*** Modact 5.12 (Current Cumulative Patch): ***
- lots of aircraft sound matrix issues fixed
- buttons file cleaned, duplicates, old format and bogus files removed (thanks to chrisgibon!)
- PAL FMB Regiment dropdown not working issue fixed
- IL-2 Watchdog dynamic links to Visual C++ Runtime Libraries fixed
- Il-2 Selector updated to 3.1.1
- Pe-2 bombsight FOV too narrow issue fixed (thanks to the_woz!)
- PAL Minimap = no fullscreen map
- static.ini "BambooHut" building entry errors fixed
- 109 "canopy open" issue fixed
- Cockpit Wind Bug fixed (thanks for reminding me, SAS~Le0ne)
Remaining known issues in Modact 5.12:
- PAL Minimap = no fullscreen map
*** Modact 5.11 (Patch, obsolete): ***
- "Mission null" / pink plane error when trying to fly Beauforts fixed
- CTD (crash to desktop) when selecting finnish Hawk 75s fixed
*** Modact 5.10 (Full Package): ***
Updated to run with 4.12m
Latest Il-2 Selector 3.1.0 inlcuding updated documentation (read it! You might need it!)
Updated Buttons (basically buttons 10.3 lifted to 4.12 standards)
Included JSGME options:
- Forgotten Countries
- SAS FX Small Collection
- HD Skins with True Color support (special thanks to Carsmaster)
- Water=4 Mod by Carsmaster
- MissionPro Combo 4.12m (special thanks to benitomuso)
- MiniMap mod for 4.12m by benitomuso
- FOV mod
- Big Clouds mod (special thanks to Manysh)
- Random Belt Start Position
*** AI Flyables 5.11 (Current Cumulative Patch): ***
- Wellington bombsight no crosshairs issue fixed
- Wellington and Beaufort debug log entries fixed
*** AI Flyables 5.10 (Full Package): ***
- All AI planes made flyable in 4.12
- Added all missing gunner stations to AI planes. Each and every gunner station is playble!
Now that's what you call an overnight job :P
While I still chose to hold on to my 4.10 install for a little while and wait for the new patch to mature a bit, cheers to the intrepid team, nuff said. :)
When i have selected hawk-75 A3 or A4 and trying to select finland game crashes and goes to the desktop. With other countries - no problem. Also plane.ru and weapons.ru lines are missing.Thanks for the report TT.
That was real FAST ! Thanks !Same problem as Gaston with the Beauforts (Mission failed null) are they flyable?
On my side, I wanted to try the Beauforts, but none of them works. Mission loads up to 100 % and BAAAAAM ! Mission failed null.
Also, I do not find the Mohawk... the other new planes (Do-217M and Wellington) seem to work fine. Have to try them seriously...
That was real FAST ! Thanks !Same problem as Gaston with the Beauforts (Mission failed null) are they flyable?
On my side, I wanted to try the Beauforts, but none of them works. Mission loads up to 100 % and BAAAAAM ! Mission failed null.
Also, I do not find the Mohawk... the other new planes (Do-217M and Wellington) seem to work fine. Have to try them seriously...
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.PaintSchemeFMPar07.prepareNum(PaintSchemeFMPar07.java:121)
at com.maddox.il2.objects.air.PaintScheme.prepareNum(PaintScheme.java:100)
at com.maddox.il2.objects.air.PaintScheme.prepare(PaintScheme.java:88)
at com.maddox.il2.gui.GUIAirArming.prepareMesh(GUIAirArming.java:1242)
at com.maddox.il2.gui.GUIAirArming.access$1000(GUIAirArming.java:72)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1697)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jun 19, 2013 1:06:01 AM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 580/PCIe/SSE2
Version: 4.3.0
Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1200
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasamt_jetwar_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasamt_jetwar_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
Loading mission Quick/MTO/MTORedAirbase00.mis...
Loaded camouflage: DESERT
Month = 5 , Hour = 12
Temperature - 0m = 27.0 .
Temperature - 1000m = 20.51001 .
Temperature - 2000m = 14.019989 .
Temperature - 3000m = 7.529999 .
Temperature - 4000m = 1.0400085 .
Temperature - 5000m = -5.450012 .
Temperature - 6000m = -11.940002 .
Temperature - 7000m = -18.429993 .
Temperature - 8000m = -24.919998 .
Temperature - 9000m = -31.410004 .
Temperature - 10000m = -37.899994 .
Temperature - 11000m = -44.39 .
Temperature - 12000m = -50.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32
PBuffer: suitable formats: 6
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 6
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *1264054304*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
java.lang.NoSuchMethodError
at com.maddox.il2.ai.air.AirGroup.addAircraft(AirGroup.java:545)
at com.maddox.il2.ai.Wing.load(Wing.java:172)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1352)
at com.maddox.il2.game.Mission._load(Mission.java:770)
at com.maddox.il2.game.Mission.access$6(Mission.java:741)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:478)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
@The_woz, does stock planes work for you? Only after installing moddact you experience the problems?
@The_woz, does stock planes work for you? Only after installing moddact you experience the problems?
Both Hawk75 work fine on stock 4.12, the problem is only with modact installed
[Jun 18, 2013 7:57:58 PM] ------------ BEGIN log session -------------
[7:57:58 PM] OpenGL provider: Opengl32.dll
[7:57:58 PM] OpenGL library:
[7:57:58 PM] Vendor: NVIDIA Corporation
[7:57:58 PM] Render: GeForce 9800 GTX/9800 GTX+/PCIe/SSE2
[7:57:58 PM] Version: 3.3.0
[7:57:58 PM] Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[7:57:58 PM] Size: 1920x1080
[7:57:58 PM] ColorBits: 32
[7:57:58 PM] DepthBits: 24
[7:57:58 PM] StencilBits: 8
[7:57:58 PM] isDoubleBuffered: true
[7:57:59 PM]
[7:57:59 PM] *** Looking for Advanced CPU Instructions...
[7:57:59 PM] [x] PentiumPro
[7:57:59 PM] [x] Multimedia (MMX)
[7:57:59 PM] [x] 3D (SSE)
[7:57:59 PM] [x] 3D (SSE2)
[7:57:59 PM] [-] 3D (3DNow)
[7:57:59 PM] ColourBits 32, ABits 0, ZBits 24
[7:57:59 PM]
[7:57:59 PM] *** Looking for Render API Extensions ...
[7:57:59 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[7:57:59 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[7:57:59 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[7:57:59 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[7:57:59 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[7:57:59 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[7:57:59 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[7:57:59 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[7:57:59 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[7:57:59 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[7:57:59 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[7:57:59 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[7:57:59 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[7:57:59 PM]
[7:57:59 PM] Maximum texture size : 8192
[7:57:59 PM] Maximum simultaneous textures :4
[7:57:59 PM] MaxAnisotropic (1.0 = none) : 16.000000
[7:57:59 PM] 15 Splashscreens available.
[7:58:01 PM] AutoMounting SFS files from folder SFS_AUTO now...
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[7:58:01 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[7:58:01 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[7:58:01 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[7:58:01 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[7:58:19 PM] Initializing DirectSound playback device...
[7:58:19 PM] Primary buffer created.
[7:58:19 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[7:58:19 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[7:58:19 PM] Default speaker config is : 1310724.
[7:58:19 PM] Direct sound audio device initialized successfully :
[7:58:19 PM] DX Version : 7
[7:58:19 PM] Hardware - disabled [buffers : 64]
[7:58:19 PM] Extensions - disabled :
[7:58:19 PM] EAX ver. 1 [ ] - disabled
[7:58:19 PM] EAX ver. 2 [ ] - disabled
[7:58:19 PM] EAX ver. 3 [ ] - disabled
[7:58:19 PM] I3D ver. 2 [ ] - disabled
[7:58:19 PM] ZoomFX [ ] - disabled
[7:58:19 PM] MacroFX [ ] - disabled
[7:58:19 PM] SIMD render [X]
[7:58:19 PM] num channels 32
[7:58:19 PM]
[7:58:20 PM] Loading mission Records/Intro 04 Ed.trk...
[7:58:28 PM] Load bridges
[7:58:28 PM] Load static objects
[7:58:39 PM] warning: no files : music/crash
[7:59:01 PM] Loading mission QuickQMBPro/fly_Z_BOB_A/fly_Z_BOB_ARedNone00.mis...
[7:59:01 PM] Detected Vertex Shaders 3.0.
[7:59:01 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[7:59:01 PM] Vertex texture units: 32
[7:59:01 PM]
[7:59:07 PM] PBuffer: suitable formats: 6
[7:59:07 PM]
[7:59:07 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[7:59:07 PM] Depth = 24, stencil = 8
[7:59:07 PM] PBuffer: suitable formats: 6
[7:59:07 PM]
[7:59:07 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[7:59:07 PM] Depth = 24, stencil = 8
[7:59:14 PM] Loading vertex/fragment programs: *89858072*
[7:59:14 PM] *** Loading: [vpFogFar2Tex2D]
[7:59:14 PM] *** Loading: [vpFog2Tex2DBlend]
[7:59:14 PM] *** Loading: [vpFogFar4Tex2D]
[7:59:14 PM] *** Loading: [vpFogFar8Tex2D]
[7:59:14 PM] *** Loading: [vpFogNoTex]
[7:59:14 PM] *** Loading: [vpFog4Tex2D]
[7:59:14 PM] *** Loading: [vpFog4Tex2D_UV2]
[7:59:14 PM] *** Loading: [vp4Tex2D]
[7:59:14 PM] *** Loading: [vp6Tex2D]
[7:59:14 PM] *** Loading: [vpTexUVTex2D]
[7:59:14 PM] *** Loading: [vpWaterGrid_NV]
[7:59:14 PM] *** Loading: [vpWaterSunLight_NV]
[7:59:14 PM] *** Loading: [vpWaterSunLight_ATI]
[7:59:14 PM] *** Loading: [vpWaterSunLight_FP]
[7:59:14 PM] *** Loading: [vpTreeSprite]
[7:59:14 PM] *** Loading: [vpTreeTrunk]
[7:59:14 PM] *** Loading: [vpVAObjectsN]
[7:59:14 PM] *** Loading: [vpVAObjectsL0]
[7:59:14 PM] *** Loading: [vpSprites]
[7:59:14 PM] *** Loading: [vpSimpleGL]
[7:59:14 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpSimpleGL]
[7:59:14 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpRiverCoastAA]
[7:59:14 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [vpWaterDM_CPU]
[7:59:14 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[7:59:14 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[7:59:14 PM] *** Loading: [fpWaterLFogDM]
[7:59:14 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[7:59:14 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[7:59:14 PM] Load bridges
[7:59:15 PM] Load static objects
[7:59:17 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[7:59:18 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[7:59:19 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[7:59:22 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[7:59:22 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[7:59:24 PM] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[7:59:24 PM] java.lang.ArrayIndexOutOfBoundsException
[7:59:24 PM] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
[7:59:24 PM] at com.maddox.il2.fm.Motor.load(Motor.java:337)
[7:59:24 PM] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:68)
[7:59:24 PM] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:356)
[7:59:24 PM] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
[7:59:24 PM] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
[7:59:24 PM] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[7:59:24 PM] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
[7:59:24 PM] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
[7:59:24 PM] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
[7:59:24 PM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
[7:59:24 PM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[7:59:24 PM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[7:59:24 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[7:59:24 PM] at com.maddox.il2.game.Mission._load(Mission.java:487)
[7:59:24 PM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[7:59:24 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[7:59:24 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[7:59:24 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[7:59:24 PM] at com.maddox.il2.game.Main.exec(Main.java:448)
[7:59:24 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[7:59:25 PM] null
[7:59:25 PM] java.lang.NullPointerException
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:621)
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:561)
[7:59:25 PM] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:525)
[7:59:25 PM] at com.maddox.il2.game.Mission._load(Mission.java:625)
[7:59:25 PM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[7:59:25 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[7:59:25 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[7:59:25 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[7:59:25 PM] at com.maddox.il2.game.Main.exec(Main.java:448)
[7:59:25 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jun 18, 2013 7:59:33 PM] -------------- END log session -------------
[19 juin 13 11:17:53] ------------ BEGIN log session -------------
[11:17:53] OpenGL provider: Opengl32.dll
[11:17:53] OpenGL library:
[11:17:53] Vendor: NVIDIA Corporation
[11:17:53] Render: GeForce 9800 GT/PCI/SSE2
[11:17:53] Version: 3.3.0
[11:17:53] Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[11:17:53] Size: 1280x1024
[11:17:53] ColorBits: 32
[11:17:53] DepthBits: 24
[11:17:53] StencilBits: 8
[11:17:53] isDoubleBuffered: true
[11:17:55]
[11:17:55] *** Looking for Advanced CPU Instructions...
[11:17:55] [x] PentiumPro
[11:17:55] [x] Multimedia (MMX)
[11:17:55] [x] 3D (SSE)
[11:17:55] [x] 3D (SSE2)
[11:17:55] [-] 3D (3DNow)
[11:17:55] ColourBits 32, ABits 0, ZBits 24
[11:17:55]
[11:17:55] *** Looking for Render API Extensions ...
[11:17:55] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:17:55] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:17:55] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:17:55] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:17:55] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:17:55] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:17:55] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:17:55] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:17:55] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:17:55] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:17:55] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:17:55] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:17:55] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:17:55]
[11:17:55] Maximum texture size : 8192
[11:17:55] Maximum simultaneous textures :4
[11:17:55] MaxAnisotropic (1.0 = none) : 16.000000
[11:17:56] 15 Splashscreens available.
[11:18:03] AutoMounting SFS files from folder SFS_AUTO now...
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[11:18:03] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[11:18:03] AutoMounting SFS files from folder SFS_AUTO finished.
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:18:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:18:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:18:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:18:07] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[11:18:07] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[11:18:07] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[11:18:07] INTERNAL ERROR: Texture required
[11:18:07] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[11:18:27] Initializing DirectSound playback device...
[11:18:27] Primary buffer created.
[11:18:27] Playback format is set : sampling rate = 44100, num channels = 2.
[11:18:27] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:18:27] Default speaker config is : 1310724.
[11:18:27] Direct sound audio device initialized successfully :
[11:18:27] DX Version : 7
[11:18:27] Hardware - disabled [buffers : 0]
[11:18:27] Extensions - disabled :
[11:18:27] EAX ver. 1 [ ] - disabled
[11:18:27] EAX ver. 2 [ ] - disabled
[11:18:27] EAX ver. 3 [ ] - disabled
[11:18:27] I3D ver. 2 [ ] - disabled
[11:18:27] ZoomFX [ ] - disabled
[11:18:27] MacroFX [ ] - disabled
[11:18:27] SIMD render [X]
[11:18:27] num channels 0
[11:18:27]
[11:18:28] Loading mission Records/Intro 04 Ed.trk...
[11:18:35] Annulation utilisateur
[11:18:35]
[11:18:35] java.lang.RuntimeException: Annulation utilisateur
[11:18:35]
[11:18:35] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
[11:18:35] at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
[11:18:35] at com.maddox.il2.game.Mission._load(Mission.java:476)
[11:18:35] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:18:35] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:18:35] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:18:35] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:18:35] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:18:35] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:18:35] Annulation utilisateur
[11:18:35]
[11:18:35] java.lang.RuntimeException: Annulation utilisateur
[11:18:35]
[11:18:35] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
[11:18:35] at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
[11:18:35] at com.maddox.il2.game.Mission._load(Mission.java:476)
[11:18:35] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:18:35] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:18:35] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:18:35] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:18:35] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:18:35] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:21] Loading mission QuickQMBPro/Normandy/NormandyRedScramble00.mis...
[11:19:21] Detected Vertex Shaders 3.0.
[11:19:21] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[11:19:21] Vertex texture units: 32
[11:19:21]
[11:19:25] PBuffer: suitable formats: 6
[11:19:25]
[11:19:25] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[11:19:25] Depth = 24, stencil = 8
[11:19:25] PBuffer: suitable formats: 6
[11:19:25]
[11:19:25] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[11:19:25] Depth = 24, stencil = 8
[11:19:32] Loading vertex/fragment programs: *122433120*
[11:19:32] *** Loading: [vpFogFar2Tex2D]
[11:19:32] *** Loading: [vpFog2Tex2DBlend]
[11:19:32] *** Loading: [vpFogFar4Tex2D]
[11:19:32] *** Loading: [vpFogFar8Tex2D]
[11:19:32] *** Loading: [vpFogNoTex]
[11:19:32] *** Loading: [vpFog4Tex2D]
[11:19:32] *** Loading: [vpFog4Tex2D_UV2]
[11:19:32] *** Loading: [vp4Tex2D]
[11:19:32] *** Loading: [vp6Tex2D]
[11:19:32] *** Loading: [vpTexUVTex2D]
[11:19:32] *** Loading: [vpWaterGrid_NV]
[11:19:32] *** Loading: [vpWaterSunLight_NV]
[11:19:32] *** Loading: [vpWaterSunLight_ATI]
[11:19:32] *** Loading: [vpWaterSunLight_FP]
[11:19:32] *** Loading: [vpTreeSprite]
[11:19:32] *** Loading: [vpTreeTrunk]
[11:19:32] *** Loading: [vpVAObjectsN]
[11:19:32] *** Loading: [vpVAObjectsL0]
[11:19:32] *** Loading: [vpSprites]
[11:19:32] *** Loading: [vpSimpleGL]
[11:19:32] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastBump] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[11:19:32] *** Loading: [fpCaustic] -> NV3X Optimized!
[11:19:32] *** Loading: [fpSprites] -> NV3X Optimized!
[11:19:32] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[11:19:32] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[11:19:32] *** Loading: [fpSimpleGL]
[11:19:32] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[11:19:32] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[11:19:32] *** Loading: [fpRiverCoastAA]
[11:19:32] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[11:19:32] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[11:19:32] *** Loading: [vpWaterDM_CPU]
[11:19:32] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[11:19:32] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[11:19:32] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[11:19:32] *** Loading: [fpWaterLFogDM]
[11:19:32] *** Loading: [fpIceWater] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpFarBlend] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlane] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[11:19:32] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[11:19:32] Load bridges
[11:19:32] Load static objects
[11:19:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:19:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[11:19:37] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[11:19:37] java.lang.ArrayIndexOutOfBoundsException
[11:19:37] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
[11:19:37] at com.maddox.il2.fm.Motor.load(Motor.java:337)
[11:19:37] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:68)
[11:19:37] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:356)
[11:19:37] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
[11:19:37] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
[11:19:37] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[11:19:37] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
[11:19:37] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
[11:19:37] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
[11:19:37] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
[11:19:37] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[11:19:37] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[11:19:37] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[11:19:37] at com.maddox.il2.game.Mission._load(Mission.java:487)
[11:19:37] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:19:37] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:19:37] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:19:37] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:19:37] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:19:37] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:40] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
[11:19:43] null
[11:19:43] java.lang.NullPointerException
[11:19:43] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:621)
[11:19:43] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:561)
[11:19:43] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:525)
[11:19:43] at com.maddox.il2.game.Mission._load(Mission.java:625)
[11:19:43] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:19:43] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:19:43] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:19:43] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:19:43] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:19:43] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[19 juin 13 11:19:49] -------------- END log session -------------
4.12 dedicated server mod activator ?The old fashioned Selector 2.3 serves as mod enabler for dedicated servers. See here: https://www.sas1946.com/main/index.php/topic,16403.0.html
@AG-51 Hoss, jetwar 1.3 is a content pack only, most of the core classes are in the SAS engine Mod, which is not perfectly compatible for now.
Quick possible bug update.
Modact + Patch + AI Flyables on a vanilla 4.12 install - the fuselage is invisible in the external view of the flyable Wellington. I'd post a screen shot but I don't know how to!
Great! Great! Great! GREAT!!!
(http://i1220.photobucket.com/albums/dd448/othertimesto/gif/dogriding.gif) (http://media.photobucket.com/user/othertimesto/media/gif/dogriding.gif.html)
Let´s PARTY !
Thank You very much to ALL who were involved in this project!
Is it possible to get a media fire link?
I found something: None of the QMB FW-190`s are working in my install. I can choose them,but in the mission,there is only blue Sky,no cockpit.
[19.06.2013 16:35:09] ------------ BEGIN log session -------------
[16:35:09] OpenGL provider: Opengl32.dll
[16:35:10] OpenGL library:
[16:35:10] Vendor: ATI Technologies Inc.
[16:35:10] Render: AMD Radeon HD 7700 Series
[16:35:10] Version: 4.2.12217 Compatibility Profile Context 12.104.0.0
[16:35:10] Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[16:35:10] Size: 1920x1080
[16:35:10] ColorBits: 32
[16:35:10] DepthBits: 24
[16:35:10] StencilBits: 8
[16:35:10] isDoubleBuffered: true
[16:35:10]
[16:35:10] *** Looking for Advanced CPU Instructions...
[16:35:10] [x] PentiumPro
[16:35:10] [x] Multimedia (MMX)
[16:35:10] [x] 3D (SSE)
[16:35:10] [x] 3D (SSE2)
[16:35:10] [-] 3D (3DNow)
[16:35:10] ColourBits 32, ABits 8, ZBits 24
[16:35:10]
[16:35:10] *** Looking for Render API Extensions ...
[16:35:10] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[16:35:10] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[16:35:10] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[16:35:10] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[16:35:10] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[16:35:10] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[16:35:10] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[16:35:10] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[16:35:10] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[16:35:10] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[16:35:10] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[16:35:10] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[16:35:10] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[16:35:10]
[16:35:10] Maximum texture size : 16384
[16:35:10] Maximum simultaneous textures :8
[16:35:10] MaxAnisotropic (1.0 = none) : 16.000000
[16:35:10] 15 Splashscreens available.
[16:35:11] AutoMounting SFS files from folder SFS_AUTO now...
[16:35:11] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[16:35:11] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[16:35:11] AutoMounting SFS files from folder SFS_AUTO finished.
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[16:35:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[16:35:11] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[16:35:11] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[16:35:11] INTERNAL ERROR: Texture required
[16:35:11] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[16:35:17] The sample music/menu/ru.wav not found
[16:35:17] Initializing DirectSound playback device...
[16:35:17] Primary buffer created.
[16:35:17] Playback format is set : sampling rate = 44100, num channels = 2.
[16:35:17] Not enought hardware buffers (0), hardware disabled
[16:35:17] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[16:35:17] Default speaker config is : 1310724.
[16:35:17] Direct sound audio device initialized successfully :
[16:35:17] DX Version : 7
[16:35:17] Hardware - disabled [buffers : 0]
[16:35:17] Extensions - enabled :
[16:35:17] EAX ver. 1 [ ] - disabled
[16:35:17] EAX ver. 2 [ ] - disabled
[16:35:17] EAX ver. 3 [ ] - disabled
[16:35:17] I3D ver. 2 [ ] - disabled
[16:35:17] ZoomFX [ ] - disabled
[16:35:17] MacroFX [ ] - disabled
[16:35:17] SIMD render [X]
[16:35:17] num channels 16
[16:35:17] cannot open file for reading
[16:35:17] Cannot open audio file samples/music/menu/ru.wav
[16:35:17]
[16:35:20] The sample music/menu/de.wav not found
[16:35:20] cannot open file for reading
[16:35:20] Cannot open audio file samples/music/menu/de.wav
[16:35:20]
[16:35:22] Loading mission Quick/Kuban/KubanBlueBridge00.mis...
[16:35:25] WARNING: Texture 'MAPS/_Tex/Clouds259.tga' - has non power of 2 dimensions (670 x 670)
[16:35:25] PBuffer: suitable formats: 44
[16:35:25]
[16:35:25] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[16:35:25] Depth = 24, stencil = 8
[16:35:25] PBuffer: suitable formats: 44
[16:35:25]
[16:35:25] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[16:35:25] Depth = 24, stencil = 8
[16:35:29] Loading vertex/fragment programs: *707325984*
[16:35:29] *** Loading: [vpFogFar2Tex2D]
[16:35:29] *** Loading: [vpFog2Tex2DBlend]
[16:35:29] *** Loading: [vpFogFar4Tex2D]
[16:35:29] *** Loading: [vpFogFar8Tex2D]
[16:35:29] *** Loading: [vpFogNoTex]
[16:35:29] *** Loading: [vpFog4Tex2D]
[16:35:29] *** Loading: [vpFog4Tex2D_UV2]
[16:35:29] *** Loading: [vp4Tex2D]
[16:35:29] *** Loading: [vp6Tex2D]
[16:35:29] *** Loading: [vpTexUVTex2D]
[16:35:29] *** Loading: [vpWaterGrid_NV]
[16:35:29] *** Loading: [vpWaterSunLight_NV]
[16:35:29] *** Loading: [vpWaterSunLight_ATI]
[16:35:29] *** Loading: [vpWaterSunLight_FP]
[16:35:29] *** Loading: [vpTreeSprite]
[16:35:29] *** Loading: [vpTreeTrunk]
[16:35:29] *** Loading: [vpVAObjectsN]
[16:35:29] *** Loading: [vpVAObjectsL0]
[16:35:29] *** Loading: [vpSprites]
[16:35:29] *** Loading: [vpSimpleGL]
[16:35:29] *** Loading: [fpWaterSunLightFast]
[16:35:29] *** Loading: [fpWaterSunLight]
[16:35:29] *** Loading: [fpWaterSunLightBest]
[16:35:29] *** Loading: [fpCoastBump]
[16:35:29] *** Loading: [fpCoastFoam]
[16:35:29] *** Loading: [fpCoastFoamFast]
[16:35:29] *** Loading: [fpCoastFoamFarFogTex]
[16:35:29] *** Loading: [fpCausticSimple]
[16:35:30] *** Loading: [fpCaustic]
[16:35:30] *** Loading: [fpSprites]
[16:35:30] *** Loading: [fpObjectsL0]
[16:35:30] *** Loading: [fpObjectsL0_2L]
[16:35:30] *** Loading: [fpSimpleGL]
[16:35:30] *** Loading: [fpNearLandFog]
[16:35:30] *** Loading: [fpFarLandFog]
[16:35:30] *** Loading: [fpRiverCoastAA]
[16:35:30] *** Loading: [vpWaterDM_CPU]
[16:35:30] *** Loading: [fpWaterDM_CPU]
[16:35:30] *** Loading: [fpWaterDM_CPULo]
[16:35:30] *** Loading: [fpWaterLFogDM]
[16:35:30] *** Loading: [fpIceWater]
[16:35:30] *** Loading: [fpNearNoBlend]
[16:35:30] *** Loading: [fpNearNoBlendNoise]
[16:35:30] *** Loading: [fpNearBlend]
[16:35:30] *** Loading: [fpNearBlendNoise]
[16:35:30] *** Loading: [fpFarBlend]
[16:35:30] *** Loading: [fpForestPlane]
[16:35:30] *** Loading: [fpForestPlaneNoise]
[16:35:30] *** Loading: [fpForestPlaneEdges]
[16:35:30] *** Loading: [fpForestPlaneEdgesNoise]
[16:35:30] Load bridges
[16:35:30] Load static objects
[16:35:30] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[16:35:30] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[16:35:30] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[16:35:30] House: Section House$Luft_Hangar not found
[16:35:30] com.maddox.il2.objects.buildings.House$Luft_Hangar.registerSpawner() failed.
[16:35:30] java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
[16:35:30] at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:663)
[16:35:30] at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:94)
[16:35:30] at java.lang.reflect.Method.invoke(Native Method)
[16:35:30] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
[16:35:30] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[16:35:30] at com.maddox.il2.objects.Statics._load(Statics.java:180)
[16:35:30] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:30] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:30] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:30] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:30] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:30] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:30] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:30] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:30] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:30] null
[16:35:30] java.lang.NullPointerException
[16:35:30] at com.maddox.il2.objects.Statics._load(Statics.java:186)
[16:35:30] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:30] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:30] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:30] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:30] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:30] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:30] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:30] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:30] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:30] House: Section House$T2_Hangar not found
[16:35:30] com.maddox.il2.objects.buildings.House$T2_Hangar.registerSpawner() failed.
[16:35:30] java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
[16:35:30] at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:663)
[16:35:30] at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:94)
[16:35:30] at java.lang.reflect.Method.invoke(Native Method)
[16:35:30] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
[16:35:30] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[16:35:30] at com.maddox.il2.objects.Statics._load(Statics.java:180)
[16:35:30] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:30] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:30] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:30] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:30] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:30] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:30] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:30] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:30] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:30] null
[16:35:30] java.lang.NullPointerException
[16:35:30] at com.maddox.il2.objects.Statics._load(Statics.java:186)
[16:35:30] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:30] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:30] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:30] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:30] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:30] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:30] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:30] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:30] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:30] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:31] null
[16:35:31] java.lang.NullPointerException
[16:35:31] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:31] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:31] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:31] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:31] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:31] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:31] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:32] null
[16:35:32] java.lang.NullPointerException
[16:35:32] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:32] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:32] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:32] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:32] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:32] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:32] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:33] null
[16:35:33] java.lang.NullPointerException
[16:35:33] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:33] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:33] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:33] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:33] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:33] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:33] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:33] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:33] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:33] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:33] null
[16:35:33] java.lang.NullPointerException
[16:35:33] at com.maddox.il2.objects.Statics._msgDreamGlobal(Statics.java:1014)
[16:35:33] at com.maddox.il2.objects.Statics._load(Statics.java:229)
[16:35:33] at com.maddox.il2.objects.Statics.load(Statics.java:94)
[16:35:33] at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
[16:35:33] at com.maddox.il2.game.Mission._load(Mission.java:476)
[16:35:33] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:33] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:33] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:33] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:33] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:33] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:35:33] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[16:35:33] INTERNAL ERROR: Can't open file '3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat'
[16:35:33] WARNING: object '3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat' of class 'TMaterial' not loaded
[16:35:33] INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33] Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33]
[16:35:33] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33]
[16:35:33] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[16:35:33] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[16:35:33] at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
[16:35:33] at com.maddox.il2.objects.air.Aircraft._setMesh(Aircraft.java:3844)
[16:35:33] at com.maddox.il2.objects.air.Aircraft.<init>(Aircraft.java:2352)
[16:35:33] at com.maddox.il2.objects.air.AircraftLH.<init>(AircraftLH.java:54)
[16:35:33] at com.maddox.il2.objects.air.Scheme1.<init>(Scheme1.java:25)
[16:35:33] at com.maddox.il2.objects.air.FW_190.<init>(FW_190.java:26)
[16:35:33] at com.maddox.il2.objects.air.FW_190D9.<init>(FW_190D9.java:25)
[16:35:33] at java.lang.Class.newInstance0(Native Method)
[16:35:33] at java.lang.Class.newInstance(Unknown Source)
[16:35:33] at com.maddox.il2.game.Mission.loadAir(Mission.java:1343)
[16:35:33] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[16:35:33] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[16:35:33] at com.maddox.il2.game.Mission._load(Mission.java:487)
[16:35:33] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[16:35:33] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[16:35:33] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:35:33] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:33] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:34] ERROR file: File users/0/Icons not found
[16:35:34] null
[16:35:34] java.lang.NullPointerException
[16:35:34] at com.maddox.il2.objects.air.Aircraft.missionStarting(Aircraft.java:3428)
[16:35:34] at com.maddox.il2.game.Mission.doMissionStarting(Mission.java:2283)
[16:35:34] at com.maddox.il2.game.Mission.doBegin(Mission.java:2353)
[16:35:34] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission.java:83)
[16:35:34] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[16:35:34] at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
[16:35:34] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
[16:35:34] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[16:35:34] at com.maddox.rts.Message._send(Message.java:1217)
[16:35:34] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[16:35:34] at com.maddox.rts.Message.sendTo(Message.java:1134)
[16:35:34] at com.maddox.rts.Message.trySend(Message.java:1115)
[16:35:34] at com.maddox.rts.Time.loopMessages(Time.java:180)
[16:35:34] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[16:35:34] at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
[16:35:34] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
[16:35:34] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:35:34] at com.maddox.il2.game.Main.exec(Main.java:448)
[16:35:34] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:35:34] Mission: Quick/Kuban/KubanBlueBridge00.mis is Playing
[16:35:43] ObjState.finalize: Object of com.maddox.il2.objects.air.FW_190D9 NOT destroyed
[19.06.2013 16:35:45] -------------- END log session -------------
[16:35:33] INTERNAL ERROR: Can't open file '3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat'
[16:35:33] WARNING: object '3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat' of class 'TMaterial' not loaded
[16:35:33] INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33] Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
[16:35:33]
[16:35:33] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Jacket_LW_256.mat'
Now that there's no "3DO/Plane/Fw-190D-9(Beta)/Jacket_LW_256.mat" file in any of the SFS archives being part of stock 4.12, if this was an issue it would have to happen on stock 4.12 as well. I'd rather guess that you just installed an incompatible mod though.I installed it nice and steady but now the game is in french, and as french as I am I'd rather have it in english, how do I proceed to do so ?Nothing easier than that.
[rts]
locale=en
I installed it nice and steady but now the game is in french, and as french as I am I'd rather have it in english, how do I proceed to do so ?Nothing easier than that.
Showing the UI in your native language is another new feature in Modact 5, this should get us rid of hand-crafted translations of all those ".ru" files as we used to have before.
However in cases like yours you can easily override this behaviour.
Open your conf.ini, look for the "[rts]" section and edit/add the "locale" entry (if there is no "locale" set in [rts] section, the game will default to your system language).
For instance, if you want your game to show english language, set the following "locale" property:Code: [Select][rts]
locale=en
That's it, now your game is english. You can use other locale settings for different languages such as german (de), hungary (hu), czech (cs), polish (pl) etc.
Best regards - Mike
I found that many effect that used to work for DBW will work for this Check out the UP Cinematic effect page. They all work :).
I found that many effect that used to work for DBW will work for this Check out the UP Cinematic effect page. They all work :).
Not every Effect Mod will work."PAL Tracers and SmokeTrails MOD" is one of them.The Game CTD at 30% Loading in Mission.
https://www.sas1946.com/main/index.php/topic,15071.0.html
This is one of the most important Effect Mods!
I found something: None of the QMB FW-190`s are working in my install. I can choose them,but in the mission,there is only blue Sky,no cockpit.
L-5_STOL-Float air.L_5_Float 1 usa01 SUMMER
Fi-156Float air.FI_156Float 2 g01 SUMMER
TeXaCo air.FordZ 1 NOINFO r01 SUMMER
TeXaCo1 air.FordM 1 NOINFO r01 SUMMER
TeXaCo2 air.FordM2 1 NOINFO r01 SUMMER
IAR80early air.IAR_80A 2 ro01 SUMMER
IAR80B air.IAR_80B 2 ro01 SUMMER
IAR80C air.IAR_80C 2 ro01 SUMMER
IAR80M air.IAR_80M 2 ro01 SUMMER
IAR81Cnew air.IAR_81Cnew 2 ro01 SUMMER
U19A_Gun air.U19AGun 1 usa01 SUMMER
HarvardMkI air.Harvard1 1 NOINFO gb01 SUMMER
P-47C-5 air.P_47C5 1 usa01 DESERT
F4U-1Birdcage air.F4U1cage 1 usa01 DESERT
Stranraer air.Stranraer 1 gb01 DESERT
As far as Aircraft and how they perform in HSFX 6,That was already done... as I talk about it only as an example of what I wanted to explain .
usually the source is the best place for answers IMHO
especially with issues
The old fashioned Selector 2.3 serves as mod enabler for dedicated servers. See here: https://www.sas1946.com/main/index.php/topic,16403.0.html
Seems a bit complicated because the folders have to be arranged in proper depth and order.
Log?Nothing... rien... nada... niente... Bref ! Que dalle ! :'(
Log?Nothing... rien... nada... niente... Bref ! Que dalle ! :'(
delete .last.quick found in \IL-2 Sturmovik 1946\QuicksThanks but... Apparently I must have to enable the "MissionPro Combo by P.A.L". :-X
is buttons 10.3 in the pack? if not is it compatible?A preliminary buttons 10.4 is included which contains all FMs from 10.3.
I cannot enable either DBW or UP using the selectorThat's because there is no DBW or UP for IL-2 4.12 yet. You see those options just for future compatibility, the selector is prepared already and waiting for the packs to see the light of day ;)
Everything seems to work except the QMB (clean version, no Mod added) !That's because your last QMB mission flown with MissionPro enabled used a map which isn't enabled when you don't use that mod.
(...)
Apparently I must have to enable the "MissionPro Combo by P.A.L".
are the SFS in SFS_AUTO loaded in alphabetical order, with lower ones loading "on top" of upper ones (as in .rc)Exactly.
Can I use the "SAS Mod Activator v5.11 for 4.12m" with the IL2 1946 4.12m Dedicated Server ?No need to, as Modact 5.11 is 100% stock compatible (despite crt checks).
:) Yes !Everything seems to work except the QMB (clean version, no Mod added) !That's because your last QMB mission flown with MissionPro enabled used a map which isn't enabled when you don't use that mod.
(...)
Apparently I must have to enable the "MissionPro Combo by P.A.L".
Solution: Enable MissionPro, run a QMB mission on a stock map (e.g. Bessarabia) with stock plane (e.g. 109E-4), stock country (Luftwaffe?), stock... well, everything on stock values. Fly at least for a second or two in that mission.
Quit the game, disable MissionPro and restart the game. This time everything should be working back normal.
How did you guys made those random background screens for loading screen I would like to use that feature in my DBW toocheck here
I already asked on the 4.12 thread ...
I already asked on the 4.12 thread ...
that should be more than sufficient, poy.
don't go asking the same thing in different threads just because you don't get a reply straight away, please.
- P51 has the same sound of Spitfire.This might sound like a dump question, but: Has it been different "before" (e.g. in DBW, Modact 4 etc.)?
- LA5, LA7 and Japanese planes has the same sound of Stock game.
I already asked on the 4.12 thread but I'm asking here too since, you know, modding and such, anyway, guys, would you happen to know of a way to make the skidmarks last longer ?The skidmarks are just an effect like any other, in order to make them last longer one modder has to take the task of editing the regarding .eff file.
Seems we need: "#SAS Diff_FM", For the P-61 & F4Us. Anyone know where I can find this? Any help appreciated.
Modact 5 has AutoDiffFM included, you can use whatever FM files you like.
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
FM called 'FlightModels/SiemensBramoFafnir_Series:Do17_FM.emd' is being loaded from File: 'do17_fm'
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.fm.Polares.loadMachParams(Polares.java:789)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:473)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
java.lang.NoSuchFieldError: printCompassHeading
at com.maddox.il2.objects.air.CockpitDo17.<init>(CockpitDo17.java:145)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3545)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2858)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
when I install the Activator I can't start the game from the 'il2fb.exe'. I immediately get this message: "The application failed to initialize propperly (0xc0000142)".Your initlog.lst please?
When I use the 'IL-2 Selector.exe', the Selector opens, but the RAM indicator doesn't show a blue indication of RAM: it stays grey ( when I open it on Win7 there is a blue filled line running up to the amount of RAM you choose )Since you're apparently the only one facing this issue I'd have to be sorry but that's some genuine issue of your XP installation and has nothing to do with the selector itself.
I can run a copy of this same game folder on my Win7 PC and from that PC over LAN on the XP PC. Any help would be appreciated.Just for my understanding: You can run the game on XP when you load it from a shared LAN folder on your Win7 PC? *Confused I am*
Problems with:Yep. The issue is this: Your Do-17 Cockpit (and likely some others) are referring to a method "printCompassHeading" which was present in 4.11 but has been removed in 4.12.
-Do17Z
-Bloch 210
-Potez 540
[Jun 23, 2013 1:51:43 PM] ------------ BEGIN log session -------------
[1:51:43 PM] OpenGL provider: Opengl32.dll
[1:51:43 PM] OpenGL library:
[1:51:43 PM] Vendor: NVIDIA Corporation
[1:51:43 PM] Render: GeForce GTX 550 Ti/PCIe/SSE2
[1:51:43 PM] Version: 4.3.0
[1:51:43 PM] Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[1:51:43 PM] Size: 1920x1080
[1:51:43 PM] ColorBits: 32
[1:51:43 PM] DepthBits: 24
[1:51:43 PM] StencilBits: 8
[1:51:43 PM] isDoubleBuffered: true
[1:51:43 PM]
[1:51:43 PM] *** Looking for Advanced CPU Instructions...
[1:51:43 PM] [x] PentiumPro
[1:51:43 PM] [x] Multimedia (MMX)
[1:51:43 PM] [x] 3D (SSE)
[1:51:43 PM] [x] 3D (SSE2)
[1:51:43 PM] [x] 3D (3DNow)
[1:51:43 PM] ColourBits 32, ABits 0, ZBits 24
[1:51:43 PM]
[1:51:43 PM] *** Looking for Render API Extensions ...
[1:51:43 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[1:51:43 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[1:51:43 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[1:51:43 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[1:51:43 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[1:51:43 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[1:51:43 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[1:51:43 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[1:51:43 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[1:51:43 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[1:51:43 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[1:51:43 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[1:51:43 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[1:51:43 PM]
[1:51:43 PM] Maximum texture size : 16384
[1:51:43 PM] Maximum simultaneous textures :4
[1:51:43 PM] MaxAnisotropic (1.0 = none) : 16.000000
[1:51:43 PM] 15 Splashscreens available.
[1:51:44 PM] AutoMounting SFS files from folder SFS_AUTO now...
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_05.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_06.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_07.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_08.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps05.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_textures01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_textures02.sfs... mounted successfully!
[1:51:44 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:57 PM] Initializing DirectSound playback device...
[1:51:57 PM] Primary buffer created.
[1:51:57 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[1:51:57 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[1:51:57 PM] Default speaker config is : 1310724.
[1:51:57 PM] Direct sound audio device initialized successfully :
[1:51:57 PM] DX Version : 7
[1:51:57 PM] Hardware - disabled [buffers : 0]
[1:51:57 PM] Extensions - disabled :
[1:51:57 PM] EAX ver. 1 [ ] - disabled
[1:51:57 PM] EAX ver. 2 [ ] - disabled
[1:51:57 PM] EAX ver. 3 [ ] - disabled
[1:51:57 PM] I3D ver. 2 [ ] - disabled
[1:51:57 PM] ZoomFX [ ] - disabled
[1:51:57 PM] MacroFX [ ] - disabled
[1:51:57 PM] SIMD render [X]
[1:51:57 PM] num channels 16
[1:51:57 PM]
[1:51:58 PM] Loading mission Records/Intro 04 Ed.trk...
[1:52:03 PM] Load bridges
[1:52:03 PM] Load static objects
[1:52:10 PM] warning: no files : music/crash
[1:52:24 PM] Detected Vertex Shaders 3.0.
[1:52:24 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:52:24 PM] Vertex texture units: 32
[1:52:24 PM]
[1:52:28 PM] PBuffer: suitable formats: 6
[1:52:28 PM]
[1:52:29 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:52:29 PM] Depth = 24, stencil = 8
[1:52:29 PM] PBuffer: suitable formats: 6
[1:52:29 PM]
[1:52:29 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:52:29 PM] Depth = 24, stencil = 8
[1:52:32 PM] Loading vertex/fragment programs: *697297064*
[1:52:32 PM] *** Loading: [vpFogFar2Tex2D]
[1:52:32 PM] *** Loading: [vpFog2Tex2DBlend]
[1:52:32 PM] *** Loading: [vpFogFar4Tex2D]
[1:52:32 PM] *** Loading: [vpFogFar8Tex2D]
[1:52:32 PM] *** Loading: [vpFogNoTex]
[1:52:32 PM] *** Loading: [vpFog4Tex2D]
[1:52:32 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:52:32 PM] *** Loading: [vp4Tex2D]
[1:52:32 PM] *** Loading: [vp6Tex2D]
[1:52:32 PM] *** Loading: [vpTexUVTex2D]
[1:52:32 PM] *** Loading: [vpWaterGrid_NV]
[1:52:32 PM] *** Loading: [vpWaterSunLight_NV]
[1:52:32 PM] *** Loading: [vpWaterSunLight_ATI]
[1:52:32 PM] *** Loading: [vpWaterSunLight_FP]
[1:52:32 PM] *** Loading: [vpTreeSprite]
[1:52:32 PM] *** Loading: [vpTreeTrunk]
[1:52:32 PM] *** Loading: [vpVAObjectsN]
[1:52:32 PM] *** Loading: [vpVAObjectsL0]
[1:52:32 PM] *** Loading: [vpSprites]
[1:52:32 PM] *** Loading: [vpSimpleGL]
[1:52:32 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpSimpleGL]
[1:52:32 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpRiverCoastAA]
[1:52:32 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [vpWaterDM_CPU]
[1:52:32 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterLFogDM]
[1:52:32 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:52:33 PM] Load bridges
[1:52:33 PM] Load static objects
[1:52:48 PM] Loading mission 412_Demo_Missions/AITaxiing.mis...
[1:52:48 PM] Load bridges
[1:52:49 PM] Load static objects
[1:52:57 PM] ERROR file: File users/doe/Icons not found
[1:52:57 PM] Mission: 412_Demo_Missions/AITaxiing.mis is Playing
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:58 PM] warning: no files : music/takeoff
[1:53:09 PM] WARNING: ObjectVACache_Clear()
[1:53:09 PM] WARNING: * Buf0 : Obj: 73, Vert 1096, Ind 4305
[1:53:09 PM] WARNING: * Buf1 : Obj: 278, Vert 15516, Ind 39714
[1:53:09 PM] WARNING: * Buf2 : Obj: 34, Vert 17192, Ind 29976
[1:53:10 PM] Load bridges
[1:53:10 PM] Load static objects
[1:53:45 PM] Detected Vertex Shaders 3.0.
[1:53:45 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:53:45 PM] Vertex texture units: 32
[1:53:45 PM]
[1:53:54 PM] PBuffer: suitable formats: 6
[1:53:54 PM]
[1:53:54 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:53:54 PM] Depth = 24, stencil = 8
[1:53:54 PM] PBuffer: suitable formats: 6
[1:53:54 PM]
[1:53:54 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:53:54 PM] Depth = 24, stencil = 8
[1:53:57 PM] Loading vertex/fragment programs: *697297064*
[1:53:57 PM] *** Loading: [vpFogFar2Tex2D]
[1:53:57 PM] *** Loading: [vpFog2Tex2DBlend]
[1:53:57 PM] *** Loading: [vpFogFar4Tex2D]
[1:53:57 PM] *** Loading: [vpFogFar8Tex2D]
[1:53:57 PM] *** Loading: [vpFogNoTex]
[1:53:57 PM] *** Loading: [vpFog4Tex2D]
[1:53:57 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:53:57 PM] *** Loading: [vp4Tex2D]
[1:53:57 PM] *** Loading: [vp6Tex2D]
[1:53:57 PM] *** Loading: [vpTexUVTex2D]
[1:53:57 PM] *** Loading: [vpWaterGrid_NV]
[1:53:57 PM] *** Loading: [vpWaterSunLight_NV]
[1:53:57 PM] *** Loading: [vpWaterSunLight_ATI]
[1:53:57 PM] *** Loading: [vpWaterSunLight_FP]
[1:53:57 PM] *** Loading: [vpTreeSprite]
[1:53:57 PM] *** Loading: [vpTreeTrunk]
[1:53:57 PM] *** Loading: [vpVAObjectsN]
[1:53:57 PM] *** Loading: [vpVAObjectsL0]
[1:53:57 PM] *** Loading: [vpSprites]
[1:53:57 PM] *** Loading: [vpSimpleGL]
[1:53:57 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpSimpleGL]
[1:53:57 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpRiverCoastAA]
[1:53:57 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [vpWaterDM_CPU]
[1:53:57 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterLFogDM]
[1:53:57 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:53:57 PM] Load bridges
[1:53:57 PM] Load static objects
[1:53:59 PM] ##### House without collision (3do/Tree/Tree2.sim)
[1:53:59 PM] ##### House without collision (3do/Buildings/Troops/animals/horse/live.sim)
[1:54:04 PM] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[1:54:06 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
[1:54:06 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser01/live.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mg42/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_39_summer/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_motocyclist/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser02/live.sim)
[1:54:11 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_43_summer/live.sim)
[1:54:12 PM] ##### House without collision (3do/Buildings/Troops/aircrew/mecano/live.sim)
[1:54:12 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_40_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_40_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Weapons/pack/brancard/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice01/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_wounded/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice06/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_43_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice04/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice02/live.sim)
[1:54:14 PM] ##### House without collision (3do/Buildings/England/semi2/live.sim)
[1:55:32 PM] Detected Vertex Shaders 3.0.
[1:55:32 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:55:32 PM] Vertex texture units: 32
[1:55:32 PM]
[1:55:32 PM] WARNING: ObjectVACache_Clear()
[1:55:32 PM] WARNING: * Buf0 : Obj: 10, Vert 147, Ind 492
[1:55:32 PM] WARNING: * Buf1 : Obj: 42, Vert 13123, Ind 23637
[1:55:32 PM] WARNING: * Buf2 : Obj: 320, Vert 161777, Ind 271647
[1:55:36 PM] PBuffer: suitable formats: 6
[1:55:36 PM]
[1:55:36 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:55:36 PM] Depth = 24, stencil = 8
[1:55:36 PM] PBuffer: suitable formats: 6
[1:55:36 PM]
[1:55:36 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:55:36 PM] Depth = 24, stencil = 8
[1:55:47 PM] Loading vertex/fragment programs: *697297064*
[1:55:47 PM] *** Loading: [vpFogFar2Tex2D]
[1:55:47 PM] *** Loading: [vpFog2Tex2DBlend]
[1:55:47 PM] *** Loading: [vpFogFar4Tex2D]
[1:55:47 PM] *** Loading: [vpFogFar8Tex2D]
[1:55:47 PM] *** Loading: [vpFogNoTex]
[1:55:47 PM] *** Loading: [vpFog4Tex2D]
[1:55:47 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:55:47 PM] *** Loading: [vp4Tex2D]
[1:55:47 PM] *** Loading: [vp6Tex2D]
[1:55:47 PM] *** Loading: [vpTexUVTex2D]
[1:55:47 PM] *** Loading: [vpWaterGrid_NV]
[1:55:47 PM] *** Loading: [vpWaterSunLight_NV]
[1:55:47 PM] *** Loading: [vpWaterSunLight_ATI]
[1:55:47 PM] *** Loading: [vpWaterSunLight_FP]
[1:55:47 PM] *** Loading: [vpTreeSprite]
[1:55:47 PM] *** Loading: [vpTreeTrunk]
[1:55:47 PM] *** Loading: [vpVAObjectsN]
[1:55:47 PM] *** Loading: [vpVAObjectsL0]
[1:55:47 PM] *** Loading: [vpSprites]
[1:55:47 PM] *** Loading: [vpSimpleGL]
[1:55:47 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpSimpleGL]
[1:55:47 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpRiverCoastAA]
[1:55:47 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [vpWaterDM_CPU]
[1:55:47 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterLFogDM]
[1:55:47 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:55:48 PM] Load bridges
[1:55:49 PM] Load static objects
[1:55:50 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[1:55:50 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[1:56:41 PM] Detected Vertex Shaders 3.0.
[1:56:41 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:56:41 PM] Vertex texture units: 32
[1:56:41 PM]
[1:56:41 PM] WARNING: ObjectVACache_Clear()
[1:56:41 PM] WARNING: * Buf0 : Obj: 37, Vert 234, Ind 534
[1:56:41 PM] WARNING: * Buf1 : Obj: 92, Vert 7779, Ind 20142
[1:56:41 PM] WARNING: * Buf2 : Obj: 128, Vert 58800, Ind 95088
[1:56:46 PM] PBuffer: suitable formats: 6
[1:56:46 PM]
[1:56:46 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:56:46 PM] Depth = 24, stencil = 8
[1:56:46 PM] PBuffer: suitable formats: 6
[1:56:46 PM]
[1:56:46 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:56:46 PM] Depth = 24, stencil = 8
[1:56:50 PM] Loading vertex/fragment programs: *697297064*
[1:56:50 PM] *** Loading: [vpFogFar2Tex2D]
[1:56:50 PM] *** Loading: [vpFog2Tex2DBlend]
[1:56:50 PM] *** Loading: [vpFogFar4Tex2D]
[1:56:50 PM] *** Loading: [vpFogFar8Tex2D]
[1:56:50 PM] *** Loading: [vpFogNoTex]
[1:56:50 PM] *** Loading: [vpFog4Tex2D]
[1:56:50 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:56:50 PM] *** Loading: [vp4Tex2D]
[1:56:50 PM] *** Loading: [vp6Tex2D]
[1:56:50 PM] *** Loading: [vpTexUVTex2D]
[1:56:50 PM] *** Loading: [vpWaterGrid_NV]
[1:56:50 PM] *** Loading: [vpWaterSunLight_NV]
[1:56:50 PM] *** Loading: [vpWaterSunLight_ATI]
[1:56:50 PM] *** Loading: [vpWaterSunLight_FP]
[1:56:50 PM] *** Loading: [vpTreeSprite]
[1:56:50 PM] *** Loading: [vpTreeTrunk]
[1:56:50 PM] *** Loading: [vpVAObjectsN]
[1:56:50 PM] *** Loading: [vpVAObjectsL0]
[1:56:50 PM] *** Loading: [vpSprites]
[1:56:50 PM] *** Loading: [vpSimpleGL]
[1:56:50 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpSimpleGL]
[1:56:50 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpRiverCoastAA]
[1:56:50 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [vpWaterDM_CPU]
[1:56:50 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterLFogDM]
[1:56:50 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:56:52 PM] Load bridges
[1:56:52 PM] Load static objects
[1:56:57 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
[1:59:36 PM] Detected Vertex Shaders 3.0.
[1:59:36 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:59:36 PM] Vertex texture units: 32
[1:59:36 PM]
[1:59:36 PM] WARNING: ObjectVACache_Clear()
[1:59:36 PM] WARNING: * Buf0 : Obj: 121, Vert 2356, Ind 9084
[1:59:36 PM] WARNING: * Buf1 : Obj: 149, Vert 19807, Ind 38223
[1:59:36 PM] WARNING: * Buf2 : Obj: 438, Vert 278081, Ind 448791
[1:59:41 PM] PBuffer: suitable formats: 6
[1:59:41 PM]
[1:59:41 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:59:41 PM] Depth = 24, stencil = 8
[1:59:41 PM] PBuffer: suitable formats: 6
[1:59:41 PM]
[1:59:41 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:59:41 PM] Depth = 24, stencil = 8
[1:59:44 PM] Loading vertex/fragment programs: *697297064*
[1:59:44 PM] *** Loading: [vpFogFar2Tex2D]
[1:59:44 PM] *** Loading: [vpFog2Tex2DBlend]
[1:59:44 PM] *** Loading: [vpFogFar4Tex2D]
[1:59:44 PM] *** Loading: [vpFogFar8Tex2D]
[1:59:44 PM] *** Loading: [vpFogNoTex]
[1:59:44 PM] *** Loading: [vpFog4Tex2D]
[1:59:44 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:59:44 PM] *** Loading: [vp4Tex2D]
[1:59:44 PM] *** Loading: [vp6Tex2D]
[1:59:44 PM] *** Loading: [vpTexUVTex2D]
[1:59:44 PM] *** Loading: [vpWaterGrid_NV]
[1:59:44 PM] *** Loading: [vpWaterSunLight_NV]
[1:59:44 PM] *** Loading: [vpWaterSunLight_ATI]
[1:59:44 PM] *** Loading: [vpWaterSunLight_FP]
[1:59:44 PM] *** Loading: [vpTreeSprite]
[1:59:44 PM] *** Loading: [vpTreeTrunk]
[1:59:44 PM] *** Loading: [vpVAObjectsN]
[1:59:44 PM] *** Loading: [vpVAObjectsL0]
[1:59:44 PM] *** Loading: [vpSprites]
[1:59:44 PM] *** Loading: [vpSimpleGL]
[1:59:44 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpSimpleGL]
[1:59:44 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpRiverCoastAA]
[1:59:44 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [vpWaterDM_CPU]
[1:59:44 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterLFogDM]
[1:59:44 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:59:44 PM] Load bridges
[1:59:44 PM] Load static objects
[1:59:47 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[Jun 23, 2013 2:00:19 PM] -------------- END log session -------------
2013-06-23 16:57:08:484 (dinput.dll) : IL-2 Process ID = 00000D88
2013-06-23 16:57:08:484 (dinput.dll) : Starting Watchdog at C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\IL-2 Watchdog.exe
2013-06-23 16:57:08:500 (dinput.dll) : Watchdog Process not created
2013-06-23 16:57:08:500 (dinput.dll) : JVM Parameters injector deactivated
These cockpits will need to get updated code to work in 4.12.Ok thx :)
Is anyone else missing the crosshairs on the wellington's bombsight? It just will not show up for me.
Has anyone noticed that when you install a map and then DL a QMBpro mission for it, it doesnt show up in the gameThe MissionPro Combo version included in Modact 5 contains a mechanism which checks all QMBpro missions whether or not the regarding maps are installed properly. The reason why this mechanism has been implemented is that the default MissionPro Combo mod already ships with a whole lot of missions which require additional modded maps, but since those maps are not included in Modact 5, the user would see a really large list of missions where he could only select some half of them, the others would trigger errors when selected.
Seems we need: "#SAS Diff_FM", For the P-61 & F4Us. Anyone know where I can find this? Any help appreciated.The P-47N works fine but get 70% CTD for P-61 & F4U-4/5/AU-1. Both say they need DiFF Mod. Any ideas?Modact 5 has AutoDiffFM included, you can use whatever FM files you like.
Quick/Bessarabia/BessarabiaRedScramble02.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'NoseCannon3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WaterR_D0'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapL_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapR_D0'
[24 juin 13 11:39:58] -------------- END log session -------------
Ces erreurs ne sont pas fatales. Il doit y avoir autre chose. Le jeu pullule de ce genre d'alarmes.QuoteQuick/Bessarabia/BessarabiaRedScramble02.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'NoseCannon3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WaterR_D0'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapL_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapR_D0'
[24 juin 13 11:39:58] -------------- END log session -------------
Has anyone noticed that when you install a map and then DL a QMBpro mission for it, it doesnt show up in the gameThe MissionPro Combo version included in Modact 5 contains a mechanism which checks all QMBpro missions whether or not the regarding maps are installed properly. The reason why this mechanism has been implemented is that the default MissionPro Combo mod already ships with a whole lot of missions which require additional modded maps, but since those maps are not included in Modact 5, the user would see a really large list of missions where he could only select some half of them, the others would trigger errors when selected.
So we decided to check the missions in advance and simply not show them in the list if the regarding map is missing (this check can be noticed as a short additional delay at game start time when the game shows "60%" load status).
This in turn means that if you installed a map and the regarding QMBpro mission and the map/mission still doesn't show up in the game, either your map or your mission (or both?) have not been installed correctly.
Best regards - Mike
Do you mean the Corsair IV or is there actually a F4U-4 you added?
P-51B's from https://www.sas1946.com/main/index.php/topic,4665.0.html also doesn't work :(
P-51's work just fine.
Yea, wondering if anyone has experienced the same problem with the P-61 & Late Corsairs?
Late Corsairs and the P-61 work fine in my 4.12,installed like any other aircraft
These planes all worked in my 4.12 SAS Modact 5.1
In fact,
both the older "Late Corsair pack for 4.09" and the most recent repack of the "Late Corsairs" work in 4.12
The Beauforts gave me a "Mission Loading 0" error in the QMB.That's what the 5.11 patch is for, it solves that issue. If it doesn't for you, please post log.lst contents.
the modded seaplanes pick up the nearest land airfield to set down on. ??? The stock aircraft such as the Cant Z506 are fine and land on the water as intended. ???Yes it did. 4.12 introduces a new "TypeSeaPlane" abstract class which all seaplanes have to implement, otherwise the game simply doesn't treat them as seaplanes at all.
Does this mean that something changed in 4.12 for seaplanes
These errors are not fatal. There must be something else.;D possible, but but they ARE fatal (for the pilot) if I try to start the engine ;)
[24 juin 13 19:29:09] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 560 Ti/PCI/SSE2
Version: 4.2.0
Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He-111P-2.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-2-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-4.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-1.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-3.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-5.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Early.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-8.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-11.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-16.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-22.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/CaudronCR714.fmd:gui/game/CaudronCR714_FM' is being loaded from File: 'gui/game/caudroncr714_fm'
FM called 'FlightModels/D520.fmd:D520_FM' is being loaded from File: 'd520_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/Potez540.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez542.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez543.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He-111P-2.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-2-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-4.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-1.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-3.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-5.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Early.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-8.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-11.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-16.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-22.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/CaudronCR714.fmd:gui/game/CaudronCR714_FM' is being loaded from File: 'gui/game/caudroncr714_fm'
FM called 'FlightModels/D520.fmd:D520_FM' is being loaded from File: 'd520_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/Potez540.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez542.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez543.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He-111P-2.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-2-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111P-4.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-1.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-3.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-5.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Early.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-6-Late.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-8.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-11.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-16.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/He-111H-22.fmd:HE111' is being loaded from File: 'he111'
FM called 'FlightModels/H_75A1.fmd:H_75A1_FM' is being loaded from File: 'h_75a1_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/CaudronCR714.fmd:gui/game/CaudronCR714_FM' is being loaded from File: 'gui/game/caudroncr714_fm'
FM called 'FlightModels/D520.fmd:D520_FM' is being loaded from File: 'd520_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/Potez540.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez542.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/Potez543.fmd:Potez54_FM' is being loaded from File: 'potez54_fm'
FM called 'FlightModels/VG-33.fmd:VG-33_FM' is being loaded from File: 'vg-33_fm'
House: Parameter [buildings.Plate$Dinan16]:<Mesh> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.buildings.Plate$SPAWN.getS(Plate.java:115)
at com.maddox.il2.objects.buildings.Plate$SPAWN.LoadProperties(Plate.java:128)
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:178)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.builder.PlMisHouse$Type.<init>(PlMisHouse.java:60)
at com.maddox.il2.builder.PlMisHouse.configure(PlMisHouse.java:283)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1981)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1669)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:430)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in plate spawn registration: com.maddox.il2.objects.buildings.Plate$Dinan16
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 32]
Extensions - disabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 16
Loading mission Quick/Crimea/CrimeaRedScramble00.mis...
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32
PBuffer: suitable formats: 6
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 6
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *145763936*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.fm.Polares.loadMachParams(Polares.java:789)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:473)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR file: File users/bab/Icons not found
Mission: Quick/Crimea/CrimeaRedScramble00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'NoseCannon3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WaterR_D0'
warning: no files : music/takeoff
[24 juin 13 19:31:17] -------------- END log session -------------
(tested again on Crimea map...)
[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
Or have i here anywhere a mistake in my Lines ?That's what the 5.11 patch is for, it solves that issue. If it doesn't for you, please post log.lst contents.
[25.06.2013 00:28:08] ------------ BEGIN log session -------------
[00:28:08] OpenGL provider: Opengl32.dll
[00:28:09] OpenGL library:
[00:28:09] Vendor: ATI Technologies Inc.
[00:28:09] Render: AMD Radeon HD 7700 Series
[00:28:09] Version: 4.2.12217 Compatibility Profile Context 12.104.0.0
[00:28:09] Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[00:28:09] Size: 1920x1080
[00:28:09] ColorBits: 32
[00:28:09] DepthBits: 24
[00:28:09] StencilBits: 8
[00:28:09] isDoubleBuffered: true
[00:28:09]
[00:28:09] *** Looking for Advanced CPU Instructions...
[00:28:09] [x] PentiumPro
[00:28:09] [x] Multimedia (MMX)
[00:28:09] [x] 3D (SSE)
[00:28:09] [x] 3D (SSE2)
[00:28:09] [-] 3D (3DNow)
[00:28:09] ColourBits 32, ABits 8, ZBits 24
[00:28:09]
[00:28:09] *** Looking for Render API Extensions ...
[00:28:09] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[00:28:09] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[00:28:09] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[00:28:09] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[00:28:09] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[00:28:09] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[00:28:09] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[00:28:09] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[00:28:09] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[00:28:09] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[00:28:09] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[00:28:09] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[00:28:09] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[00:28:09]
[00:28:09] Maximum texture size : 16384
[00:28:09] Maximum simultaneous textures :8
[00:28:09] MaxAnisotropic (1.0 = none) : 16.000000
[00:28:09] 15 Splashscreens available.
[00:28:10] Tried to load preset my_presets/sounds/cmdmusic.prs but file is not found
[00:28:10] AutoMounting SFS files from folder SFS_AUTO now...
[00:28:10] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[00:28:10] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[00:28:10] AutoMounting SFS files from folder SFS_AUTO finished.
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[00:28:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[00:28:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[00:28:11] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[00:28:11] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[00:28:11] INTERNAL ERROR: Texture required
[00:28:11] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[00:28:11] Loading original sample from SFS samples/Morse_A.wav
[00:28:11] Loading original sample from SFS samples/Morse_B.wav
[00:28:11] Loading original sample from SFS samples/Morse_C.wav
[00:28:11] Loading original sample from SFS samples/Morse_D.wav
[00:28:11] Loading original sample from SFS samples/Morse_E.wav
[00:28:11] Loading original sample from SFS samples/Morse_F.wav
[00:28:11] Loading original sample from SFS samples/Morse_G.wav
[00:28:11] Loading original sample from SFS samples/Morse_H.wav
[00:28:11] Loading original sample from SFS samples/Morse_I.wav
[00:28:11] Loading original sample from SFS samples/Morse_J.wav
[00:28:11] Loading original sample from SFS samples/Morse_K.wav
[00:28:11] Loading original sample from SFS samples/Morse_L.wav
[00:28:11] Loading original sample from SFS samples/Morse_M.wav
[00:28:11] Loading original sample from SFS samples/Morse_N.wav
[00:28:11] Loading original sample from SFS samples/Morse_O.wav
[00:28:11] Loading original sample from SFS samples/Morse_P.wav
[00:28:11] Loading original sample from SFS samples/Morse_Q.wav
[00:28:11] Loading original sample from SFS samples/Morse_R.wav
[00:28:11] Loading original sample from SFS samples/Morse_S.wav
[00:28:11] Loading original sample from SFS samples/Morse_T.wav
[00:28:11] Loading original sample from SFS samples/Morse_U.wav
[00:28:11] Loading original sample from SFS samples/Morse_V.wav
[00:28:11] Loading original sample from SFS samples/Morse_W.wav
[00:28:11] Loading original sample from SFS samples/Morse_X.wav
[00:28:11] Loading original sample from SFS samples/Morse_Y.wav
[00:28:11] Loading original sample from SFS samples/Morse_Z.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Dash.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Dot.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Solid.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Outer_Marker.wav
[00:28:11] Loading original sample from SFS samples/Lorenz_Inner_Marker.wav
[00:28:11] Loading original sample from SFS samples/BeaconCarrier.wav
[00:28:11] Loading original sample from SFS samples/Morse_1.wav
[00:28:11] Loading original sample from SFS samples/Morse_2.wav
[00:28:11] Loading original sample from SFS samples/Morse_3.wav
[00:28:11] Loading original sample from SFS samples/Morse_4.wav
[00:28:11] Loading original sample from SFS samples/Morse_5.wav
[00:28:11] Loading original sample from SFS samples/Morse_6.wav
[00:28:11] Loading original sample from SFS samples/Morse_7.wav
[00:28:11] Loading original sample from SFS samples/Morse_8.wav
[00:28:11] Loading original sample from SFS samples/Morse_9.wav
[00:28:11] Loading original sample from SFS samples/Morse_0.wav
[00:28:11] Loading original sample from SFS samples/Morse_comma.wav
[00:28:11] Loading original sample from SFS samples/Morse_period.wav
[00:28:11] Loading original sample from SFS samples/Morse_question.wav
[00:28:11] Loading original sample from SFS samples/Morse_hyphen.wav
[00:28:11] Loading original sample from SFS samples/Morse_space.wav
[00:28:11] Loading original sample from SFS samples/RadioStatic.wav
[00:28:11] Loading original sample from SFS samples/RadioStatic2.wav
[00:28:11] Loading original sample from SFS samples/BeaconStatic.wav
[00:28:11] Loading original sample from SFS samples/Static.wav
[00:28:11] Loading preset my_presets/sounds/crash.air.prs
[00:28:11] Loading sample my_samples/exp3_01.wav
[00:28:11] Loading sample my_samples/exp3_05.wav
[00:28:11] Loading sample my_samples/exp3_08.wav
[00:28:11] Loading sample my_samples/tech_cb_1_60_1.wav
[00:28:11] Loading sample my_samples/tech_cb_1_60_2.wav
[00:28:11] Loading sample my_samples/tech_cb_1_60_3.wav
[00:28:11] Loading sample my_samples/boominfly.wav
[00:28:11] Loading sample my_samples/exC.wav
[00:28:11] Loading preset my_presets/sounds/crash.cutoff.prs
[00:28:11] Loading sample my_samples/crack_01.wav
[00:28:11] Loading sample my_samples/crack_02.wav
[00:28:11] Loading sample my_samples/crack_03.wav
[00:28:11] Loading sample my_samples/crack_07.wav
[00:28:11] Loading sample my_samples/crack_06.wav
[00:28:11] Tried to load preset my_presets/sounds/crash.drop.air.prs but file is not found
[00:28:11] Loading sample my_samples/exp3_14.wav
[00:28:11] Loading preset my_presets/sounds/crash.tank.prs
[00:28:11] Loading sample my_samples/crash_09.wav
[00:28:11] Loading preset my_presets/sounds/explode.big.prs
[00:28:11] Loading sample my_samples/exp3_30a.wav
[00:28:11] Loading sample my_samples/exp3_04.wav
[00:28:11] Loading sample my_samples/exp3_08.wav
[00:28:11] Loading sample my_samples/expl_cb_1_79_1.wav
[00:28:11] Loading sample my_samples/expl_cb_1_79_2.wav
[00:28:11] Loading sample my_samples/expl_cb_1_79_3.wav
[00:28:11] Loading sample my_samples/exB.wav
[00:28:11] Loading preset my_presets/sounds/explode.bullet.prs
[00:28:11] Loading sample my_samples/hit1.wav
[00:28:11] Loading sample my_samples/hit2.wav
[00:28:11] Loading sample my_samples/hit3.wav
[00:28:11] Tried to load sample my_samples/hit4.wav but file is not found
[00:28:11] Loading original sample from SFS samples/hit4.wav
[00:28:11] Loading sample my_samples/hit5.wav
[00:28:11] Loading sample my_samples/hit6.wav
[00:28:11] Loading sample my_samples/hit9.wav
[00:28:11] Loading sample my_samples/hit10.wav
[00:28:11] Loading sample my_samples/hit11.wav
[00:28:11] Loading sample my_samples/hit12.wav
[00:28:11] Loading preset my_presets/sounds/explode.middle.prs
[00:28:11] Loading sample my_samples/exp3_07.wav
[00:28:11] Loading sample my_samples/exp3_04.wav
[00:28:11] Loading sample my_samples/exp3_10.wav
[00:28:11] Loading sample my_samples/expl_ltl_2_75_1.wav
[00:28:11] Loading sample my_samples/expl_ltl_2_75_2.wav
[00:28:11] Loading sample my_samples/expl_ltl_2_75_3.wav
[00:28:11] Loading sample my_samples/exM.wav
[00:28:11] Loading preset my_presets/sounds/explode.shell.prs
[00:28:11] Loading sample my_samples/expl_ltl_2_75_1.wav
[00:28:11] Loading sample my_samples/exp3_10.wav
[00:28:11] Loading sample my_samples/expl_ltl_2_75_2.wav
[00:28:11] Loading preset my_presets/sounds/explode.zenitka.prs
[00:28:11] Tried to load sample my_samples/zenitka_gd.wav but file is not found
[00:28:11] Loading original sample from SFS samples/zenitka_gd.wav
[00:28:11] Loading sample my_samples/grenade_efx1_93_1.wav
[00:28:11] Loading sample my_samples/grenade_efx1_93_2.wav
[00:28:11] Loading sample my_samples/grenade_efx1_92_1.wav
[00:28:11] Loading sample my_samples/grenade_efx1_92_2.wav
[00:28:11] Loading sample my_samples/exp3_04.wav
[00:28:11] Loading sample my_samples/exp3_07.wav
[00:28:11] Loading sample my_samples/exp3_08.wav
[00:28:11] Loading sample my_samples/flakhit_2.wav
[00:28:11] Loading preset my_presets/sounds/hit.air.prs
[00:28:11] Loading sample my_samples/imp1.wav
[00:28:11] Loading sample my_samples/imp2.wav
[00:28:11] Loading sample my_samples/imp3.wav
[00:28:11] Loading sample my_samples/imp4.wav
[00:28:11] Loading sample my_samples/imp5.wav
[00:28:11] Loading sample my_samples/imp6.wav
[00:28:11] Loading sample my_samples/imp7.wav
[00:28:11] Loading sample my_samples/hit.wav
[00:28:11] Loading sample my_samples/impact_1.wav
[00:28:11] Loading sample my_samples/impact_2.wav
[00:28:11] Loading sample my_samples/impact_3.wav
[00:28:11] Loading sample my_samples/impact_4.wav
[00:28:11] Loading sample my_samples/impact_5.wav
[00:28:11] Loading sample my_samples/impact_8.wav
[00:28:11] Loading sample my_samples/bullet1.wav
[00:28:11] Loading sample my_samples/bullet4.wav
[00:28:11] Loading sample my_samples/exp3_17.wav
[00:28:11] Loading sample my_samples/exp3_19a.wav
[00:28:11] Loading sample my_samples/exp3_20.wav
[00:28:11] Loading sample my_samples/exp3_21.wav
[00:28:11] Tried to load preset my_presets/sounds/interface.prs but file is not found
[00:28:11] Tried to load preset my_presets/sounds/models.structuralFX.prs but file is not found
[00:28:11] Loading sample my_samples/crack_01.wav
[00:28:11] Loading sample my_samples/crack_02.wav
[00:28:11] Loading sample my_samples/crack_03.wav
[00:28:11] Loading sample my_samples/crack_07.wav
[00:28:11] Loading sample my_samples/crack_06.wav
[00:28:11] Loading preset my_presets/sounds/objects.bullet.prs
[00:28:11] Loading sample my_samples/rico2_86.wav
[00:28:11] Loading sample my_samples/shell_60_01.wav
[00:28:11] Tried to load preset my_presets/sounds/objects.flame.prs but file is not found
[00:28:11] Loading sample my_samples/flame.wav
[00:28:11] Tried to load preset my_presets/sounds/objects.rain.prs but file is not found
[00:28:11] Loading sample my_samples/rain_00.wav
[00:28:11] Loading sample my_samples/rain_00i.wav
[00:28:11] Loading sample my_samples/rain_09_0.wav
[00:28:11] Loading sample my_samples/rain_09_1.wav
[00:28:11] Tried to load preset my_presets/sounds/objects.ship_signal.prs but file is not found
[00:28:11] Loading sample my_samples/ship_horn.wav
[00:28:11] Tried to load preset my_presets/sounds/objects.siren.prs but file is not found
[00:28:12] Loading sample my_samples/ground_siren.wav
[00:28:12] Tried to load preset my_presets/sounds/objects.train_signal.prs but file is not found
[00:28:12] Loading sample my_samples/train_signal.wav
[00:28:12] Loading preset my_presets/sounds/objects.zip.prs
[00:28:12] Tried to load sample my_samples/zip_n01.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_n01.wav
[00:28:12] Tried to load sample my_samples/zip_n02.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_n02.wav
[00:28:12] Tried to load sample my_samples/zip_n03.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_n03.wav
[00:28:12] Tried to load sample my_samples/zip_m01.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_m01.wav
[00:28:12] Tried to load sample my_samples/zip_m02.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_m02.wav
[00:28:12] Tried to load sample my_samples/zip_m03.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_m03.wav
[00:28:12] Tried to load sample my_samples/zip_m04.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_m04.wav
[00:28:12] Tried to load sample my_samples/zip_f01.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_f01.wav
[00:28:12] Tried to load sample my_samples/zip_f02.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_f02.wav
[00:28:12] Tried to load sample my_samples/zip_f03.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_f03.wav
[00:28:12] Tried to load sample my_samples/zip_f04.wav but file is not found
[00:28:12] Loading original sample from SFS samples/zip_f04.wav
[00:28:12] Loading preset my_presets/sounds/propeller.middle.prs
[00:28:12] Loading sample my_samples/prop17_81_3.wav
[00:28:12] Loading sample my_samples/prop17_81_5.wav
[00:28:12] Loading sample my_samples/prop17_81_8.wav
[00:28:12] Loading sample my_samples/propfd.wav
[00:28:12] Loading sample my_samples/1110.wav
[00:28:12] Tried to load sample my_samples/1110i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/1110i.wav
[00:28:12] Loading sample my_samples/1111.wav
[00:28:12] Tried to load sample my_samples/1111i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/1111i.wav
[00:28:12] Loading sample my_samples/1.wav
[00:28:12] Loading sample my_samples/x2.wav
[00:28:12] Loading sample my_samples/over.wav
[00:28:12] Loading preset my_presets/sounds/weapon.air_cannon_37.prs
[00:28:12] Loading sample my_samples/xGun_MK213.wav
[00:28:12] Loading sample my_samples/Gun_MK213.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.air_cannon_45.prs but file is not found
[00:28:12] Loading sample my_samples/air_can_03.wav
[00:28:12] Loading sample my_samples/air_can_03i.wav
[00:28:12] Loading preset my_presets/sounds/weapon.air_cannon_75.prs
[00:28:12] Loading sample my_samples/xGun_Vickers_S.wav
[00:28:12] Loading sample my_samples/Gun_Vickers_S.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun.prs
[00:28:12] Loading sample my_samples/Bomb_Release_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun_AO10.prs
[00:28:12] Loading sample my_samples/Bomb_Release_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun_fueltank.prs
[00:28:12] Loading sample my_samples/Bomb_Release_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun_phball.prs
[00:28:12] Loading sample my_samples/Bomb_Release_04.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bombgun_torpedo.prs
[00:28:12] Loading sample my_samples/Bomb_Release_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_cassette.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_big.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_mid.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_phball.prs
[00:28:12] Loading sample my_samples/Napalm_Screech.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_small.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.bomb_std.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon100.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_04.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon100t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_04.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon37.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon37t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon45.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon45t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_02.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon75.prs
[00:28:12] Loading sample my_samples/Rocket_Launch.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon75t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon85.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.cannon85t.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.fau_2.prs but file is not found
[00:28:12] Loading sample my_samples/fau_2_00.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.mgun_07_1500.prs but file is not found
[00:28:12] Tried to load sample my_samples/mgun_sml_02_14.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_02_14.wav
[00:28:12] Tried to load sample my_samples/MG_51i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/MG_51i.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_07_900.prs
[00:28:12] Loading sample my_samples/xGun_PV-1.wav
[00:28:12] Loading sample my_samples/Gun_PV-1.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.mgun_13_800.prs but file is not found
[00:28:12] Tried to load sample my_samples/mgun_sml_08_14.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_08_14.wav
[00:28:12] Loading sample my_samples/mgun_rear_12.wav
[00:28:12] Tried to load sample my_samples/mgun_sml_08_14i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_08_14i.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.mgun_15_700.prs but file is not found
[00:28:12] Tried to load sample my_samples/MG_Browning50x.wav but file is not found
[00:28:12] Loading original sample from SFS samples/MG_Browning50x.wav
[00:28:12] Tried to load sample my_samples/MG_Browning50.wav but file is not found
[00:28:12] Loading original sample from SFS samples/MG_Browning50.wav
[00:28:12] Tried to load preset my_presets/sounds/weapon.mgun_15_dual.prs but file is not found
[00:28:12] Tried to load sample my_samples/mgun_sml_10_14x2.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_10_14x2.wav
[00:28:12] Tried to load sample my_samples/mgun_sml_10_14x2i.wav but file is not found
[00:28:12] Loading original sample from SFS samples/mgun_sml_10_14x2i.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_20_500.prs
[00:28:12] Loading sample my_samples/xGun_Breda-SAFAT_12.7.wav
[00:28:12] Loading sample my_samples/Gun_Breda-SAFAT_12.7.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_20_700.prs
[00:28:12] Loading sample my_samples/xGun_MG151.wav
[00:28:12] Loading sample my_samples/Gun_MG151.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_30_500.prs
[00:28:12] Loading sample my_samples/xGun_MK103.wav
[00:28:12] Loading sample my_samples/Gun_MK103.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_tank_13.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_08.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_tank_20.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_09.wav
[00:28:12] Loading preset my_presets/sounds/weapon.mgun_tank_20x2.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_10.wav
[00:28:12] Loading preset my_presets/sounds/weapon.rocketgun_132.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_11.wav
[00:28:12] Loading original sample from SFS samples/Gun_Static_11-.wav
[00:28:12] Loading preset my_presets/sounds/weapon.rocketgun_82.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_11.wav
[00:28:12] Loading original sample from SFS samples/Gun_Static_11-.wav
[00:28:12] Loading preset my_presets/sounds/weapon.rocket_132.prs
[00:28:12] Loading sample my_samples/Rocket.wav
[00:28:12] Loading preset my_presets/sounds/weapon.rocket_82.prs
[00:28:12] Loading sample my_samples/Rocket.wav
[00:28:12] Loading preset my_presets/sounds/weapon.torpedo.prs
[00:28:12] Loading sample my_samples/Bomb_Whistle_01.wav
[00:28:12] Loading preset my_presets/sounds/weapon.zenitka_20.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_13.wav
[00:28:12] Loading preset my_presets/sounds/weapon.zenitka_37.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_12.wav
[00:28:12] Loading preset my_presets/sounds/weapon.zenitka_37c.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:12] Loading preset my_presets/sounds/weapon.zenitka_85.prs
[00:28:12] Loading original sample from SFS samples/Gun_Static_14.wav
[00:28:12] Tried to load preset my_presets/acoustics/Landscape.prs but file is not found
[00:28:15] Loading sample my_samples/key_01.wav
[00:28:15] Loading sample my_samples/key_02.wav
[00:28:15] Tried to load preset my_presets/sounds/interface.prs but file is not found
[00:28:19] Tried to load preset my_presets/sounds/voice.prs but file is not found
[00:28:19] Tried to load sample my_samples/music/menu/ru.wav but file is not found
[00:28:19] Loading original sample from SFS samples/music/menu/ru.wav
[00:28:19] The sample music/menu/ru.wav not found
[00:28:19] Initializing DirectSound playback device...
[00:28:19] Primary buffer created.
[00:28:19] Playback format is set : sampling rate = 44100, num channels = 2.
[00:28:19] Not enought hardware buffers (0), hardware disabled
[00:28:19] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[00:28:19] Default speaker config is : 1310724.
[00:28:19] Direct sound audio device initialized successfully :
[00:28:19] DX Version : 7
[00:28:19] Hardware - disabled [buffers : 0]
[00:28:19] Extensions - enabled :
[00:28:19] EAX ver. 1 [ ] - disabled
[00:28:19] EAX ver. 2 [ ] - disabled
[00:28:19] EAX ver. 3 [ ] - disabled
[00:28:19] I3D ver. 2 [ ] - disabled
[00:28:19] ZoomFX [ ] - disabled
[00:28:19] MacroFX [ ] - disabled
[00:28:19] SIMD render [X]
[00:28:19] num channels 16
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/hit4.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/1110i.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/1111i.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_04.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_04.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio fi
[00:28:19] le samples/Gun_Static_01.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_01.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_02.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_02.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_03.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_03.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_03.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_08.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_09.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_10.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_11.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_11-.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_11.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file sampl
[00:28:19] es/Gun_Static_11-.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_13.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_12.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_03.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/Gun_Static_14.wav
[00:28:19] cannot open file for reading
[00:28:19] Cannot open audio file samples/music/menu/ru.wav
[00:28:19]
[00:28:22] Tried to load sample my_samples/music/menu/de.wav but file is not found
[00:28:22] Loading original sample from SFS samples/music/menu/de.wav
[00:28:22] The sample music/menu/de.wav not found
[00:28:22] cannot open file for reading
[00:28:22] Cannot open audio file samples/music/menu/de.wav
[00:28:22]
[00:28:25] Loading mission Quick/Bessarabia/BessarabiaBlueNoneN00.mis...
[00:28:30] PBuffer: suitable formats: 44
[00:28:30]
[00:28:30] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[00:28:30] Depth = 24, stencil = 8
[00:28:30] PBuffer: suitable formats: 44
[00:28:30]
[00:28:30] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[00:28:30] Depth = 24, stencil = 8
[00:28:36] Loading vertex/fragment programs: *701231136*
[00:28:36] *** Loading: [vpFogFar2Tex2D]
[00:28:36] *** Loading: [vpFog2Tex2DBlend]
[00:28:36] *** Loading: [vpFogFar4Tex2D]
[00:28:36] *** Loading: [vpFogFar8Tex2D]
[00:28:36] *** Loading: [vpFogNoTex]
[00:28:36] *** Loading: [vpFog4Tex2D]
[00:28:36] *** Loading: [vpFog4Tex2D_UV2]
[00:28:36] *** Loading: [vp4Tex2D]
[00:28:36] *** Loading: [vp6Tex2D]
[00:28:36] *** Loading: [vpTexUVTex2D]
[00:28:36] *** Loading: [vpWaterGrid_NV]
[00:28:36] *** Loading: [vpWaterSunLight_NV]
[00:28:36] *** Loading: [vpWaterSunLight_ATI]
[00:28:36] *** Loading: [vpWaterSunLight_FP]
[00:28:36] *** Loading: [vpTreeSprite]
[00:28:36] *** Loading: [vpTreeTrunk]
[00:28:36] *** Loading: [vpVAObjectsN]
[00:28:36] *** Loading: [vpVAObjectsL0]
[00:28:36] *** Loading: [vpSprites]
[00:28:36] *** Loading: [vpSimpleGL]
[00:28:36] *** Loading: [fpWaterSunLightFast]
[00:28:36] *** Loading: [fpWaterSunLight]
[00:28:36] *** Loading: [fpWaterSunLightBest]
[00:28:36] *** Loading: [fpCoastBump]
[00:28:36] *** Loading: [fpCoastFoam]
[00:28:36] *** Loading: [fpCoastFoamFast]
[00:28:36] *** Loading: [fpCoastFoamFarFogTex]
[00:28:36] *** Loading: [fpCausticSimple]
[00:28:36] *** Loading: [fpCaustic]
[00:28:36] *** Loading: [fpSprites]
[00:28:36] *** Loading: [fpObjectsL0]
[00:28:36] *** Loading: [fpObjectsL0_2L]
[00:28:36] *** Loading: [fpSimpleGL]
[00:28:36] *** Loading: [fpNearLandFog]
[00:28:36] *** Loading: [fpFarLandFog]
[00:28:36] *** Loading: [fpRiverCoastAA]
[00:28:36] *** Loading: [vpWaterDM_CPU]
[00:28:36] *** Loading: [fpWaterDM_CPU]
[00:28:36] *** Loading: [fpWaterDM_CPULo]
[00:28:36] *** Loading: [fpWaterLFogDM]
[00:28:36] *** Loading: [fpIceWater]
[00:28:36] *** Loading: [fpNearNoBlend]
[00:28:36] *** Loading: [fpNearNoBlendNoise]
[00:28:36] *** Loading: [fpNearBlend]
[00:28:36] *** Loading: [fpNearBlendNoise]
[00:28:36] *** Loading: [fpFarBlend]
[00:28:36] *** Loading: [fpForestPlane]
[00:28:36] *** Loading: [fpForestPlaneNoise]
[00:28:36] *** Loading: [fpForestPlaneEdges]
[00:28:36] *** Loading: [fpForestPlaneEdgesNoise]
[00:28:37] Load bridges
[00:28:37] Load static objects
[00:28:38] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[00:28:39] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[00:28:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[00:28:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[00:28:44] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[00:28:44] java.lang.ArrayIndexOutOfBoundsException
[00:28:44] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
[00:28:44] at com.maddox.il2.fm.Motor.load(Motor.java:337)
[00:28:44] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:68)
[00:28:44] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:356)
[00:28:44] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
[00:28:44] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:113)
[00:28:44] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[00:28:44] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:875)
[00:28:44] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
[00:28:44] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
[00:28:44] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
[00:28:44] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
[00:28:44] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
[00:28:44] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[00:28:44] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[00:28:44] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[00:28:44] at com.maddox.il2.game.Mission._load(Mission.java:487)
[00:28:44] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[00:28:44] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[00:28:44] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[00:28:44] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[00:28:44] at com.maddox.il2.game.Main.exec(Main.java:448)
[00:28:44] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[00:28:44] Loading preset my_presets/sounds/models.Ship.prs
[00:28:44] Loading sample my_samples/ship_00.wav
[00:28:44] Loading preset my_presets/sounds/weapon.Cannon85t.prs
[00:28:44] Loading original sample from SFS samples/Gun_Static_03.wav
[00:28:44] cannot open file for reading
[00:28:44] Cannot open audio file samples/Gun_Static_03.wav
[00:28:44]
[00:28:45] null
[00:28:45] java.lang.NullPointerException
[00:28:45] at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:621)
[00:28:45] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:561)
[00:28:45] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:525)
[00:28:45] at com.maddox.il2.game.Mission._load(Mission.java:625)
[00:28:45] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[00:28:45] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[00:28:45] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[00:28:45] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[00:28:45] at com.maddox.il2.game.Main.exec(Main.java:448)
[00:28:45] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[25.06.2013 00:28:49] -------------- END log session -------------
Can anybody confirm the missing crosshairs on the Wellington's bombsight? The other flyable AI Bombers work fine. I suspect it can be fixed easily.Yes, same for me.
Can anyone help with my QMBpro?Yes, of course ;)
missing crosshairs on the Wellington's bombsightThanks for the report. It's on the todo list and will be sorted out in due time.
Here´s the Log File. Hope this helps a bit.Thanks for the log Jörg, that's what we needed.Code: [Select](...)
[00:28:44] Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
[00:28:44] java.lang.ArrayIndexOutOfBoundsException
[00:28:44] at com.maddox.il2.fm.Motor.calcAfterburnerCompressorFactor(Motor.java:945)
(...)
Hi, Mike. Any thoughts on my initlog I posted in post #141? Thanks.Sorry, catching up the reports slowly :-\
Just to be on the safe side: Did you check whether the file "IL-2 Watchdog.exe" exists at all in the folder "C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\"?Code: [Select]2013-06-23 16:57:08:484 (dinput.dll) : IL-2 Process ID = 00000D88
2013-06-23 16:57:08:484 (dinput.dll) : Starting Watchdog at C:\Copy of IL-2 Sturmovik 1946 4.12m\bin\selector\basefiles\IL-2 Watchdog.exe
2013-06-23 16:57:08:500 (dinput.dll) : Watchdog Process not created
2013-06-23 16:57:08:500 (dinput.dll) : JVM Parameters injector deactivated
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: ATI Technologies Inc.
Render: ATI Radeon HD 3470 - Dell Optiplex
Version: 2.1.8870
Extensions: GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.SFS... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1
Loading mission Records/Intro 04 Ed.trk...
User cancel
java.lang.RuntimeException: User cancel
at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
User cancel
java.lang.RuntimeException: User cancel
at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:447)
at com.maddox.il2.game.Mission.loadMain(Mission.java:812)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission QuickQMBPro/Stalingrad_Winter/Stalingrad_WinterRedNone00.mis...
Loading vertex/fragment programs: *708309000*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
cannot open file for reading
Cannot open audio file samples/dive_1.wav
cannot open file for reading
Cannot open audio file samples/dive_2.wav
cannot open file for reading
Cannot open audio file samples/dive_1.wav
cannot open file for reading
Cannot open audio file samples/dive_2.wav
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/plane/Textures/propellor.tga'
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Stalingrad_Winter/Stalingrad_WinterRedNone00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
warning: no files : music/inflight
[Jun 25, 2013 3:19:05 PM] -------------- END log session -------------
This is usually result of missing C++ runtime libraries.Eww...
Found a bug on the Pe-2 series with Modact v5.1Thanks for the report. This issue is triggered by the AI flyables pack, an old hier.him file for the Pe-2 bombardier made it into that pack.
Bombsight is unusable, due to too small FOV
Hey I got my 109-G6A/S and G-10 to work (added Birdmans Fix for JCats BF's) 8)
when using the PAL minimap mod in JSGME, it disables the new full-screen map that comes with 4.12.Sounds reasonable but I'd like to postpone this until other bugs are fixed.
just a small bug report (hopefully it's not just me, lol)
when using the PAL minimap mod in JSGME, it disables the new full-screen map that comes with 4.12.
does Mod act include "the latest buttons"Yep, it's kinda "buttons 10.3" with 4.12 FMs included.
In 412 and in ModAct 5.11 :
The same error in static.ini
Instead of:
buildings.House$BambooHut]
buildings.House$BambooHut2]
to:
[buildings.House$BambooHut]
[buildings.House$BambooHut2]
@ Dauntless, its Tigers UV3 with out the/his Buttons File!
This issue has been solved 3 pages earlier, see here: https://www.sas1946.com/main/index.php/topic,35348.msg386889.html#msg386889
Best regards - Mike
[11:08:34 PM] Tried to load preset my_presets/sounds/weapon.mgun_15_dual.prs but file is not found
You could try to "combine" it into a single game folder, but "on it" in terms of running Ultrapack based on 4.12, no, that's pending the next UP release.
Best regards - Mike
Should the sas_sound_01.sfs archive be updated to load the prs and wav files in the new "my_samples", "my_presets" file structure for 4.12?Hi WindWpn,
(...)
This consideration per the sas sounds raised my attention given that one log error reported is:Code: [Select][11:08:34 PM] Tried to load preset my_presets/sounds/weapon.mgun_15_dual.prs but file is not found
and this prs is in the SAS sfs archive.
and the il-2 selector?It's compatible with any game version.
Sometimes when i minimize the game with the 'Windows key', and then click to enter the game, it shows the presentation screen for some time and then the game CTD.Sounds interesting, never heard of that before.
did you change the effects like the previus Modact, or you left the original 4.12 ones?"Change the effects like the previus Modact"? Please explain.
What .mat filename (in #SAS/STS/gui) do I need to use to customize my splash screen?The mats are defined in the "gui" folder, so you can create you own custom splash screen mod e.g. by placing new mats in a folder like "#SAS/MyNiceCustomSplashScreens/gui".
Looks like TD have altered the size and my adding the older objects sfs files had reverted back to the original objects, hence BOOM. :o
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////// start 4.12 Objects
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//===========================================================================
[***]
Title North Africa
//===========================================================================
[buildings.House$tobruk_mosque]
Title Tobruk_Mosque
MeshLive 3do/Buildings/Tobruk/Mosque/Live/Live.sim
MeshDead 3do/Buildings/Tobruk/Mosque/Dead/Dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.30
[buildings.House$bank_AA]
Title Tobruk_Bank_AA
MeshLive 3do/Buildings/Tobruk/Bank_AA/Live/Live.sim
MeshDead 3do/Buildings/Tobruk/Bank_AA/Dead/Dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.55
[buildings.House$bank_Office]
Title Tobruk_Bank_Office
MeshLive 3do/Buildings/Tobruk/Bank_Office/Live/Live.sim
MeshDead 3do/Buildings/Tobruk/Bank_Office/Dead/Dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.55
//===========================================================================
[***]
Title Med
//===========================================================================
[buildings.House$arc]
Title Roman_arc
MeshLive 3do/Buildings/Med/arc/live/live.sim
MeshDead 3do/Buildings/Med/arc/dead/dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.7
[buildings.House$column1]
Title Column_1
MeshLive 3do/Buildings/Med/column1/live/live.sim
MeshDead 3do/Buildings/Med/column1/dead/dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.5
[buildings.House$column2]
Title Column_collapsed
MeshLive 3do/Buildings/Med/column2/live/live.sim
MeshDead 3do/Buildings/Med/column2/dead/dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.5
[buildings.House$column3]
Title Column_2
MeshLive 3do/Buildings/Med/column3/live/live.sim
MeshDead 3do/Buildings/Med/column3/dead/dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.5
[buildings.House$column4]
Title Column_2_collapsed
MeshLive 3do/Buildings/Med/column4/live/live.sim
MeshDead 3do/Buildings/Med/column4/dead/dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.5
[buildings.House$column5]
Title Column_2_collapsed_2
MeshLive 3do/Buildings/Med/column5/live/live.sim
MeshDead 3do/Buildings/Med/column5/dead/dead.sim
AlignToLand 0
Body RockMiddle
Panzer 0.5
[buildings.House$olive_tree_1]
Title Olive_tree_1
MeshLive 3do/flora/Olive_Tree01/live/live.sim
MeshDead 3do/flora/Olive_Tree01/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2
[buildings.House$olive_tree_2]
Title Olive_tree_2
MeshLive 3do/flora/Olive_Tree02/live/live.sim
MeshDead 3do/flora/Olive_Tree02/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2
[buildings.House$romanway1]
Title Romanway_1
MeshLive 3do/Buildings/Med/romanway1/mono/mono.sim
MeshDead 3do/Buildings/Med/romanway1/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$romanway2]
Title Romanway_2
MeshLive 3do/Buildings/Med/romanway2/mono/mono.sim
MeshDead 3do/Buildings/Med/romanway2/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$romanway3]
Title Romanway_3
MeshLive 3do/Buildings/Med/romanway3/mono/mono.sim
MeshDead 3do/Buildings/Med/romanway3/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$romanway4]
Title Romanway_4
MeshLive 3do/Buildings/Med/romanway4/mono/mono.sim
MeshDead 3do/Buildings/Med/romanway4/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$crater1_summer]
Title Crater_1_Summer
MeshLive 3do/Buildings/Med/Crater1_Summer/mono/mono.sim
MeshDead 3do/Buildings/Med/Crater1_Summer/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$crater2_summer]
Title Crater_2_Summer
MeshLive 3do/Buildings/Med/Crater2_Summer/mono/mono.sim
MeshDead 3do/Buildings/Med/Crater2_Summer/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$crater1_winter]
Title Crater_1_Summer
MeshLive 3do/Buildings/Med/Crater1_Winter/mono/mono.sim
MeshDead 3do/Buildings/Med/Crater1_Winter/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$crater2_winter]
Title Crater_2_Summer
MeshLive 3do/Buildings/Med/Crater2_Winter/mono/mono.sim
MeshDead 3do/Buildings/Med/Crater2_Winter/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$crater1_desert]
Title Crater_1_Summer
MeshLive 3do/Buildings/Med/Crater1_Desert/mono/mono.sim
MeshDead 3do/Buildings/Med/Crater1_Desert/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
[buildings.House$crater2_desert]
Title Crater_2_Summer
MeshLive 3do/Buildings/Med/Crater2_Desert/mono/mono.sim
MeshDead 3do/Buildings/Med/Crater2_Desert/mono/mono.sim
AlignToLand 1
Body RockMiddle
Panzer 5.0
//PLATES
//===========================================================================
[***]
Title GroundPlate
//===========================================================================
[buildings.Plate$GroundParking]
Title Parking
Mesh 3do/airfield/ground/Parking/mono.sim
[buildings.Plate$GroundParkingLarge]
Title Parking
Mesh 3do/airfield/ground/ParkingLarge/mono.sim
[buildings.Plate$GroundParkingSide]
Title ParkingSide
Mesh 3do/airfield/ground/ParkingSide/mono.sim
[buildings.Plate$GroundParkingCorner]
Title ParkingCorner
Mesh 3do/airfield/ground/ParkingCorner/mono.sim
[buildings.Plate$GroundRunway]
Title Runway
Mesh 3do/airfield/ground/Runway/mono.sim
[buildings.Plate$GroundRunwayLong]
Title Runway
Mesh 3do/airfield/ground/RunwayLong/mono.sim
[buildings.Plate$GroundRunwayEnd]
Title RunwayEnd
Mesh 3do/airfield/ground/RunwayEnd/mono.sim
[buildings.Plate$GroundTaxi]
Title Taxi
Mesh 3do/airfield/ground/Taxi/mono.sim
[buildings.Plate$GroundTaxiLong]
Title Taxi
Mesh 3do/airfield/ground/TaxiLong/mono.sim
[buildings.Plate$GroundTaxiEnd]
Title TaxiEnd
Mesh 3do/airfield/ground/TaxiEnd/mono.sim
[buildings.Plate$GroundTurn]
Title Turn
Mesh 3do/airfield/ground/Turn/mono.sim
[buildings.Plate$GroundHardstandLarge]
Title Hardstand
Mesh 3do/airfield/ground/HardstandLarge/mono.sim
[buildings.Plate$GroundHardstandMedium]
Title Hardstand
Mesh 3do/airfield/ground/HardstandMedium/mono.sim
[buildings.Plate$GroundHardstandSmall]
Title Hardstand
Mesh 3do/airfield/ground/HardstandSmall/mono.sim
//===========================================================================
[***]
Title WinterGroundPlate
//===========================================================================
[buildings.Plate$GroundWinterParking]
Title Parking
Mesh 3do/airfield/groundWinter/Parking/mono.sim
[buildings.Plate$GroundWinterParkingLarge]
Title Parking
Mesh 3do/airfield/groundWinter/ParkingLarge/mono.sim
[buildings.Plate$GroundWinterParkingSide]
Title ParkingSide
Mesh 3do/airfield/groundWinter/ParkingSide/mono.sim
[buildings.Plate$GroundWinterParkingCorner]
Title ParkingCorner
Mesh 3do/airfield/groundWinter/ParkingCorner/mono.sim
[buildings.Plate$GroundWinterRunway]
Title Runway
Mesh 3do/airfield/groundWinter/Runway/mono.sim
[buildings.Plate$GroundWinterRunwayLong]
Title Runway
Mesh 3do/airfield/groundWinter/RunwayLong/mono.sim
[buildings.Plate$GroundWinterRunwayEnd]
Title RunwayEnd
Mesh 3do/airfield/groundWinter/RunwayEnd/mono.sim
[buildings.Plate$GroundWinterTaxi]
Title Taxi
Mesh 3do/airfield/groundWinter/Taxi/mono.sim
[buildings.Plate$GroundWinterTaxiLong]
Title Taxi
Mesh 3do/airfield/groundWinter/TaxiLong/mono.sim
[buildings.Plate$GroundWinterTaxiEnd]
Title TaxiEnd
Mesh 3do/airfield/groundWinter/TaxiEnd/mono.sim
[buildings.Plate$GroundWinterTurn]
Title Turn
Mesh 3do/airfield/groundWinter/Turn/mono.sim
[buildings.Plate$GroundWinterHardstandLarge]
Title Hardstand
Mesh 3do/airfield/groundWinter/HardstandLarge/mono.sim
[buildings.Plate$GroundWinterHardstandMedium]
Title Hardstand
Mesh 3do/airfield/groundWinter/HardstandMedium/mono.sim
[buildings.Plate$GroundWinterHardstandSmall]
Title Hardstand
Mesh 3do/airfield/groundWinter/HardstandSmall/mono.sim
//===========================================================================
[***]
Title ConcretePlate
//===========================================================================
[buildings.Plate$ConcreteConnect]
Title Connect
Mesh 3do/airfield/Concrete/Connect/mono.sim
[buildings.Plate$ConcreteHangar]
Title Hangar
Mesh 3do/airfield/Concrete/Hangar/mono.sim
[buildings.Plate$ConcreteRunway]
Title Runway
Mesh 3do/airfield/Concrete/Runway/mono.sim
[buildings.Plate$ConcreteRunwayLong]
Title Runway
Mesh 3do/airfield/Concrete/RunwayLong/mono.sim
[buildings.Plate$ConcreteRunwayEnd]
Title RunwayEnd
Mesh 3do/airfield/Concrete/RunwayEnd/mono.sim
[buildings.Plate$ConcreteTaxi]
Title Taxi
Mesh 3do/airfield/Concrete/Taxi/mono.sim
[buildings.Plate$ConcreteTaxiLong]
Title Taxi
Mesh 3do/airfield/Concrete/TaxiLong/mono.sim
[buildings.Plate$ConcreteTurn]
Title Turn
Mesh 3do/airfield/Concrete/Turn/mono.sim
[buildings.Plate$ConcreteParkingLarge]
Title Taxi
Mesh 3do/airfield/Concrete/ParkingLarge/mono.sim
[buildings.Plate$ConcreteHardstandLarge]
Title Hardstand
Mesh 3do/airfield/Concrete/HardstandLarge/mono.sim
[buildings.Plate$ConcreteHardstandMedium]
Title Hardstand
Mesh 3do/airfield/Concrete/HardstandMedium/mono.sim
//===========================================================================
[***]
Title BlankPlate
//===========================================================================
[buildings.Plate$BlankParking]
Title Parking
Mesh 3do/airfield/Blank/Parking/mono.sim
[buildings.Plate$BlankParkingLarge]
Title Parking
Mesh 3do/airfield/Blank/ParkingLarge/mono.sim
[buildings.Plate$BlankParkingSide]
Title ParkingSide
Mesh 3do/airfield/Blank/ParkingSide/mono.sim
[buildings.Plate$BlankParkingCorner]
Title ParkingCorner
Mesh 3do/airfield/Blank/ParkingCorner/mono.sim
[buildings.Plate$BlankRunway]
Title Runway
Mesh 3do/airfield/Blank/Runway/mono.sim
[buildings.Plate$BlankRunwayLong]
Title Runway
Mesh 3do/airfield/Blank/RunwayLong/mono.sim
[buildings.Plate$BlankRunwayEnd]
Title RunwayEnd
Mesh 3do/airfield/Blank/RunwayEnd/mono.sim
[buildings.Plate$BlankTaxi]
Title Taxi
Mesh 3do/airfield/Blank/Taxi/mono.sim
[buildings.Plate$BlankTaxiLong]
Title Taxi
Mesh 3do/airfield/Blank/TaxiLong/mono.sim
[buildings.Plate$BlankTaxiEnd]
Title TaxiEnd
Mesh 3do/airfield/Blank/TaxiEnd/mono.sim
[buildings.Plate$BlankTurn]
Title Turn
Mesh 3do/airfield/Blank/Turn/mono.sim
//===========================================================================
[***]
Title PCPPlate
//===========================================================================
[buildings.Plate$PCPParkingLarge]
Title Parking
Mesh 3do/airfield/PCP/ParkingLarge/mono.sim
[buildings.Plate$PCPConnect]
Title Connect
Mesh 3do/airfield/PCP/Connect/mono.sim
[buildings.Plate$PCPHangar]
Title Hangar
Mesh 3do/airfield/PCP/Hangar/mono.sim
[buildings.Plate$PCPRunway]
Title Runway
Mesh 3do/airfield/PCP/Runway/mono.sim
[buildings.Plate$PCPRunwayLong]
Title Runway
Mesh 3do/airfield/PCP/RunwayLong/mono.sim
[buildings.Plate$PCPRunwayEnd]
Title RunwayEnd
Mesh 3do/airfield/PCP/RunwayEnd/mono.sim
[buildings.Plate$PCPTaxi]
Title Taxi
Mesh 3do/airfield/PCP/Taxi/mono.sim
[buildings.Plate$PCPTaxiLong]
Title Taxi
Mesh 3do/airfield/PCP/TaxiLong/mono.sim
[buildings.Plate$PCPTurn]
Title Turn
Mesh 3do/airfield/PCP/Turn/mono.sim
//===========================================================================
[***]
Title Pac_GrPlate
//===========================================================================
[buildings.Plate$Pac_GrParking]
Title Parking
Mesh 3do/airfield/Pac_Gr/Parking/mono.sim
[buildings.Plate$Pac_GrParkingLarge]
Title Parking
Mesh 3do/airfield/Pac_Gr/ParkingLarge/mono.sim
[buildings.Plate$Pac_GrParkingSide]
Title ParkingSide
Mesh 3do/airfield/Pac_Gr/ParkingSide/mono.sim
[buildings.Plate$Pac_GrParkingCorner]
Title ParkingCorner
Mesh 3do/airfield/Pac_Gr/ParkingCorner/mono.sim
[buildings.Plate$Pac_GrRunway]
Title Runway
Mesh 3do/airfield/Pac_Gr/Runway/mono.sim
[buildings.Plate$Pac_GrRunwayLong]
Title Runway
Mesh 3do/airfield/Pac_Gr/RunwayLong/mono.sim
[buildings.Plate$Pac_GrRunwayEnd]
Title RunwayEnd
Mesh 3do/airfield/Pac_Gr/RunwayEnd/mono.sim
[buildings.Plate$Pac_GrTaxi]
Title Taxi
Mesh 3do/airfield/Pac_Gr/Taxi/mono.sim
[buildings.Plate$Pac_GrTaxiLong]
Title Taxi
Mesh 3do/airfield/Pac_Gr/TaxiLong/mono.sim
[buildings.Plate$Pac_GrTaxiEnd]
Title TaxiEnd
Mesh 3do/airfield/Pac_Gr/TaxiEnd/mono.sim
[buildings.Plate$Pac_GrTurn]
Title Turn
Mesh 3do/airfield/Pac_Gr/Turn/mono.sim
[buildings.Plate$Pac_GrHardstandLarge]
Title Hardstand
Mesh 3do/airfield/Pac_Gr/HardstandLarge/mono.sim
[buildings.Plate$Pac_GrHardstandMedium]
Title Hardstand
Mesh 3do/airfield/Pac_Gr/HardstandMedium/mono.sim
[buildings.Plate$Pac_GrHardstandSmall]
Title Hardstand
Mesh 3do/airfield/Pac_Gr/HardstandSmall/mono.sim
//===========================================================================
[***]
Title Pac_SandPlate
//===========================================================================
[buildings.Plate$Pac_SandParking]
Title Parking
Mesh 3do/airfield/Pac_Sand/Parking/mono.sim
[buildings.Plate$Pac_SandParkingLarge]
Title Parking
Mesh 3do/airfield/Pac_Sand/ParkingLarge/mono.sim
[buildings.Plate$Pac_SandParkingSide]
Title ParkingSide
Mesh 3do/airfield/Pac_Sand/ParkingSide/mono.sim
[buildings.Plate$Pac_SandParkingCorner]
Title ParkingCorner
Mesh 3do/airfield/Pac_Sand/ParkingCorner/mono.sim
[buildings.Plate$Pac_SandRunway]
Title Runway
Mesh 3do/airfield/Pac_Sand/Runway/mono.sim
[buildings.Plate$Pac_SandRunwayLong]
Title Runway
Mesh 3do/airfield/Pac_Sand/RunwayLong/mono.sim
[buildings.Plate$Pac_SandRunwayEnd]
Title RunwayEnd
Mesh 3do/airfield/Pac_Sand/RunwayEnd/mono.sim
[buildings.Plate$Pac_SandTaxi]
Title Taxi
Mesh 3do/airfield/Pac_Sand/Taxi/mono.sim
[buildings.Plate$Pac_SandTaxiLong]
Title Taxi
Mesh 3do/airfield/Pac_Sand/TaxiLong/mono.sim
[buildings.Plate$Pac_SandTaxiEnd]
Title TaxiEnd
Mesh 3do/airfield/Pac_Sand/TaxiEnd/mono.sim
[buildings.Plate$Pac_SandTurn]
Title Turn
Mesh 3do/airfield/Pac_Sand/Turn/mono.sim
[buildings.Plate$Pac_SandHardstandLarge]
Title Hardstand
Mesh 3do/airfield/Pac_Sand/HardstandLarge/mono.sim
[buildings.Plate$Pac_SandHardstandMedium]
Title Hardstand
Mesh 3do/airfield/Pac_Sand/HardstandMedium/mono.sim
[buildings.Plate$Pac_SandHardstandSmall]
Title Hardstand
Mesh 3do/airfield/Pac_Sand/HardstandSmall/mono.sim
//===========================================================================
[***]
Title DesertGroundPlate
//===========================================================================
[buildings.Plate$DesertGroundParking]
Title Parking
Mesh 3do/airfield/Desert/Parking/mono.sim
[buildings.Plate$DesertGroundParkingLarge]
Title Parking
Mesh 3do/airfield/Desert/ParkingLarge/mono.sim
[buildings.Plate$DesertGroundParkingSide]
Title ParkingSide
Mesh 3do/airfield/Desert/ParkingSide/mono.sim
[buildings.Plate$DesertGroundParkingCorner]
Title ParkingCorner
Mesh 3do/airfield/Desert/ParkingCorner/mono.sim
[buildings.Plate$DesertGroundRunway]
Title Runway
Mesh 3do/airfield/Desert/Runway/mono.sim
[buildings.Plate$DesertGroundRunwayLong]
Title Runway
Mesh 3do/airfield/Desert/RunwayLong/mono.sim
[buildings.Plate$DesertGroundRunwayEnd]
Title RunwayEnd
Mesh 3do/airfield/Desert/RunwayEnd/mono.sim
[buildings.Plate$DesertGroundTaxi]
Title Taxi
Mesh 3do/airfield/Desert/Taxi/mono.sim
[buildings.Plate$DesertGroundTaxiLong]
Title Taxi
Mesh 3do/airfield/Desert/TaxiLong/mono.sim
[buildings.Plate$DesertGroundTaxiEnd]
Title TaxiEnd
Mesh 3do/airfield/Desert/TaxiEnd/mono.sim
[buildings.Plate$DesertGroundTurn]
Title Turn
Mesh 3do/airfield/Desert/Turn/mono.sim
[buildings.Plate$DesertHardstandLarge]
Title Hardstand
Mesh 3do/airfield/Desert/HardstandLarge/mono.sim
[buildings.Plate$DesertHardstandMedium]
Title Hardstand
Mesh 3do/airfield/Desert/HardstandMedium/mono.sim
[buildings.Plate$DesertHardstandSmall]
Title Hardstand
Mesh 3do/airfield/Desert/HardstandSmall/mono.sim
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// RAILS
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
[buildings.Plate$RailVokzalPlatform]
Title VokzalPlatform
Mesh 3do/Buildings/Rail/Vokzal/Platform/mono.sim
[buildings.Plate$RailVokzalRailLeft]
Title VokzalRailLeft
Mesh 3do/Buildings/Rail/Vokzal/RailLeft/mono.sim
[buildings.Plate$RailVokzalRailLine]
Title VokzalRailLine
Mesh 3do/Buildings/Rail/Vokzal/RailLine/mono.sim
[buildings.Plate$RailVokzalRailRight]
Title VokzalRailRight
Mesh 3do/Buildings/Rail/Vokzal/RailRight/mono.sim
[buildings.Plate$RailVokzalSquare]
Title VokzalSquare
Mesh 3do/Buildings/Rail/Vokzal/Square/mono.sim
[buildings.Plate$RailVokzalPlatformW]
Title VokzalPlatformWinter
Mesh 3do/Buildings/Rail/Vokzal_W/Platform/mono.sim
[buildings.Plate$RailVokzalRailLeftW]
Title VokzalRailLeftWinter
Mesh 3do/Buildings/Rail/Vokzal_W/RailLeft/mono.sim
[buildings.Plate$RailVokzalRailLineW]
Title VokzalRailLineWinter
Mesh 3do/Buildings/Rail/Vokzal_W/RailLine/mono.sim
[buildings.Plate$RailVokzalRailRightW]
Title VokzalRailRightWinter
Mesh 3do/Buildings/Rail/Vokzal_W/RailRight/mono.sim
[buildings.Plate$RailVokzalSquareW]
Title VokzalSquareWinter
Mesh 3do/Buildings/Rail/Vokzal_W/Square/mono.sim
//===========================================================================
[***]
Title Masking Nets
//===========================================================================
[buildings.House$AirdromeMaskingnetMid]
Title Airdrome_Maskingnet
MeshLive 3do/Buildings/Airdrome/Maskingnet/live_mid.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet/dead_mid.sim
Body WoodMiddle // FIXME: need special type 'Cloth'
Panzer 0.1
[buildings.House$AirdromeMaskingnetBig]
Title Airdrome_Maskingnet
MeshLive 3do/Buildings/Airdrome/Maskingnet/live_big.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet/dead_big.sim
Body WoodMiddle // FIXME: need special type 'Cloth'
Panzer 0.1
[buildings.House$AirdromeMaskingnetMidW]
equals buildings.House$AirdromeMaskingnetMid
MeshLive 3do/Buildings/Airdrome/Maskingnet_W/live_mid.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet_W/dead_mid.sim
[buildings.House$AirdromeMaskingnetBigW]
equals buildings.House$AirdromeMaskingnetBig
MeshLive 3do/Buildings/Airdrome/Maskingnet_W/live_big.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet_W/dead_big.sim
But Cirx's Bf 110 family https://www.sas1946.com/main/index.php/topic,813.0.html doesn''t work :(
A6M A6M_JCats_20110605 (reqs weapons pack (Arms_JCats_A6M_20110101)!)
A6M2K v1.2 (use 4.09 version) [A46]
A6M3 kamikaze [A12]
Airacobra I [A35]
B4Y1 [A48]
B-25_new [A14] [A15] [A16]
B-26B_for409_v2.2a (reqs Weapons complement 260lbsBombfrag & M26Incendiary V2) [A58]
Beaufighters_SAS_v3 [A59]
Bf-109 Ultimate [A3]
Bf-109B [A4]
Bf-109 series (JCat pack + Birdman fix) [A5]
Bf-109E Recon [A51]
Bf-110s (fixed version: [A1], also: [A2])
Blenheim Mk If [A13]
Blenheim Mk IV v2
Bü-181
C.714 [A23]
Cr-32 [A27]
D3A1 [A9]
D.520 [A25]
D4y [A47]
Do-335A-6 [A63]
F2A-3 [A37]
F4U-1
Fi-156
F-82 [A19]
Firefly FR Mk.I [A18]
Fokker_CX (reqs Arms_Dutch, Russian & France)
FokkerG1
Fw-190 & Ta-152 Pack [A17]
G.56 [A26]
G4M2-A [A68]
H5Y1 [A55]
He-60 [A52]
He-111Hs [A66]
Hurricane_Pack_SAS 2.1 [A43]
I-15 M22&M25 [A32]
I-153 Early [A28]
I-16 Complete [A30]
IAR-80 stuff [A6] [A7]
J1N1-S [A64]
J7W1 Shinden
J7W1 Shinden Field Mod [A8]
Ju-87 Pack [A50]
Ju-88As [A67]
Ju-88C-6 [A61]
Ju-88G-6 (use 4.09 & effects fix) [A57]
Ju-188 [A60]
Ki-10 [A45]
Ki-44-II [A10]
Ki-51/31 [A44]
Ki-62/Ki-100 [A11]
Ki-67 [A62]
Ki-98
Koolhoven_FK51+fix (reqs Arms_Finland & Spain)
L-5
LaGG-3 s1&s11
Lancaster v3.1 [A56]
Late Corsair pack (orig and v2) (reqs late Corsairs weapons standalone)
LeO-451 [A65]
M6A1 [A49]
Martlet Mk.I/II [A38]
Mb.152 [A24]
Me-262 (reqs 00_MortarMod)
MiG-3
Miles Magister
Mosquito B Mk.16 [A69]
Mosquito FB Mk.IV [A70]
Mosquito FB Mk.18 [A71]
Mosquito NF.30 [A72]
Moquito Fb.MkVI [A73]
PA-48 Enforcer-CRP
P38 Lightning Collection Light v1.1 (reqs [A16])
P-40_Pack_v1.1
P-47C
P-47D cockpits [A20]
P-47N [A34]
P-51Bs
P-51 B/C Fillet [A36]
P-51 pack
PWS-26
PBN/PBY [A53]
R-5_R-5_skis flyable v1.2
Seafire Late [A39]
Jero's Spitfre spinners fix (delete SpitfireMkIvroeg folder)
Spitfire Mk.I to Mk.Va SAS v3.0 [A41]
Spitfire Mk.Vc [A40]
Spitfire 12 & 14 Griffons
Spitfire 14e bubble top
Stranraer [A54]
Su-29
T-6/Harvards
TeXaCo (<-- wtfisthis)
Thunderbolt Mk.I and II [A42]
Tiger Moth
Typhoons & Tempests PACK V2cczk_101tfs_- (reqs Hurricane_Pack_SAS & Bombs 250-500-1000_Loku_UK)
Yak-1_KB
Yak-3 w/ M-107 [A29]
Yak-7UTI [A33]
U-19
UTI-4B [A31]
VG33 [A22] (use 4.09 version)
Z-50
Z-26
Open canopies for the stock Fw-190s and P-40s [A21]
All, provided the objects files are installed. Some will also need Zuti's Friciton Mod.
See also: [M1]
...
Jiver's Sound Mod
Tiger's Sound Mod v3 (without the buttons file!)
Complete Weapons Sound Pack
UP Cinematic Effects
Gun Cam Tracers
Pe-2, IL-4, Pe-8 bombsight fixes: [O1]
Small static.ini fix: [O2]
Fix for exploding I-16s below camo nets: [O3]
Asura's DGen for 4.12: [O4]
Carrier Crew v5 [O5]
Tree shadows [O6]
Gore FX [O7]
Luftwaffe Pilots [O8]
BOB RAF pilots [O9]
USN pilots [O10]
New mod wheels (use HSFX version) [O11]
Fixed cowlings and props [O12]
Pete, you know these FMB thingy thing is all greek to me, so forgive me if this is a stupid question: The net hangers bug happens in Modact 5 only and not in stock 4.12? In either case, could you please tell the precise name of the regarding net hanger object?
Best regards - Mike
Hi, one more confirmation that Stefan2's fix for the Bf-109B-1 works, thanks for this one Stefan. :)
I have got a question on your 'other' 109's pack: does these include JapanCat's 3d fixes? Or do we have to add these ourselfs?
[/code]
MapsCode: [Select]...
[/code]
MapsCode: [Select]...
Every single map works in every single version (as long as you've got the objects needed).
Every single map works in every single version (as long as you've got the objects needed).
New B-25 don´t worked for me.I can see only blue horizont and Log says same error for all models:
[11:24:10] INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/gearIb.tga'
[11:24:10] WARNING: object '3DO/Plane/TEXTURES/gearIb.tga' of class 'TTexture2D' not loaded
[11:24:10] INTERNAL ERROR: Texture required
[11:24:10] WARNING: object '3DO/Plane/B-25D-20(USA)/gear.mat' of class 'TMaterial' not loaded
[11:24:10] INTERNAL ERROR: Material: Can't load 'gear.mat'
[11:24:10] Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'gear.mat'
[11:24:10]
[11:24:10] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'gear.mat'
New B-25 don´t worked for me.I can see only blue horizont and Log says same error for all models:==> Mod Wheels v5.3 not the new Mod Wheels
[11:24:10] INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/gearIb.tga'
Ok here is my bombing check list.Check and check, took the b29 up noticed it had the b25 bomb station no problem there tried shift f1 nothin, tried my assigned key to bombsight like I have in the B25,, just got a zoomed forward veiw of bomb station in the B29. I had these planes running fine in 4.10 then patched to 4.11 and lost the sights I remember there was a lot of animation in 4.10 like you were getting up to look down the sight,, 4.11 must have changed a file to where that animation stops half way,, again thank you for your time.
1. Closed pit
2 Engage level flight. (assign a key in controls)
3. Default key to bomber position (C)
4. Default to bomb sight ( shift+F1)
When you click shift+F1 you should see the bomb sight.
Now the B-29 has no cross hair in the bomb sight at this time.
installed into the modact 5.11 copy paste if thats what you mean, thank you for your time
I would say please dont mix mods your only looking for trouble.
What mods can use with this modact? I have just installed 1l-2 with 4.12 patch and have also installed the latest SAS Mod activator.
So how do we get this all to work? What's the installation order for all the Il-2 Patches, including 4.12, DBW and the new mod acts????? I can't get it all to work.
Could some please point me in the direction of the cataphalt mod thank youHi yubba,
List updated.
https://www.sas1946.com/main/index.php/topic,35348.msg390135.html#msg390135
Still need to index one page of twins and one page of jets. GIMME A FUCKING BREAK, GUYS!
Also, time for a spreadsheet.
This should be caused by the new drag introduced by TD....and since many planes can be affected from this , from gear and gunsight trouble , have you test each plane in all this aspect before declare it 412 friendly?
Has anyone been able to get Tiger 33's Ultimate Sound Mod V3 to work in SAS Mod Activator v5.1 for 4.12m yet?.....and how is it done......thanks........ ;)UV3 modifies a lot of base game classes so it won't work "from the scratch". A modified version for 4.12 would be required.
Could some please point me in the direction of the cataphalt mod thank you
How do you install the 4.12 Diff FmNo need to, it's included in Modact 5 already.
Thanks for all your work regarding 4.12 compatibility Heretic, very much appreciated!
doesn't look anything like the pictures show :'(
And to top it all, neither are part of Modact 5 :Pthe lancaster doesn't look anything like the pictures show :'(Have to say the same about my new wife. :-X
Well that's what they keep telling me, I guess it was the wrong place to gripe about the lancaster, I got it prettied up except at cockpit view, can see through the trailing edge of both wings, where you can see the flaps, looks fine in external and top turret views. It seems to fly well,, no bombsight,,,I miss flying the lanacaster in aces high where they gave you 2 ai wingman bombers ,,,made short work of bases,, yes goooooddd timesss..And to top it all, neither are part of Modact 5 :Pthe lancaster doesn't look anything like the pictures show :'(Have to say the same about my new wife. :-X
Best regards - Mike
why does my white mouse cursor won't go away and I can't move it, the yellow one does?Because underneath your fullscreen IL-2 game window, Windows is asking you for Firewall permissions for your IL-2 application.
when on the runway with my hurricane my tailwheel lock won't workTell that to 1C/TD. This is stock game behaviour.
in my object list a bunch of carriers are missing. I only have the Akagi, the Saratoga, Lexington, Essex and, IntrpidI know this reply is damn late but could you please explain this more detailed?
I have issues with the Mission Editor ( IL2 v4.12m + ModAct v5.11 )Does anyone else have the same or a similar issue?
I created simple clash between PZL 11c and He-111.
At the beginning the PZLs were airborne at waypoint 0.
When I changed Waypoint 0 to takeoff, those changes are not reflected in a play.
What's the most strangest is that I open mission file in a text editor and those changes are there:
[pl0100_Way]
TAKEOFF 112753.95 31795.00 0 0 &0
NORMFLY_401 94506.26 31188.13 1200.00 300.00 &0
TRIGGERS 0 0 0 5 0
LANDING 111179.50 31373.13 0 0 &0
So how could it be...
I have many weird behaviors but this one is the strangest,
and it does not occur in an un-modded stock game.
can you get this wind fix working and implemented to this fine SAS modact ?Yep, it's done already and will be released with the upcoming next patch.
I want to remind/warn any one patching up to back up your Static.ini or other modded stuff.Good point Bravo.
I do not know if you need another mediafire but here it is: https://www.mediafire.com/?7t118an101ygpccThank you very much, I'll add that mirror to the first post immediately.
i installed the 2 new patches after installinhg stock 412.1 patchWho did tell that Modact 5 is compatible with IL-2 4.12.1 yet?
[Modtype_05]
Name=4.12.1m (JSGME!)
Help=Stock 4.12.1 (#4121) (Check JSGME!)
Files=none
Mods=#4121
6. Then change this to reflect the number of actual active entries (otherwise the selector won't list your entry for 4.12.1)[Modtypes]
Types=n
7. IL-2 should launch without crashingI made a clean install with the newer modact for 4.12.1 that was posted today.
Now I cant record a mission.
please make sure not to use IL-2 4.12.1m together with Modact 5 yet.
Should I make this the forum banner for the coming days? Send it around to everyone by e-mail? Engrave it in stone and drop it on the capitol?yes You should it might stop a few questions regarding the patch and problems happening.
Hey guys, who are funs of good humor.
It seams that it is not right when somebody is trying to mock Storebror. All of us should be grateful to him for the wonderful ModAct 5.11/5.12, which allowed us to use modded 4.12 practically just after its release. Before to joke, pls imagine that You were him and You were forced to answer the same question a few times only to be asked about the same thing again.
I would prefer my notice on Italian Marble please.Not quite, but as close as it gets: