Author Topic: Extremely long load times in demo  (Read 7481 times)

NightFalcon

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Extremely long load times in demo
« Reply #60 on: April 20, 2007, 12:59:43 AM »
I'm also having this problem. To date, I have not made it past the "Accessing Mainframe Please Wait" screen. It seems to freeze there every time and I have to kill the process. I've sat there and waited for about 10 minutes and I still have not gotten past that screen.

My system meets all the required specs and I think that I have followed all the basic procedures and tips listed in the README and on this site. Also, I do not have any anti virus or firewall software running that would interfere.

Has this problem ever been definitively answered? Is there a known solution for this issue?

Thanks.

shadow87

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Extremely long load times in demo
« Reply #61 on: April 20, 2007, 03:25:39 AM »
My virus software I had to tell not to scan the files is EZ armor too.  Hmm..... makes ya think.

karajorma

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Extremely long load times in demo
« Reply #62 on: April 20, 2007, 06:54:41 AM »
@NightFalcon - Check all ypur drivers are up to date. If that doesn't work,

http://www.game-warden.com/forum/showpost.php?p=62785&postcount=11

Get me a report. It sounds like your game isn't actually loading rather than just loading slowly.

NightFalcon

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Extremely long load times in demo
« Reply #63 on: April 20, 2007, 02:53:41 PM »
I have an Athlon XP 3000+ processor with 1.5 GB of RAM and an ATI Radeon 9800 Pro 128 MB video card. Here's the log file, I'll just paste the whole thing:

==========================================================================
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:\games\btrl\demo\'
Searching root pack 'C:\games\btrl\demo\z_missions_BtRLDemo.vp'
Searching root pack 'C:\games\btrl\demo\z_root_BtRLDemo.vp'
Found 3 roots and 3248 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 1440x900 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     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON 9800 Pro x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.6287 WinXP Release

  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".
  Unable to find 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: 8
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  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 0
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.


Hope that tells you something.

NightFalcon

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Extremely long load times in demo
« Reply #64 on: April 22, 2007, 11:32:10 PM »
Well I'm still having the same problem. I guess I'll just keep trying things to see if I can get something to work out.

I would be interested to know if anyone else has experienced this, and how they fixed it.

karajorma

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Extremely long load times in demo
« Reply #65 on: April 23, 2007, 06:35:01 AM »
You're not the only person for whom loading is stopping at that point. I'm sure I've seen that happen to someone else too. The thing is is that I'm looking at my debug log and at around the point it hangs for you I see this.

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.

And I can't see any reason why it would load in two animations and then stop on the third with no error.

Peter

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I'm getting a lot of lag on LAN games
« Reply #66 on: July 12, 2009, 08:39:35 PM »
I don't have that option on my FS2 Open Launcher 5.5d :).
   Is there any file to do that?

Peter

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Extremely long load times in demo
« Reply #67 on: July 12, 2009, 08:42:47 PM »
A file to modify the speed of the lag and to appear on my FS2 Open Launcher 5.5d

karajorma

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Extremely long load times in demo
« Reply #68 on: July 13, 2009, 10:34:27 AM »
Sorry, I'm a little lost as to what you're asking for. Maybe if you say what your problem is.

Peter

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Extremely long load times in demo
« Reply #69 on: July 19, 2009, 05:18:02 PM »
Ok i am going to explain everything.
   I am organizing a LAN game and i have been playing with some friends in Lan but there is always a lot of lag, and i was wondering how do we reduce the lag to 0.
   That is why i said that the client Cap_object_update 0 in not on my FS2 Open Launcher 5.5d options, how do i put on my options and what directory is the file, is it at C:/Games/FreeSpace2/Mediavps or C:/Games/data.
   Thank you :)

The E

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Extremely long load times in demo
« Reply #70 on: July 19, 2009, 06:37:21 PM »
Um. Are you looking for help concerning the BtRL demo, or about FreeSpace in general?
If it is about the BtRL demo, then I would advise you to open the Launcher, add the line -cap_object_update 0 in the custom flags field. Another thing to try would be to use direct IP games instead of PXO.
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