DM: 1 Class: gtc fenris DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gtm hippocrates DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gtc leviathan DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gtsc faustus DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gtg zephyrus DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.55 BEDu: 7000 BEDM: 2.5 Class: gta charybdis DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.5 BEDu: 6000 BEDM: 2.5 Class: gtd orion DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gtd hecate DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gtd orion#2 (bastion) DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gtd hades DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gti arcadia DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gtva colossus DRM: 0.25 DE: 3 DM: 1 FRM: 5 FE: 6 BE: 0.75 BEDu: 11000 BEDM: 2.5 Class: gtcv deimos DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: gtc aeolus DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: ntf iceni DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: ntf boadicea DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gtt elysium DRM: 0.25 DE: 3 DM: 1 Class: gtt argo DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.4 BEDu: 4000 BEDM: 2.5 Class: gti ganymede DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: knossos DRM: 0.25 DE: 3 DM: 1 FRM: 5 FE: 6 BE: 0.8 BEDu: 12000 BEDM: 2.5 Class: gtsg watchdog DRM: 0.25 DE: 3 DM: 1 Class: gtsg cerberus DRM: 0.25 DE: 3 DM: 1 Class: gtsg alastor DRM: 0.25 DE: 3 DM: 1 Class: gtep hermes DRM: 0.25 DE: 3 DM: 1 Class: tc-meson bomb FRM: 4 FE: 6 BE: 0.8 BEDu: 10000 BEDM: 10 Class: gtsg mjolnir DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gtsg mjolnir#home DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gvf seth DRM: 0.25 DE: 3 DM: 1 Class: gvf horus DRM: 0.25 DE: 3 DM: 1 Class: gvf thoth DRM: 0.25 DE: 3 DM: 1 Class: gvf serapis DRM: 0.25 DE: 3 DM: 1 Class: gvf tauret DRM: 0.25 DE: 3 DM: 1 Class: gvb sekhmet DRM: 0.25 DE: 3 DM: 1 Class: gvb osiris DRM: 0.25 DE: 3 DM: 1 Class: gvb bakha DRM: 0.25 DE: 3 DM: 1 Class: gvf ptah DRM: 0.25 DE: 3 DM: 1 Class: gvs nephthys DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 Class: gvt isis DRM: 0.25 DE: 3 DM: 1 Class: pvfr ma'at DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 Class: gvfr bes DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 Class: vac 5 DRM: 0.25 DE: 3 DM: 1 Class: vac 4 DRM: 0.25 DE: 3 DM: 1 Class: gvfr satis DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.45 BEDu: 5000 BEDM: 2.5 Class: gvg anuket DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.55 BEDu: 7000 BEDM: 2.5 Class: gvc aten DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gvc mentu DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gvcv sobek DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: gvd typhon DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gvsg ankh DRM: 0.25 DE: 3 DM: 1 Class: gvsg edjo DRM: 0.25 DE: 3 DM: 1 Class: gvep ra DRM: 0.25 DE: 3 DM: 1 Class: gva setekh DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.5 BEDu: 6000 BEDM: 2.5 Class: gvd hatshepsut DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: sf dragon DRM: 0.25 DE: 3 DM: 1 Class: sf basilisk DRM: 0.25 DE: 3 DM: 1 Class: sf manticore DRM: 0.25 DE: 3 DM: 1 Class: sf aeshma DRM: 0.25 DE: 3 DM: 1 Class: sf mara DRM: 0.25 DE: 3 DM: 1 Class: sf astaroth DRM: 0.25 DE: 3 DM: 1 Class: sb nephilim DRM: 0.25 DE: 3 DM: 1 Class: sb taurvi DRM: 0.25 DE: 3 DM: 1 Class: sb nahema DRM: 0.25 DE: 3 DM: 1 Class: sb seraphim DRM: 0.25 DE: 3 DM: 1 Class: st azrael DRM: 0.25 DE: 3 DM: 1 Class: sfr dis DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.45 BEDu: 5000 BEDM: 2.5 Class: sac 3 DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.4 BEDu: 4000 BEDM: 2.5 Class: sfr mephisto DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 Class: sc 5 DRM: 0.25 DE: 3 DM: 1 Class: sfr asmodeus DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.45 BEDu: 5000 BEDM: 2.5 Class: sac 2 DRM: 0.25 DE: 3 DM: 1 Class: sc lilith DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: sc rakshasa DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: sd demon DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: sd ravana DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: sd lucifer DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: ssg trident DRM: 0.25 DE: 3 DM: 1 Class: ssg belial DRM: 0.25 DE: 3 DM: 1 Class: ssg rahu DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.55 BEDu: 7000 BEDM: 2.5 Class: scv moloch DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: sj sathanas DRM: 0.25 DE: 3 DM: 1 FRM: 5 FE: 6 BE: 0.75 BEDu: 11000 BEDM: 2.5 Class: shivan comm node DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: gtf aurora DRM: 0.25 DE: 3 DM: 1 Class: gtf kulas DRM: 0.25 DE: 3 DM: 1 Class: gtf comanche DRM: 0.25 DE: 3 DM: 1 Class: gtf seminole DRM: 0.25 DE: 3 DM: 1 Class: gtf cherokee DRM: 0.25 DE: 3 DM: 1 Class: gtb yurok DRM: 0.25 DE: 3 DM: 1 Class: gtb navajo DRM: 0.25 DE: 3 DM: 1 Class: gtc hyperion DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: gtcv chimera DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: gtcv bellerophon DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: gtd titan DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gtd raynor DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gtl anemoi DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: orion refit DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: alliance jump gate DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.8 BEDu: 12000 BEDM: 2.5 Class: sj dante DRM: 0.25 DE: 3 DM: 1 FRM: 5 FE: 6 BE: 0.75 BEDu: 11000 BEDM: 2.5 Class: vishnan preserver DRM: 0.25 DE: 3 DM: 1 FRM: 5 FE: 6 BE: 0.75 BEDu: 11000 BEDM: 2.5 Class: vishnan arbiter DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: vishnan sacred keeper DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: vishnan missionary DRM: 0.25 DE: 3 DM: 1 Class: vishnan preacher DRM: 0.25 DE: 3 DM: 1 Class: vishnan seeker DRM: 0.25 DE: 3 DM: 1 Class: vishnan inquisitor DRM: 0.25 DE: 3 DM: 1 Class: vishnan protector DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: uefg karuna#aoa DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: gtf atalanta DRM: 0.25 DE: 3 DM: 1 Class: gtf nyx DRM: 0.25 DE: 3 DM: 1 Class: gtf draco DRM: 0.25 DE: 3 DM: 1 Class: gtb rhea DRM: 0.25 DE: 3 DM: 1 Class: gtd orion DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: gtcv diomedes DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: gtc cretheus DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.4 BEDu: 4000 BEDM: 2.5 Class: gvl tawaret DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: uef uhlan DRM: 0.25 DE: 3 DM: 1 Class: uef kentauroi DRM: 0.25 DE: 3 DM: 1 Class: uef uriel DRM: 0.25 DE: 3 DM: 1 Class: uef izra'il DRM: 0.25 DE: 3 DM: 1 Class: uef lao tze DRM: 0.25 DE: 3 DM: 1 Class: uef ainsarii DRM: 0.25 DE: 3 DM: 1 Class: ueb durga DRM: 0.25 DE: 3 DM: 1 Class: ueb vajradhara DRM: 0.25 DE: 3 DM: 1 Class: ueb lapith DRM: 0.25 DE: 3 DM: 1 Class: uem florence DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: uet kadmos DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.4 BEDu: 4000 BEDM: 2.5 Class: uet corsair DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 Class: uet upanishad DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: uea oculus DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.5 BEDu: 6000 BEDM: 2.5 Class: uec sanctus DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.6 BEDu: 8000 BEDM: 2.5 Class: uec custos DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.4 BEDu: 4000 BEDM: 2.5 Class: uefg karuna DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: uefg karuna mk2 DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: uefg narayana DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.65 BEDu: 9000 BEDM: 2.5 Class: ued solaris DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: ues aranyaka DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 Class: uefr demeter DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.45 BEDu: 5000 BEDM: 2.5 Class: uec-dem DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.4 BEDu: 4000 BEDM: 2.5 Class: uei kumari DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: intrasystem gate DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: uei bretonia DRM: 0.25 DE: 3 DM: 1 FRM: 2 FE: 6 BE: 0.7 BEDu: 10000 BEDM: 2.5 Class: scimitar DRM: 0.25 DE: 3 DM: 1 Class: gec ancamna DRM: 0.25 DE: 3 DM: 1 FRM: 1 FE: 6 BE: 0.4 BEDu: 4000 BEDM: 2.5 Class: uefg karuna#player DRM: 0.25 DE: 3 DM: 1 FRM: 2 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 Class: vishnan huge turret BEI: 0.2 BEDu: 90 BEDi: 45 Class: hred BEI: 0.2 BEDu: 800 BEDi: 400 Class: lrsred BEI: 0.2 BEDu: 100 BEDi: 50 Class: terslashblue BEI: 0.2 BEDu: 425 BEDi: 212.5 Class: bfblue BEI: 0.2 BEDu: 2200 BEDi: 1100 Class: hblue BEI: 0.2 BEDu: 1850 BEDi: 925 Class: bblue BEI: 0.2 BEDu: 1500 BEDi: 750 Class: mblue BEI: 0.2 BEDu: 900 BEDi: 450 Class: sblue BEI: 0.2 BEDu: 320 BEDi: 160 Class: abeamtiny BEI: 0.2 BEDu: 200 BEDi: 100 Class: sabeam BEI: 0.2 BEDu: 400 BEDi: 200 Class: babeam BEI: 0.2 BEDu: 870 BEDi: 435 Class: lrabeam BEI: 0.2 BEDu: 2500 BEDi: 1250 Class: mass driver#karuna BEI: 0.2 BEDu: 1200 BEDi: 600 Class: gauss cannon#karuna BEI: 0.2 BEDu: 1200 BEDi: 600 Class: vishnan megabomb FR: 100 FE: 6 BEI: 0.6 BEDu: 4100 BEDi: 2050 Class: vishnan ultrabomb FR: 100 FE: 6 BEI: 0.6 BEDu: 4100 BEDi: 2050 Class: eos FR: 150 FE: 7 BEI: 0.6 BEDu: 1000 BEDi: 500 Class: supernova FR: 200 FE: 7 BEI: 0.6 BEDu: 5000 BEDi: 2500 Class: apocalypse#karuna FR: 100 FE: 7 BEI: 0.6 BEDu: 500 BEDi: 250 Class: archer BEI: 0.2 BEDu: 350 BEDi: 175 Class: redeemer BEI: 0.2 BEDu: 120 BEDi: 60 Class: vajra BEI: 0.2 BEDu: 600 BEDi: 300 Class: mass driver#sanctus BEI: 0.2 BEDu: 600 BEDi: 300 Class: mass driver#narayana BEI: 0.2 BEDu: 2400 BEDi: 1200 Class: gauss cannon#sanctus BEI: 0.2 BEDu: 600 BEDi: 300 Class: gauss cannon#narayana BEI: 0.2 BEDu: 2400 BEDi: 1200 Class: gattler turret#solaris BEI: 0.2 BEDu: 20 BEDi: 10 Class: gattler turret#karuna BEI: 0.2 BEDu: 10 BEDi: 5 Class: warhammer FR: 50 FE: 6 BEI: 0.4 BEDu: 500 BEDi: 250 Class: sledgehammer FR: 100 FE: 6 BEI: 0.6 BEDu: 7500 BEDi: 3750 Class: jackhammer FR: 100 FE: 6 BEI: 0.6 BEDu: 4000 BEDi: 2000 Class: warhammer#sanctus FR: 50 FE: 6 BEI: 0.4 BEDu: 500 BEDi: 250 Class: apocalypse#narayana FR: 150 FE: 7 BEI: 0.6 BEDu: 1000 BEDi: 500 Class: apocalypse#solaris FR: 125 FE: 7 BEI: 0.6 BEDu: 1000 BEDi: 500 Class: hydra#spawn FR: 25 FE: 6 BEI: 0.4 BEDu: 125 BEDi: 62.5 Class: warhammer#custos FR: 50 FE: 6 BEI: 0.4 BEDu: 150 BEDi: 75 Received post for event GS_EVENT_FICTION_VIEWER during state transtition. Find Allender if you are unsure if this is bad. Got event GS_EVENT_FICTION_VIEWER (66) in state GS_STATE_START_GAME (52) Frame 0 too long!!: frametime = 148.561 (148.561) Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_FICTION_VIEWER (53) AUDIOSTR => ErrorExit for ::Create() on wave file: bp206cb01 Failed to load "bp206cb01.ogg" Frame 0 too long!!: frametime = 0.479 (0.479) Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43) ANI 2_BriefMap with size 918x400 (21.9% wasted) ANI iconwing01 with size 32x28 (12.5% wasted) Loading model 'Dirk1TECH.pof' Model Dirk1TECH.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 'Dirk1TECH.pof'. IBX-DEBUG => POF checksum: 0xf5646d37, IBX checksum: 0x400509a3 -- "Dirk1TECH.pof" Loading model 'hellfireTECH.pof' Model hellfireTECH.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 'hellfireTECH.pof'. IBX-DEBUG => POF checksum: 0x8c777831, IBX checksum: 0xab24a941 -- "hellfireTECH.pof" ANI iconU-Installation with size 107x130 (49.2% wasted) ANI FadeiconU-Installation with size 107x130 (49.2% wasted) ANI FadeiconU-Installation.ani with size 107x130 (49.2% wasted) ANI iconT-vette with size 80x31 (3.1% wasted) ANI fadeiconT-vette with size 80x31 (3.1% wasted) ANI fadeiconT-vette.ani with size 80x31 (3.1% wasted) ANI 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 icont-bomberW with size 45x73 (43.0% wasted) ANI Fadeicont-BomberW with size 45x73 (43.0% wasted) ANI Fadeicont-BomberW.ani with size 45x73 (43.0% wasted) ANI IconU-fighterw with size 75x72 (43.8% wasted) ANI FadeiconU-FighterW with size 75x72 (43.8% wasted) ANI FadeiconU-FighterW.ani with size 75x72 (43.8% wasted) AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b01 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b01 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b01 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b01 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b01 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b01 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b02 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b02 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b02 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b02 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b02 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b02 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b03 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b03 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b03 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b03 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b03 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b03 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b04 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b04 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b04 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b04 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b04 AUDIOSTR => ErrorExit for ::Create() on wave file: bp206b04 Frame 0 too long!!: frametime = 1.623 (1.623) ANI iconU-Installation.ani with size 107x130 (49.2% wasted) ANI iconT-vette.ani with size 80x31 (3.1% wasted) Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Diffuse Mapping Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Diffuse Mapping Glow Mapping ANI icont-fightW.ani with size 51x54 (15.6% wasted) ANI icont-bomberW.ani with size 45x73 (43.0% wasted) ANI IconU-fighterw.ani with size 75x72 (43.8% wasted) Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10) Entering game at time = 203.109 Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Specular Mapping Normal Mapping Environment Mapping Team Colors Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Team Colors Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Team Colors Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Specular Mapping Normal Mapping Environment Mapping Utility mapping Team Colors Deferred lighting Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Specular Mapping Normal Mapping Environment Mapping Compiling new shader: Loading built-in default shader for: main-v.sdr Loading built-in default shader for: main-f.sdr Shader features: Lighting Diffuse Mapping Glow Mapping Frame 1 too long!!: frametime = 1.307 (1.307) message 'ds1 Brie: Alpha wing here' with invalid head. Fix by assigning persona to the message. ANI Head-TP3b.ani with size 160x120 (6.3% wasted) Frame 4 too long!!: frametime = 0.269 (0.269) Killing beam at initial fire because of illegal targeting!!! message 'ds1 Ralpha: thank the elders' with invalid head. Fix by assigning persona to the message. ANI Head-TP1a.ani with size 160x120 (6.3% wasted) nothing ok to fire Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! nothing ok to fire Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Warning: Too many triangles in shield hit. Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! message 'ds1 Vatican: occupy' with invalid head. Fix by assigning persona to the message. ANI Head-CM5a.ani with size 160x120 (6.3% wasted) Warning: Too many triangles in shield hit. Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Warning: Too many triangles in shield hit. Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! nothing ok to fire Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Warning: Too many triangles in shield hit. Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! nothing ok to fire Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Warning: Too many triangles in shield hit. Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! nothing ok to fire Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! message 'ds1 Brie: gunship mission' with invalid head. Fix by assigning persona to the message. Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Out of lights! Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2) Unloading in mission messages CSG => Loading 'Retsamtnurg.bp2-p1.csg' with version 0... CSG => Parsing: Flags... CSG => Parsing: Info... CSG => Parsing: Missions... CSG => Parsing: Techroom... CSG => Parsing: Loadout... CSG => Parsing: Scoring... CSG => Parsing: RedAlert... CSG => Parsing: HUD... CSG => Parsing: Variables... CSG => Parsing: Settings... CSG => Parsing: Controls... CSG => Parsing: Cutscenes... CSG => Loading complete! Frame 224 too long!!: frametime = 0.578 (0.578) Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1) PLR => Saving 'Retsamtnurg.plr' with version 0... PLR => Saving: Flags... PLR => Saving: Info... PLR => Saving: Scoring... PLR => Saving: ScoringMulti... PLR => Saving: HUD... PLR => Saving: Variables... PLR => Saving: Multiplayer... PLR => Saving: Controls... PLR => Saving: Settings... PLR => Saving complete! CSG => Saving 'Retsamtnurg.bp2-p1.csg' with version 0... CSG => Saving: Flags... CSG => Saving: Info... CSG => Saving: Missions... CSG => Saving: Techroom... CSG => Saving: Loadout... CSG => Saving: Scoring... CSG => Saving: RedAlert... CSG => Saving: HUD... CSG => Saving: Variables... CSG => Saving: Settings... CSG => Saving: Controls... CSG => Saving: Cutscenes... CSG => Saving complete! Freeing all existing models... ... Log closed, Tue Jan 08 19:55:05 2013 ----------------------- Folgt dem blutroten Zeichen zu meinen Beiträgen. |
||
Beiträge: 265 | Mitglied seit: Oktober 2011 | IP-Adresse: nicht gespeichert | |||
The_E Commander ID # 249 |
Erstellt am 10. Januar 2013 20:26 (#47)
Zitat
PN E-Mail
Soll uns das jetzt irgendwas sagen...? Ist da irgendein problem?
----------------------- Projektleiter, FreeSpace Open Autor, Designer für Blue Planet: War in Heaven, Blue Planet: Tenebra Visit the HLP Discord! |
||
Beiträge: 32 | Mitglied seit: November 2012 | IP-Adresse: nicht gespeichert | |||
Retsamtnurg Captain ID # 222 |
Erstellt am 11. Januar 2013 20:05 (#48)
Zitat
PN E-Mail
Jep. Anscheinend gibt es einen Fehler in den Texturen (wie ich bereits anmerkte, sind die Fraben nicht korrekt) und beim HUD (dieses wird doppelt angezeigt).
----------------------- Folgt dem blutroten Zeichen zu meinen Beiträgen. |
||
Beiträge: 265 | Mitglied seit: Oktober 2011 | IP-Adresse: nicht gespeichert | |||
Superchecker Rekrut ID # 274 |
Erstellt am 14. Juni 2014 19:05 (#49)
Zitat
PN E-Mail
hi ich bin erst neu hier und habe ein Problem mit Freespace 2 SCP. ICh kann es STarten und Spielen ab nicht im Vollbildmodus.
Es kommen immer 2 Fehlermeldungen im Lauchner der 1.direkt beim starten von dem Launcher. 1.Fehlermeldung: Failed EnumAdapterModes in UpdateAntialias List 2.Fehlermeldung: Failed to set graphic mode Könnt ihr mir da irgend wie helfen ? Danke im Vorraus |
||
Beiträge: 2 | Mitglied seit: Juni 2014 | IP-Adresse: gespeichert | |||
Novachen Captain ID # 169 726-429-8 |
Erstellt am 14. Juni 2014 21:22 (#50)
Zitat
PN E-Mail
Hm... klingt schon, als sei das Problem bereits vor dem eigentlichen Spielstart.
Vor allem irritirend, dass es im Vollbild- aber im Fenstermodus läuft. Nehme denke ich an, dass du FreeSpace 2 auch regulär installiert hast? Welche Auflösung hast du denn gewählt? Und welchen SCP Launcher nutzt du? (gibt eigentlich nur 2 wesentliche. FS2 Open Launcher und wxlauncher) Und der verwendete Build wäre vielleicht für alle Fälle auch noch gut. Ansonsten wären vielleicht auch noch Informationen über Hardware und Betriebssystem interessant. Vor allem neben dem Betriebssystem die verwendete Grafikhardware (auch eventuell Monitor). Denn genau da scheint laut der Fehlermeldung das Problem zu liegen. ----------------------- In der FreeSpace Community dabei seit 1999! Game-Producerin seit 2009! Verantwortlich für: FreeSpace: FreiRaum - Übersetzungsprojekt, welches eine Textübersetzung diverser FreeSpace Modifikation ins Deutsche durchführt. 2367: Supernova - Kampagne, die FreeSpace 2 neuinterpretiert. Out of the Shadow - Nova Safiya Edition - Remake der 'Out of the Shadow'-Kampagne. Ehemalige FreeSpace Projekte: FreeSpace 2: Nova - Eigene Buildserie (2007-2017), Colony Wars: Remastered - Colony Wars Remake (Abbruch 2011) & StarLancer: The Sol War - StarLancer Remake und Fortsetzung (Release 2015, DMCA Takedown 2017) |
||
Beiträge: 349 | Mitglied seit: November 2009 | IP-Adresse: gespeichert | |||
Superchecker Rekrut ID # 274 |
Erstellt am 14. Juni 2014 22:03 (#51)
Zitat
PN E-Mail
hi,
also wo soll ich Anfangen.Eine Auflösung kann ich gar nicht auswählen d.h. es gibt keine Auswahlmöglichkeit einfach nur eine weisse Fläche. Habe Freespace 2 normal von der CD installiert und mich an den Guid von dieser Seite http://www.freespacegalaxy.de/forum/index.php?mode=viewthread&forum_id=10&thread=95 gehalten. Hardware: CPU: i7 920 2,67 GHz GPU: EVGA GTX 580 RAM: 8 Gig Board: Asus Rampage 2 Extrem Monitor: LG Flatron W2361V Betriebssystem : WIN 8.1 Startet Automatisch im Fenstermodus und es gibt keine möglichkeit in den Vollbildmodus zu wechseln (Tastenkürzel,Optionen) und Danke für die schnelle Rückantwort mfg |
||
Beiträge: 2 | Mitglied seit: Juni 2014 | IP-Adresse: gespeichert | |||
Novachen Captain ID # 169 726-429-8 |
Erstellt am 15. Juni 2014 22:03 (#52)
Zitat
PN E-Mail
Die Anleitung ist nicht mehr aktuell und der dort verwendete Launcher ist meines Wissens nicht für Windows 8 kompatibel. Könntest ja versuchen diesen mal mit Adminrechten und eventuell Kompatibilitätsmodus zu starten
Daher hier mal entsprechend eine aktuelle Anleitung. 1.) FreeSpace 2 installieren 2.) FreeSpace 2 auf Version 1.2 patchen (Download u.a. hier) 3.) wxlauncher runterladen. 4.) Gewünschte MediaVPs runterladen. Im Idealfall alle, die unter The individual component VPs: stehen. 5.) Aktuellsten offiziellen Build herunterladen. Da du einen aktuellen Prozessor hast entsprechend denen mit SSE2. 6.) Launcher und den Build ins Hauptverzeichnis von FreeSpace 2 entpacken. 7.) Die runtergeladenen MediaVPs kommen alle in ein mediavps_2014 Unterverzeichnis vom Spiel. Kann sein, dass dies auch von deinem Entpackungsprogramm automatisch angelegt wird. 8.) Im wxlauncher die SCP Startdatei anwählen. fs2_open_3_7_2.exe 9.) Unter MOD entsprechend den MediaVPs Ordner anwählen. 10.) Spätestens dann sollten eigentlich alle anderen Optionen zur Verfügung stehen. Auch bei den Audio- und Videooptionen. ----------------------- In der FreeSpace Community dabei seit 1999! Game-Producerin seit 2009! Verantwortlich für: FreeSpace: FreiRaum - Übersetzungsprojekt, welches eine Textübersetzung diverser FreeSpace Modifikation ins Deutsche durchführt. 2367: Supernova - Kampagne, die FreeSpace 2 neuinterpretiert. Out of the Shadow - Nova Safiya Edition - Remake der 'Out of the Shadow'-Kampagne. Ehemalige FreeSpace Projekte: FreeSpace 2: Nova - Eigene Buildserie (2007-2017), Colony Wars: Remastered - Colony Wars Remake (Abbruch 2011) & StarLancer: The Sol War - StarLancer Remake und Fortsetzung (Release 2015, DMCA Takedown 2017) |
||
Beiträge: 349 | Mitglied seit: November 2009 | IP-Adresse: gespeichert | |||
Revan Sith Master ID # 30 |
Erstellt am 01. April 2015 23:26 (#53)
Zitat
PN E-Mail
So ich habe mir nun seit sehr langer Zeit mal wieder das klassische Freespace 2 installiert und mittels FSO-Installer alles gezogen was ich möchte. Mehrere Mods, die ich aber alle noch nicht angespielt habe.
Die Freespace 2 Kampange kam zuerst. Texte sind in Englisch.. Gut, dass ich wenigstens meine deutschen Sprachdateien drin hatte. Scheint so, als hätten die auch an den Missionsdateien herumgebastelt. Mein Problem ist nur minimal: Zahlen werden nicht korrekt dargestellt. Raketen werden falsch angezeigt. Ein Ü bzw zwei Ü stehen bei der Auswahl, je nach dem ob ich Einzel oder Doppelfeuer gewählt habe. Ebenso stimmen die Entfernungen nicht immer. Da steht z.B. 300 m Entfernung, in wahrheit sind es aber wohl so 1300 m. Hitpoints ebenfalls. Was hab ich mich erschrocken, als da 9% stand. Dann der Blick zum Status meiner Wings, und mein Jaeger war noch nicht rot. -> Ausatmen... |
||
Beiträge: 1210 | Mitglied seit: November 2006 | IP-Adresse: gespeichert | |||
Novachen Captain ID # 169 726-429-8 |
Erstellt am 02. April 2015 00:21 (#54)
Zitat
PN E-Mail
Das ist merkwürdig, du hast englische Texte aber laut deines beschriebenen Fehlers die falsche Spracheinstellung?
Weil das mit dem Ü etc. gibt es nur, wenn man mit deutscher Spracheinstellung spielt, aber die englischen Fontfiles nutzt. Dem widerspricht aber natürlich der englische Text. Denn eigentlich wird die Tstrings.tbl verwendet, und bei deutscher Spracheinstellung werden auch die deutschen Texte abgefragt. Irgendwas stimmt da nicht. Spielst du auf Windows? Wenn ja, dann schau mal bitte in der Registry ob unter HKEY_CURRENT_USER\Software\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2 (alles bei 64 Bit) irgendwo ein Language Eintrag ist, und dieser auf German steht. Bei Linux ist die Spracheinstellung vom Spiel sogar direkt an die Fontfiles gekoppelt eigentlich. Wenn dann scheint er vielleicht deine Fontfiles aus data\fonts überschrieben zu haben. ----------------------- In der FreeSpace Community dabei seit 1999! Game-Producerin seit 2009! Verantwortlich für: FreeSpace: FreiRaum - Übersetzungsprojekt, welches eine Textübersetzung diverser FreeSpace Modifikation ins Deutsche durchführt. 2367: Supernova - Kampagne, die FreeSpace 2 neuinterpretiert. Out of the Shadow - Nova Safiya Edition - Remake der 'Out of the Shadow'-Kampagne. Ehemalige FreeSpace Projekte: FreeSpace 2: Nova - Eigene Buildserie (2007-2017), Colony Wars: Remastered - Colony Wars Remake (Abbruch 2011) & StarLancer: The Sol War - StarLancer Remake und Fortsetzung (Release 2015, DMCA Takedown 2017) |
||
Beiträge: 349 | Mitglied seit: November 2009 | IP-Adresse: gespeichert | |||
Revan Sith Master ID # 30 |
Erstellt am 02. April 2015 19:29 (#55)
Zitat
PN E-Mail
Also nen Language Eintrag gibt es da in der Registry leider nicht.
Es wird übrigens immer verrückter. Hab die Hauptkampange durch und spiele nun den Port. Ich habe mir die deutschen Audio-Dateien heruntergeladen. Sie sind auch definitiv da wo sie sein sollten. Gibt aber nur Text im Spiel... ... natürlich auch nur in Englisch, obwohl die Textdateien auch da sind, wo sie hingehören. Bin mal gespannt, wie das bei Blue Planet oder Derelic sein wird. |
||
Beiträge: 1210 | Mitglied seit: November 2006 | IP-Adresse: gespeichert | |||
Novachen Captain ID # 169 726-429-8 |
Erstellt am 02. April 2015 21:08 (#56)
Zitat
PN E-Mail
Dann leg den dort einfach mal an Rechte Maustaste -> Neu -> Zeichenfolge -> Diesen Language nennen und dann unter "Ändern" als Wert "German" (ohne ") eintragen . Die deutschen Dateien vom Port stützen sich ebenfalls auf die deutsche Spracheinstellung. Zumindest bei den Texten. Audio sollte eigentlich schon da sein, wenn es die normalen englischen Dateien überschreibt. Bedenke, dass es beim ursprünglichen FreeSpace in der deutschen Fassung nur während der Mission Sprachdateien gibt. Also nicht in den Besprechungen vor und nach der Mission. Wundert mich aber ein bisschen, dass dieser Eintrag in der Registry fehlt (die anderen sind dort aber vorhanden oder? Also VideocardFS2Open etc.?). Hast du nicht eigentlich die Deutsche Version vom Spiel installiert, bevor du den FSO Installer genutzt hast? Dann frag ich mich aber auch, was eigentlich die deutschen Schriftdateien dann dort zu suchen haben... die sind beim SCP mit der englischen Fassung nämlich in sofern inkompatibel, dass es eben genau diese Anzeigefehler gibt. ----------------------- In der FreeSpace Community dabei seit 1999! Game-Producerin seit 2009! Verantwortlich für: FreeSpace: FreiRaum - Übersetzungsprojekt, welches eine Textübersetzung diverser FreeSpace Modifikation ins Deutsche durchführt. 2367: Supernova - Kampagne, die FreeSpace 2 neuinterpretiert. Out of the Shadow - Nova Safiya Edition - Remake der 'Out of the Shadow'-Kampagne. Ehemalige FreeSpace Projekte: FreeSpace 2: Nova - Eigene Buildserie (2007-2017), Colony Wars: Remastered - Colony Wars Remake (Abbruch 2011) & StarLancer: The Sol War - StarLancer Remake und Fortsetzung (Release 2015, DMCA Takedown 2017) |
||
Beiträge: 349 | Mitglied seit: November 2009 | IP-Adresse: gespeichert | |||
Revan Sith Master ID # 30 |
Erstellt am 02. April 2015 21:39 (#57)
Zitat
PN E-Mail
Ja das bizarre ist ja, dass ich meine uralte deutsche Freespace 2 CDs installiert habe.
So habe den Eintrag mal erstellt... tatsache. Zeichenproblem gelöst. Gut das mit den Sound-Dateien ist mir jetzt noch ein Rätzel. Die Dialoge gehen nicht. Die Dateien sind aber definitiv da wo sie laut beschreibung auch hingehören. Die Build-In-Funksprüche gehen aber. EDIT Habe den "Fehler" gefunden. In der VP-Datei waren nur die Build-Ins drin... kein Wunder, dass der Rest nicht geht. So banal kanns sein. Das hätten die auf HLP ruhig erwähnen können, dass eben nicht die vollständige deutsche Audio drin in. Also muss ich wohl mal die ganz alten Freespace 1 CDs suchen und selbst was zusammen basteln. Dann steht die FS1 Hauptkampange halt eben weiter hinten an. |
||
Beiträge: 1210 | Mitglied seit: November 2006 | IP-Adresse: gespeichert |
| German FreeSpace Galaxy | Boardregeln | Datenschutzerklärung
Tritanium Bulletin Board 1.10
© 2010–2024 Tritanium Scripts