Author Topic: Extremely long load times in demo  (Read 11184 times)

Cpt. Ritter

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Extremely long load times in demo
« Reply #45 on: April 05, 2007, 02:22:25 PM »
It might be purely a processor issue. I'm non dual core, non hyper thread, old P4.

Then again it might be the fragmented nature of it. But extracting it does work. Once extracted everything became normal.
Former 58th Air Wing Member

Lieutenant Jayne \'Fishbait\' Tyrum
Orange Squadron - \'Firestarters\'

karajorma

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Extremely long load times in demo
« Reply #46 on: April 05, 2007, 03:09:55 PM »
If you're getting slow mission load times but everything else is fine then it sounds like an IBX problem. Give me a few minutes and I'll generate a set for you.

Cpt. Ritter

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Extremely long load times in demo
« Reply #47 on: April 05, 2007, 03:13:40 PM »
Thing that initially bugged me about it so much was that FS2Open runs fine with lots of the high-mem stuff running.

And the mission load times were right along with all the interface stuff (while it was packaged in the VP). Basically, I'd have to wait a good two minutes for the player list to open, another minute for the main menu. Then another 10 or so for even basic flight to load.
Former 58th Air Wing Member

Lieutenant Jayne \'Fishbait\' Tyrum
Orange Squadron - \'Firestarters\'

karajorma

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Extremely long load times in demo
« Reply #48 on: April 05, 2007, 03:34:06 PM »
If anyone has found that they've killed the interface problem by extracting but load times remain high just shout out. I have an idea what could cause that.

darklord3k

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Extremely long load times in demo
« Reply #49 on: April 05, 2007, 05:22:09 PM »
sorry shoula been more clear

to goal is to copy the entire contents of the VP into your data folder (defult is C:/games/BtRL/demo/data unless you installed elsewhere). you nodice that for each section in the VP there are several files. these are the files you want in the data folder.

create a new folder and place them in data (right-click anywere (except the taskbar or my computer window), new, folder).

name your new folder like one of the sections in the VP (effects,maps,music) etc... you will have to create a new folder for every single section in the VP file.

Place your newly created folder into the data folder.

Go back to the VP viewer. use the extract to dir option to copy and move the files from the VP into the corrisponding folder. IE: if you created a folder in data called music go to the music section in the VP viewer. Highlight all the files in the music section, click "Extract to dir", browse to your created music folder (C:/games/BtRL/demo/data/music  for example) and click OK

do this for every single section in the VP. your data folder should have these folders in it in the end....

cache*
cbanims*
effects*
fonts*
force feedback (just to be safe even if you don't use it)*
freddocs (I think this is in there by defult and has nothing to do with the VP)
hud*
interface*
maps*
missions (required if you want to download 3rd party missions. all of the other missions are in the missions VP)
models*
multidata*?
music*
players (I think everything is there already)
sounds*
tables* (this is from the missions VP. personaly i don't think this is nessary but nock yourself out)
voice* (plus all the folders inside.  briefing, command_briefings, debriefing, personas, and special)

*these are the folders you will have to create
*? I think

sloany

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Extremely long load times in demo
« Reply #50 on: April 05, 2007, 11:56:03 PM »
Quote from: karajorma;64057
If anyone has found that they've killed the interface problem by extracting but load times remain high just shout out. I have an idea what could cause that.

Please let us know what you think it is, because thats the problem I'm having.

karajorma

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Extremely long load times in demo
« Reply #51 on: April 06, 2007, 07:41:03 AM »
I remember Taylor saying something about the IBX files being wrong. I can't think why they would be but I can see that screwing things up for people if they are as the game would take 10 minutes to regenerate them every time you load a mission.

Is the load time for Basic Flight a lot less than for the proper missions by any chance?

Anyway follow the advice here and then I can see if your problem really is what I think it might be

sloany

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Extremely long load times in demo
« Reply #52 on: April 06, 2007, 02:39:40 PM »
Ok, well I hope this helps.

PC specs:
Windows XP SP2
Intel Pentium 4 2.5 GHz
1 GB RAM
Nvidia GeForce 6600 GT 128 MB

log file:
==========================================================================
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.
==========================================================================
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -2d_poof
  -alpha_env
  -ambient_factor 70
  -jpgtga
  -mipmap
  -missile_lighting
  -glow
  -spec
  -ballistic_gauge
  -dualscanlines
  -targetinfo
  -ship_choice_3d
  -snd_preload
  -cap_object_update  
Building file index...
Searching root 'C:\program files\btrl\demo\'
Searching root pack 'C:\program files\btrl\demo\z_missions_BtRLDemo.vp'
Searching root pack 'C:\program files\btrl\demo\z_root_BtRLDemo.vp'
Searching root 'e:\'
Found 4 roots and 4813 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 6600 GT/AGP/SSE2
  OpenGL Version    : 2.0.3



last 5 lines:
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.

