Hey there, I was running into a really weird issue, and was hoping some experts could help. (I have followed the Troubleshooting FAQ, and have not seen a similar problem in prior posts.)
Whenever I open FS2_Open, it will load fine (play Intro OGG movie smoothly, etc) up until I get to the Pilot Select screen in FS2, or the main screen in FRED2. Then, the system will lock up solid - FS2 cursor won't move, key presses are ignored, screen frozen (Pilot name cursor won't blink), CPU is pegged at 100% - with sudden, instantaneous spurts of responsiveness/activity/mouse cursor jumps at 10 second intervals.
| During these spurts I can mash "ESC" and quit the game. If I press the "WINDOWS" key, bringing up the start menu and minimizing FS2_Open, the system is responsive again. As soon as I bring up FS2_Open fullscreen again, it continues freezing/stuttering. Any windows (Task Manager/Process Explorer) visible in my secondary monitor are locked up when FS2 is. |
Freespace2 Retail .exe runs perfectly fine, without the freezing/stuttering. FS2 Open 3.6.10, 3.6.11 Inferno SSE nightly (Windows, 31 Jan 2010 - Revision 5862), and 3.6.12 Inferno SSE RC1 all have the problem.
| Judging by the fs2_open.log, I think the problem is from a Cursor.ani ("Frame 0 too long!!: frametime = 13.270 (13.270)"), although that could just be a byproduct of the real cause. |
Please note FS2_Open was running fine before (FS2 3.6.10/3.6.10-Total MediaVPS (had MV_Advanced w/ patch)) until I had to recently swap my Nvidia 6800OC (128mb) for a Nvidia 6800GT (256mb) (and updated drivers). Now this happens. Videocard performs perfectly fine in other OpenGL games (Doom3, etc).
I'd really appreciate it if someone could help. I've tried to solve it on my own, but have hit an absolute dead-end. It happens before any 3d code is used too, it's just splash, and acts like there is an infinite loop somewhere! And since I've experienced FS2 Open, there's no way I can adapt back to vanilla retail.

If you need me to use a blank debug_filter.cfg, I can attach that 1MB file too if requested. Thanks for the help.
System specs:
Athlon XP Barton 2500+ (SSE1 only)
1GB PC3200
Nvidia 6800GT 256mb (GDDR3) - Latest drivers (6.14.11.9621) (196.21)
Dual 1280x1024 monitor setup - Independent, not spanned
(This isn't an issue before, the game uses single monitor fullscreen)
VIA KT600 Chipset - Latest drivers (2/20/2010)
Freespace 2 Retail (3 CDs) patched to 1.2
3.6.10 MediaVPs w/ patch - with MV_Advanced (3.6.10-Total)
3.6.12 RC1 Inferno SSE1 Executable (Fullscreen 1280x1024)
FS2 Open Launcher 5.5e
Windows XP Pro SP3
Steps taken to troubleshoot: (All ineffective)
Uninstalled/reinstalled FS2_Retail and FS2_Open from scratch
MediaVPs 3.6.10-Full (without MV_Advanced) instead of 3.6.10-Total (with MV_Advanced)
Disabling audio ("No audio" device) in Launcher
Disabling GLSL (-no_glsl) in Launcher
"No Mod" option in Launcher (Retail VPs)
DirextX 8 in Launcher (instead of OpenGL)
Disabling all options in Launcher (Running at minimum specs)
Software mode in Launcher
Setting FS2_Open process priority to "Low" (attempting to stop system-wide lockup, failed)
Attached is a fs2_open.log from me running 3.6.12d SSE1 Inferno RC1, 3.6.10 MediaVPs (patched) with "regular" options that worked fine before. I am pressing "ESC" during the intro movie to skip it, allowing the Pilot Select screen remain frozen/stuttering for two minutes, then mashing "ESC" to quit.
==========================================================================
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 version: 3.6.12
Passed cmdline options:
-spec_exp 15
-ogl_spec 20
-spec_static 1.5
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 35
-env
-missile_lighting
-glow
-spec
-normal
-3dshockwave
-rearm_timer
-3dwarp
-ship_choice_3d
-warp_flash
-mod mediavps
Building file index...
Found root pack 'I:\FreeSpace2Prog\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'I:\FreeSpace2Prog\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'I:\FreeSpace2Prog\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'I:\FreeSpace2Prog\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'I:\FreeSpace2Prog\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'I:\FreeSpace2Prog\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'I:\FreeSpace2Prog\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'I:\FreeSpace2Prog\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'I:\FreeSpace2Prog\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'I:\FreeSpace2Prog\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'I:\FreeSpace2Prog\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'I:\FreeSpace2Prog\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'I:\FreeSpace2Prog\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'I:\FreeSpace2Prog\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'I:\FreeSpace2Prog\mediavps\' ... 8 files
Searching root pack 'I:\FreeSpace2Prog\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'I:\FreeSpace2Prog\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'I:\FreeSpace2Prog\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'I:\FreeSpace2Prog\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'I:\FreeSpace2Prog\mediavps\MV_Music.vp' ... 32 files
Searching root 'I:\FreeSpace2Prog\' ... 19 files
Searching root pack 'I:\FreeSpace2Prog\root_fs2.vp' ... 157 files
Searching root pack 'I:\FreeSpace2Prog\smarty_fs2.vp' ... 10 files
Searching root pack 'I:\FreeSpace2Prog\sparky_fs2.vp' ... 3027 files
Searching root pack 'I:\FreeSpace2Prog\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'I:\FreeSpace2Prog\stu_fs2.vp' ... 2355 files
Searching root pack 'I:\FreeSpace2Prog\tango1_fs2.vp' ... 32 files
Searching root pack 'I:\FreeSpace2Prog\tango2_fs2.vp' ... 15 files
Searching root pack 'I:\FreeSpace2Prog\tango3_fs2.vp' ... 10 files
Searching root pack 'I:\FreeSpace2Prog\warble_fs2.vp' ... 52 files
Found 16 roots and 10236 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... 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: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 6800 GT/PCI/SSE/3DNOW!
OpenGL Version : 2.1.2
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".
Found special extension function "wglSwapIntervalEXT".
Initializing Shaders Manager...
Loading and compiling main shaders...
Compiling main shader -> main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
Compiling main shader -> main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
Compiling main shader -> main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
Compiling main shader -> main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.
Max texture units: 4 (16)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
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 'flak-sct.tbm' ...
TBM => Starting parse of 'velindc-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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
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' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_density-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 370
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 8.803 (8.803)
Frame 0 too long!!: frametime = 7.757 (7.757)
Frame 0 too long!!: frametime = 7.825 (7.825)
Frame 0 too long!!: frametime = 7.869 (7.869)
Frame 0 too long!!: frametime = 7.851 (7.851)
Frame 0 too long!!: frametime = 7.777 (7.777)
Frame 0 too long!!: frametime = 7.722 (7.722)
Frame 0 too long!!: frametime = 7.784 (7.784)
Frame 0 too long!!: frametime = 7.715 (7.715)
Frame 0 too long!!: frametime = 7.873 (7.873)
Frame 0 too long!!: frametime = 7.710 (7.710)
Frame 0 too long!!: frametime = 7.739 (7.739)
Frame 0 too long!!: frametime = 7.786 (7.786)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Sat Feb 20 22:25:22 2010
| Edit: I have added the unfiltered (blank debug_filter.cfg) debug output from the same situation as above to this post in a .zip (it is bigger than 1024kB uncompressed). |
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