Chunkstring.pyd is a C-language module created to accelerate processing of some important time-intensive functions. It is mainly used by the MissionObjVar and MLOGReader.
00:00:03.89: FF: CRender: trying to render in 32 bits 00:00:04.20: FF: DepthStencil is D3DFMT_D24S8 00:00:04.65: FF: CResourceTrackerTree: Generating index file Custom_Art_library_characters.dat 00:00:04.68: FF: CResourceTrackerTree: Generating index file Custom_Missions.dat 00:00:04.70: FF: CResourceTrackerTree: Generating index file Custom_Art_library_area_specific.dat 00:00:05.25: FF: ERROR! RPGA attribute bulktp is not mapped to a bitset enum! 00:00:05.25: FF: ERROR! RPGA attribute overheated is not mapped to a bitset enum! 00:00:05.25: FF: ERROR! RPGA attribute metashieldp is not mapped to a bitset enum! 00:01:07.11: FF: animator:(hero_0) setSequence hover 00:01:07.11: FF: animator:(hero_0) setSequence2 00:01:07.11: FF: animator:(hero_0) disableCurrentState 00:01:07.11: FF: animator:(hero_0) CAnimator::stopAnimating: Deactivate Sequence hover_ranged 00:01:07.11: FF: animator:(hero_0) Calling LayerDeactivate for hover_ranged 00:01:07.11: FF: animator:(hero_0) end disableCurrentState 00:01:07.11: FF: animator:(hero_0) end setSequence2 00:01:07.11: FF: animator:(hero_0) end setSequence hover 00:01:07.12: FF: animator:(hero_0) setSequence fly 00:01:07.12: FF: animator:(hero_0) setSequence2 00:01:07.12: FF: animator:(hero_0) disableCurrentState 00:01:07.12: FF: animator:(hero_0) end disableCurrentState 00:01:07.12: FF: animator:(hero_0) end setSequence2 00:01:07.12: FF: animator:(hero_0) end setSequence fly 00:01:07.12: FF: animator:(hero_0) startSequenceSwap 00:01:07.12: FF: animator:(hero_0) BlendActivate hover -> fly 00:01:07.12: FF: animator:(hero_0) end startSequenceSwap 0.350000 00:01:07.47: FF: animator:(hero_0) startAnimating fly 00:01:07.47: FF: animator:(hero_0) end startAnimating fly 00:01:07.97: FF: animator:(hero_0) setSequence hover 00:01:07.97: FF: animator:(hero_0) setSequence2 00:01:07.97: FF: animator:(hero_0) disableCurrentState 00:01:07.97: FF: animator:(hero_0) CAnimator::stopAnimating: Deactivate Sequence fly 00:01:07.97: FF: animator:(hero_0) Calling LayerDeactivate for fly 00:01:07.97: FF: animator:(hero_0) end disableCurrentState 00:01:07.97: FF: animator:(hero_0) end setSequence2 00:01:07.97: FF: animator:(hero_0) end setSequence hover 00:01:07.97: FF: animator:(hero_0) startSequenceSwap 00:01:07.97: FF: animator:(hero_0) BlendActivate fly -> hover 00:01:07.97: FF: animator:(hero_0) end startSequenceSwap 1.000000 00:56:10.99: FF: destroying font resources 00:56:11.13: FF: Recreating font resources 00:56:11.14: FF: DepthStencil is D3DFMT_D16 00:56:11.14: FF: 16 bit Z, Using W Buffering 00:56:11.54: FF: initializing physics 00:56:22.55: FF: CGameTypeCampaign::postObjectsLoaded(): hero marker not located in mission.dat file 00:56:22.72: FF: ERROR: CRpgSystem::patchRPGABitSet, tombstone has unknown attribute telepathy 00:56:22.72: FF: ERROR: CRpgSystem::patchRPGABitSet, tombstone has unknown attribute nocturnal 00:57:51.63: FF: Recreating font resources 00:58:07.46: FF: activation: >>>>>>>>>add id 75563160, index 152, stamp 1153 00:58:07.47: FF: activation: Creating object testcusto2m library\characters\blackjack\character.nif 00:58:07.48: FF: activation: Activating object testcusto2m 00:58:14.94: FF: freeing physics 00:04:43.41: FF: animator:(thug_with_bat_9) setSequence melee_idle 00:04:43.41: FF: animator:(thug_with_bat_9) Ignoring sequence request, already animating looping melee_idle 00:04:43.43: FF: animator:(thug_with_bat_9) setSequence run 00:04:43.43: FF: animator:(thug_with_bat_9) setSequence2 00:04:43.43: FF: animator:(thug_with_bat_9) disableCurrentState 00:04:43.43: FF: animator:(thug_with_bat_9) stopSequenceSwap 00:04:43.43: FF: animator:(thug_with_bat_9) BlendDeactivate run -> melee_idle 00:04:43.43: FF: animator:(thug_with_bat_9) end stopSequenceSwap 00:04:43.43: FF: animator:(thug_with_bat_9) end disableCurrentState 00:04:43.43: FF: animator:(thug_with_bat_9) end setSequence2 00:04:43.43: FF: animator:(thug_with_bat_9) end setSequence run 00:04:43.43: FF: animator:(thug_with_bat_9) startSequenceSwap 00:04:43.43: FF: animator:(thug_with_bat_9) BlendActivate melee_idle -> run 00:04:43.43: FF: animator:(thug_with_bat_9) end startSequenceSwap 0.100000 00:04:43.55: FF: animator:(thug_with_bat_9) startAnimating run 00:04:43.55: FF: animator:(thug_with_bat_9) end startAnimating run 00:04:44.21: FF: animator:(thug_with_bat_9) setSequence melee_idle 00:04:44.21: FF: animator:(thug_with_bat_9) setSequence2 00:04:44.21: FF: animator:(thug_with_bat_9) disableCurrentState 00:04:44.21: FF: animator:(thug_with_bat_9) CAnimator::stopAnimating: Deactivate Sequence run 00:04:44.21: FF: animator:(thug_with_bat_9) Calling LayerDeactivate for run 00:04:44.21: FF: animator:(thug_with_bat_9) end disableCurrentState 00:04:44.21: FF: animator:(thug_with_bat_9) end setSequence2 00:04:44.21: FF: animator:(thug_with_bat_9) end setSequence melee_idle 00:04:44.21: FF: animator:(thug_with_bat_9) startSequenceSwap 00:04:44.21: FF: animator:(thug_with_bat_9) BlendActivate run -> melee_idle 00:04:44.21: FF: animator:(thug_with_bat_9) end startSequenceSwap 0.500000 00:04:44.29: FF: animator:(thug_with_bat_9) setSequence melee_idle 00:04:44.29: FF: animator:(thug_with_bat_9) Ignoring sequence request, already animating looping melee_idle 00:58:17.56: FF: activation: >>>>>>>>>add id 131203073, index 1, stamp 2002 00:58:17.56: FF: activation: Creating object _impobj_0 library\area_specific\underground\terrain\3b1_terrain.NIF 00:58:18.15: FF: activation: >>>>>>>>>add id 131268610, index 2, stamp 2003 00:58:18.15: FF: activation: Creating object _impobj_60 library\area_specific\underground\decor\lantern_pole\lantern_pole.nif 00:58:18.15: FF: activation: >>>>>>>>>add id 131334147, index 3, stamp 2004 00:58:18.15: FF: activation: Creating object _impobj_51 library\area_specific\underground\boulders\vb_boulder\vb_boulder.nif 00:58:18.16: FF: activation: >>>>>>>>>add id 131399684, index 4, stamp 2005 00:58:18.16: FF: activation: Creating object intro_shaman library\characters\dark_shaman\character.nif 00:58:18.17: FF: activation: Activating object intro_shaman 00:58:44.58: FF: activation: >>>>>>>>>add id 141033623, index 151, stamp 2152 00:58:44.58: FF: activation: Creating object mobj_0 library\fx\projectile_standin\projectile_standin.nif 00:58:44.58: FF: activation: Activating object mobj_0 00:58:44.67: FF: activation: Activating object _impobj_71 00:58:44.68: FF: activation: CGameObjFactory::removeObjectFromSystem: queing for removal mobj_0 00:58:44.68: FF: activation: De-Activating object mobj_0 00:58:44.75: FF: activation: CGameObjFactory::removeObject: removing mobj_0 00:58:44.75: FF: activation: invalidate id 141033623, index 151, stamp 2152 00:08:50.62: FF: Movement:(minute_man) setting destination: (-898.909302,902.995728,-2.058727) 00:02:29.48: FF: Movement:(minute_man) setting destination radius: 0.000000
00:08:50.62: FF: Movement:(minute_man) setting destination: (-898.909302,902.995728,-2.058727) --> ('minute_man', '(-898.909302,902.995728,-2.058727)') 00:02:29.48: FF: Movement:(minute_man) setting destination radius: 0.000000 --> ('minute_man', 'radius:')
00:08:50.62: FF: Movement:(minute_man) setting destination: (-898.909302,902.995728,-2.058727) --> ('minute_man', '(-898.909302,902.995728,-2.058727)')
00:56:11.54: FF: initializing physics --> 1 00:56:22.72: FF: ERROR: CRpgSystem::patchRPGABitSet, tombstone has unknown attribute telepathy --> 1 00:56:22.72: FF: ERROR: CRpgSystem::patchRPGABitSet, tombstone has unknown attribute nocturnal --> 1
00:01:07.11: FF: animator:(hero_0) setSequence hover --> ('hero_0', 'hover') 00:01:07.12: FF: animator:(hero_0) setSequence fly --> ('hero_0', 'fly') 00:01:07.97: FF: animator:(hero_0) setSequence hover --> ('hero_0', 'hover') 00:04:43.41: FF: animator:(thug_with_bat_9) setSequence melee_idle --> ('thug_with_bat_9', 'melee_idle') 00:04:43.43: FF: animator:(thug_with_bat_9) setSequence run --> ('thug_with_bat_9', 'run') 00:04:44.21: FF: animator:(thug_with_bat_9) setSequence melee_idle --> ('thug_with_bat_9', 'melee_idle') 00:04:44.29: FF: animator:(thug_with_bat_9) setSequence melee_idle --> ('thug_with_bat_9', 'melee_idle')
00:01:07.47: FF: animator:(hero_0) startAnimating fly --> ('hero_0', 'fly') 00:01:07.47: FF: animator:(hero_0) end startAnimating fly --> ('hero_0', 'fly') 00:04:43.55: FF: animator:(thug_with_bat_9) startAnimating run --> ('thug_with_bat_9', 'run') 00:04:43.55: FF: animator:(thug_with_bat_9) end startAnimating run --> ('thug_with_bat_9', 'run')
00:01:07.47: FF: animator:(hero_0) startAnimating fly --> ('hero_0', 'fly') 00:04:43.55: FF: animator:(thug_with_bat_9) startAnimating run --> ('thug_with_bat_9', 'run')Note that it's safer not to specify just 'end' as the exclude parameter because that would ignore any lines with 'end' in their animation names.
00:58:07.47: FF: activation: Creating object testcusto2m library\characters\blackjack\character.nif --> ('testcusto2m', 'library\\characters\\blackjack\\character.nif') 00:58:17.56: FF: activation: Creating object _impobj_0 library\area_specific\underground\terrain\3b1_terrain.NIF --> ('_impobj_0', 'library\\area_specific\\underground\\terrain\\3b1_terrain.NIF') 00:58:18.15: FF: activation: Creating object _impobj_60 library\area_specific\underground\decor\lantern_pole\lantern_pole.nif --> ('_impobj_60', 'library\\area_specific\\underground\\decor\\lantern_pole\\lantern_pole.nif') 00:58:18.15: FF: activation: Creating object _impobj_51 library\area_specific\underground\boulders\vb_boulder\vb_boulder.nif --> ('_impobj_51', 'library\\area_specific\\underground\\boulders\\vb_boulder\\vb_boulder.nif') 00:58:18.16: FF: activation: Creating object intro_shaman library\characters\dark_shaman\character.nif --> ('intro_shaman', 'library\\characters\\dark_shaman\\character.nif') 00:58:44.58: FF: activation: Creating object mobj_0 library\fx\projectile_standin\projectile_standin.nif --> ('mobj_0', 'library\\fx\\projectile_standin\\projectile_standin.nif')