karajorma

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Extremely long load times in demo
« Reply #53 on: April 06, 2007, 05:17:04 PM »
My bad. I should have told you to include the whole thing. I want to see if it's generating IBX files.

sloany

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Extremely long load times in demo
« Reply #54 on: April 07, 2007, 01:38:06 AM »
Here's the entire file after I load up the briefing:


==========================================================================
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.
==========================================================================
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -2d_poof
  -alpha_env
  -ambient_factor 70
  -jpgtga
  -mipmap
  -missile_lighting
  -glow
  -spec
  -ballistic_gauge
  -dualscanlines
  -targetinfo
  -ship_choice_3d
  -snd_preload
  -cap_object_update  
Building file index...
Searching root 'C:\program files\btrl\demo\'
Searching root pack 'C:\program files\btrl\demo\z_missions_BtRLDemo.vp'
Searching root pack 'C:\program files\btrl\demo\z_root_BtRLDemo.vp'
Searching root 'e:\'
Found 4 roots and 4813 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 6600 GT/AGP/SSE2
  OpenGL Version    : 2.0.3

  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".
  Unable to find extension "GL_APPLE_client_storage".
  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".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 4
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 20x20 (37.5% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
Unable to parse scripting.tbl!  Code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-sdf.tbm"
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-mfl.tbm"
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 83 frames at 30 fps.
BMPMAN: Found EFF (M_trail_particle.eff) with 17 frames at 20 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 86 frames at 24 fps.
couldn't find pcx for MEC-A6
BMPMAN: Found EFF (laser1.eff) with 6 frames at 6 fps.
found ani laser1 for MEC-A6, with 6 frames and 6 fps
couldn't find pcx for MRC-B3
found ani laser1 for MRC-B3, with 6 frames and 6 fps
couldn't find pcx for DET-21
found ani laser1 for DET-21, with 6 frames and 6 fps
couldn't find pcx for Cylon KEW
BMPMAN: Found EFF (laser2.eff) with 6 frames at 6 fps.
found ani laser2 for Cylon KEW, with 6 frames and 6 fps
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-aip.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-obt.tbm"
BMPMAN: Found EFF (thrustjets.eff) with 3 frames at 25 fps.
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-str.tbm"
cf_get_file_list_preallocated looking for type=25, filter="*.pcx"
cf_get_file_list_preallocated looking for type=32, filter="*.pcx"
loading animated cursor "cursor"
ANI cursor with size 20x20 (37.5% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1086
MOVIE ERROR: Unable to open movie file 'intro.mve' in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
cf_get_file_list_preallocated looking for type=28, filter="*.pl2"
cf_get_file_list_preallocated looking for type=28, filter="*.plr"
ANI cursor.ani with size 20x20 (37.5% wasted)
Frame  0 too long!!: frametime = 1.150 (1.150)
Frame  0 too long!!: frametime = 0.720 (0.720)
Frame  0 too long!!: frametime = 0.660 (0.660)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Wokka!  Error opening file (FreeSpace2.fc2)!
Error parsing 'FreeSpace2.fc2'
Error code = 5.
ANI 2_Exit.ani with size 34x34 (46.9% wasted)
ANI 2_Pilot.ani with size 164x164 (35.9% wasted)
ANI 2_Techdata.ani with size 164x164 (35.9% wasted)
ANI 2_Options.ani with size 164x164 (35.9% wasted)
ANI 2_Campaign.ani with size 164x164 (35.9% wasted)
Frame  0 too long!!: frametime = 0.430 (0.430)
Frame  0 too long!!: frametime = 0.400 (0.400)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Wokka!  Error opening file (FreeSpace2.fc2)!
Error parsing 'FreeSpace2.fc2'
Error code = 5.
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 7 frames at 7 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 94 frames at 24 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 41 frames at 15 fps.
cf_get_file_list_preallocated looking for type=7, filter="*-fbl.tbm"
BMPMAN: Found EFF (ABexp04.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (ftl.eff) with 22 frames at 30 fps.
BMPMAN: Found EFF (rockEXP01.eff) with 100 frames at 24 fps.
BMPMAN: Found EFF (ABexp05.eff) with 63 frames at 30 fps.
BMPMAN: Found EFF (ABexp06.eff) with 51 frames at 30 fps.
loading warp model -1
BMPMAN: Found EFF (shockwave01.eff) with 86 frames at 24 fps.
MISSION LOAD: 'SP-01.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name : Gavel
Using alternate ship type name : Gauntlet
Using alternate ship type name : Chum
Starting mission message count : 247
Ending mission message count : 358
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'astscar.pof'
IBX: Found a good IBX to read for 'astscar.pof'.
IBX-DEBUG => POF checksum: 3463393383, IBX checksum:  239582315 -- "astscar.pof"
Loading model 'astscarb.pof'
IBX: Found a good IBX to read for 'astscarb.pof'.
IBX-DEBUG => POF checksum: 1034262382, IBX checksum: 2106610822 -- "astscarb.pof"
Loading model 'astscarc.pof'
IBX: Found a good IBX to read for 'astscarc.pof'.
IBX-DEBUG => POF checksum: 3930819512, IBX checksum:  602118045 -- "astscarc.pof"
Loading model 'astlayer.pof'
IBX: Found a good IBX to read for 'astlayer.pof'.
IBX-DEBUG => POF checksum: 3198915846, IBX checksum:  506434959 -- "astlayer.pof"
Warning: Ignoring unrecognized subsystem LayerA, believed to be in ship astlayer.pof
Warning: Ignoring unrecognized subsystem LayerB, believed to be in ship astlayer.pof
Warning: Ignoring unrecognized subsystem LayerC, believed to be in ship astlayer.pof
Loading model 'Vipmk7.POF'
IBX: Found a good IBX to read for 'Vipmk7.POF'.
IBX-DEBUG => POF checksum: 4191666603, IBX checksum: 1255322706 -- "Vipmk7.POF"
ANI 2_lock1 with size 56x56 (12.5% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 96x96 (25.0% wasted)
ANI toggle1 with size 20x20 (37.5% wasted)
ANI weapons1 with size 20x20 (37.5% wasted)
ANI weapons1_b with size 20x20 (37.5% wasted)
ANI 2_toparc1 with size 60x60 (6.3% wasted)
ANI 2_toparc2 with size 24x24 (25.0% wasted)
ANI 2_toparc3 with size 29x29 (9.4% wasted)
ANI 2_leftarc with size 252x252 (1.6% wasted)
ANI 2_rightarc1 with size 252x252 (1.6% wasted)
ANI 2_reticle1 with size 24x24 (25.0% wasted)
ANI targhit1 with size 21x21 (34.4% wasted)
ANI energy1 with size 41x41 (35.9% wasted)
ANI targetview1 with size 156x156 (39.1% wasted)
ANI targetview2 with size 96x96 (25.0% wasted)
ANI targetview3 with size 20x20 (37.5% wasted)
ANI damage1 with size 25x25 (21.9% wasted)
ANI support1 with size 24x24 (25.0% wasted)
ANI objective1 with size 21x21 (34.4% wasted)
ANI wingman1 with size 53x53 (17.2% wasted)
ANI wingman2 with size 53x53 (17.2% wasted)
ANI wingman3 with size 53x53 (17.2% wasted)
ANI netlag1 with size 30x30 (6.3% wasted)
ANI head1 with size 132x132 (48.4% wasted)
ANI time1 with size 23x23 (28.1% wasted)
Loading model 'af.pof'
IBX: Found a good IBX to read for 'af.pof'.
IBX-DEBUG => POF checksum:  187542501, IBX checksum:  592845343 -- "af.pof"
Loading model 'ast03.pof'
IBX: Found a good IBX to read for 'ast03.pof'.
IBX-DEBUG => POF checksum:  239322868, IBX checksum: 2515621359 -- "ast03.pof"
Loading model 'ast02.pof'
IBX: Found a good IBX to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 3178547902, IBX checksum: 1310766404 -- "ast02.pof"
Loading model 'ast01.pof'
IBX: Found a good IBX to read for 'ast01.pof'.
IBX-DEBUG => POF checksum:  985125505, IBX checksum: 2144363855 -- "ast01.pof"
=================== STARTING LEVEL DATA LOAD ==================
AUDIOSTR => ErrorExit for ::Create() on wave file: BSG_Arv_B01.ogg
About to page in ships!
ANI hud-mk7 with size 93x93 (27.3% wasted)
ANI hud-raider with size 93x93 (27.3% wasted)
Loading model 'Cylraider.pof'
IBX: Found a good IBX to read for 'Cylraider.pof'.
IBX-DEBUG => POF checksum:  178583506, IBX checksum: 4264760868 -- "Cylraider.pof"
BMPMAN: Found EFF (cyleyes.eff) with 32 frames at 16 fps.
BMPMAN: Found EFF (cyleyes-glow.eff) with 32 frames at 16 fps.
This mission requires 88 Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.
Loading model 'Col_missile.pof'
IBX: Found a good IBX to read for 'Col_missile.pof'.
IBX-DEBUG => POF checksum: 2522333848, IBX checksum: 2747421546 -- "Col_missile.pof"
Loading model 'Col_missile_ext.pof'
IBX: Found a good IBX to read for 'Col_missile_ext.pof'.
IBX-DEBUG => POF checksum: 3569656680, IBX checksum: 2316592769 -- "Col_missile_ext.pof"
Loading model 'Cyl_missile.pof'
IBX: Found a good IBX to read for 'Cyl_missile.pof'.
IBX-DEBUG => POF checksum: 3536300122, IBX checksum: 2906069490 -- "Cyl_missile.pof"
Loading model 'none.pof'
IBX: Found a good IBX to read for 'none.pof'.
IBX-DEBUG => POF checksum: 2862903500, IBX checksum: 4128536420 -- "none.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 1522605187, IBX checksum:  123157464 -- "cmeasure01.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 2538545483, IBX checksum: 3906274773 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 2383342928, IBX checksum: 3124603306 -- "debris02.pof"
BMPMAN: Found EFF (viper_muzzle2.eff) with 2 frames at 20 fps.
BMPMAN: Found EFF (viper_muzzle.eff) with 2 frames at 40 fps.
BMPMAN: Found EFF (raider_muzzle2.eff) with 2 frames at 20 fps.
BMPMAN: Found EFF (raider_muzzle.eff) with 2 frames at 40 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x56 (12.5% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
ANI toggle1.ani with size 20x20 (37.5% wasted)
ANI weapons1_b.ani with size 20x20 (37.5% wasted)
ANI 2_toparc1.ani with size 60x60 (6.3% wasted)
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
ANI targhit1.ani with size 21x21 (34.4% wasted)
ANI energy1.ani with size 41x41 (35.9% wasted)
ANI targetview1.ani with size 156x156 (39.1% wasted)
ANI targetview2.ani with size 96x96 (25.0% wasted)
ANI targetview3.ani with size 20x20 (37.5% wasted)
ANI damage1.ani with size 25x25 (21.9% wasted)
ANI support1.ani with size 24x24 (25.0% wasted)
ANI objective1.ani with size 21x21 (34.4% wasted)
ANI wingman1.ani with size 53x53 (17.2% wasted)
ANI wingman2.ani with size 53x53 (17.2% wasted)
ANI wingman3.ani with size 53x53 (17.2% wasted)
ANI netlag1.ani with size 30x30 (6.3% wasted)
ANI head1.ani with size 132x132 (48.4% wasted)
ANI time1.ani with size 23x23 (28.1% wasted)
ANI hud-mk7.ani with size 93x93 (27.3% wasted)
ANI hud-raider.ani with size 93x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1218/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 1185,  Estimated count = 1250
================================================
ANI pegasus_cb.ani with size 200x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 1341.752 (1341.752)
ANI cursor.ani with size 20x20 (37.5% wasted)
Frame  0 too long!!: frametime = 0.503 (0.503)
Frame  0 too long!!: frametime = 7.051 (7.051)
Frame  0 too long!!: frametime = 2.753 (2.753)
Frame  0 too long!!: frametime = 0.271 (0.271)
Frame  0 too long!!: frametime = 0.492 (0.492)
Frame  0 too long!!: frametime = 5.640 (5.640)

karajorma

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Extremely long load times in demo
« Reply #55 on: April 07, 2007, 07:52:08 AM »
Your IBX files are good. I can't see what is causing you the slow load times at all.

sloany

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Extremely long load times in demo
« Reply #56 on: April 10, 2007, 01:21:23 AM »
I have no problems with the loading time playing Freespace 2 SCP, so I have no idea what it is either.

shadow87

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Extremely long load times in demo
« Reply #57 on: April 14, 2007, 04:46:09 PM »
I had the same 15-16 min load times and menu hangs, then i went into my anti virus program and told it to stop with real time scanning of the demo folder.  Worked like a charm, no hangs, just fraggin toasters :mad2:
« Last Edit: April 15, 2007, 01:26:04 AM by shadow87 »

sloany

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Extremely long load times in demo
« Reply #58 on: April 19, 2007, 04:38:29 PM »
Quote from: shadow87;67185
I had the same 15-16 min load times and menu hangs, then i went into my anti virus program and told it to stop with real time scanning of the demo folder.  Worked like a charm, no hangs, just fraggin toasters :mad2:

Hmm, I disabled my anti-virus and it seems to have fixed it too.

Magnum76

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Extremely long load times in demo
« Reply #59 on: April 19, 2007, 06:49:29 PM »
I also stopped the extremely high load times by telling my Anti-Virus Software, EZ Armor, not to scan or real-time scan the "Games" folder in which BTRL resides.   Load times are very fast.  Great game.  Thanks guys, I've been dying for a new space-sim for a long time.

Peace,

Magnum  :pimp: