Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => Dark Blue World Discussion & Support => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => DBW Downloads & FBDSM => Topic started by: SAS~Monty27 on October 01, 2012, 04:33:52 PM

Title: The Full Monty [4.10]
Post by: SAS~Monty27 on October 01, 2012, 04:33:52 PM

(http://i.imgur.com/xLnJPm8.jpg)

https://www.sas1946.com/main/index.php/board,241.0.html

...the direct decendant in 412...

THE FULL MONTY
... what to give the pilot who has everything ...

Created for:

SAS~DARK BLUE WORLD(1.71)

CONTENTS
I would encourage all players to look these guys up and check out the various threads related to the mods listed on the following pages. The Monty Packs 01-27 successfully combine well over 500 individual mods from every class, including aircraft, ships, vehicles, objects, maps, effects and special functions.

Just throw each pack into JSGMEMODS and activate in sequence.  Pretty easy way to work right?

#DBW_MONTY-01
 1]    B-26 v2.2     https://www.sas1946.com/main/index.php/topic,17791.0.html
 2]    D4Y3 + new skin         https://www.sas1946.com/main/index.php/topic,23904.0.html
 3]    Late war Corsair Pack    https://www.sas1946.com/main/index.php/topic,21760.msg236813.html#msg236813
 4]    F6C4Hawk       https://www.sas1946.com/main/index.php/topic,7737.msg178484.html#msg178484
 5]    Spitfire PRXIX-CRP v1.4     https://www.sas1946.com/main/index.php/topic,18078.msg194099.html#msg194099
 6]    AMT Hurricane Spinners   https://www.sas1946.com/main/index.php/topic,20730.msg223813.html#msg223813
 7]    B&T Wheel Fix DBW Final       https://www.sas1946.com/main/index.php/topic,24656.msg251619.html#msg251619
 8]    GEAR Damage Wolfigther & CZK     https://www.sas1946.com/main/index.php/topic,7573.msg247051.html#msg247051
 9]    F4U-1 Birdcage        https://www.sas1946.com/main/index.php/topic,26152.msg273260.html#msg273260
 10]  TBD-1 Devastator      https://www.sas1946.com/main/index.php/topic,20982.0.html
 11]  C6_Claymore's new FW190's      https://www.sas1946.com/main/index.php/topic,20351.0.html
Note:     Disabled the following classfile: 1F8E9514CA7C6CDC
Note:    Another conflict classfile that kills beacons is DA40F18C338F4036 but this is not used in the FW190 set. Just bear these two in mind in case of future conflicts.

#DBW_MONTY-02
1]     Carrier Crew v5 https://www.sas1946.com/main/index.php/topic,16467.0.html
2]     Carrier Crew w/Deck Planes (Essex and Intrepid)  https://www.sas1946.com/main/index.php/topic,12843.msg134573.html#msg134573
3]     Wingflyr New Armor  https://www.sas1946.com/main/index.php/topic,20498.msg221326.html#msg221326
4]     Uufflakke's Dead Animals  https://www.sas1946.com/main/index.php/topic,20715.msg223580.html#msg223580
5]     B-26 Marauder Static  https://www.sas1946.com/main/index.php/topic,15399.msg164616.html#msg164616
6]     411 Tanks Missing in 4.1.0.1  https://www.sas1946.com/main/index.php/topic,20981.msg227082.html#msg227082
7]     TBD-1 Devastator Static  https://www.sas1946.com/main/index.php/topic,15399.msg164616.html#msg164616
8]     BadeongCVE116  https://www.sas1946.com/main/index.php/board,119.0.html
9]     Yamato Battleship  https://www.sas1946.com/main/index.php/topic,21754.0.html
10]     Ryujo CVL  https://www.sas1946.com/main/index.php/topic,10715.0.html
11]     Tankers update: Ft George, Red Canyon, and White River  https://www.sas1946.com/main/index.php/board,119.0.html
12]      ShipPack2 ReTexture by VP  https://www.sas1946.com/main/index.php/board,119.0.html
13]     New Objects-Plane v2.2  https://www.sas1946.com/main/index.php/topic,15399.msg164616.html#msg164616
14]     New Vehicles Complete (1 - 6c)  https://www.sas1946.com/main/index.php/topic,7020.msg71412.html#msg71412
15]     Ambient Airfield Sounds v1.02  https://www.sas1946.com/main/index.php/topic,10364.msg110816.html#msg110816
16]     Command And Control V3.031  [nolinks.tothat.site]/viewtopic.php?f=12&t=1368&p=13169#p13169
17]     WFlyers NFLAK Gun Towers and Airfield Vehicles  https://www.sas1946.com/main/index.php/topic,23719.0.html
18]     New Stationary Planes and Corrections  https://www.sas1946.com/main/index.php/topic,15399.msg164616.html#msg164616

#DBW_MONTY-03
1]    Ar-243NJ Nachtjaeger https://www.sas1946.com/main/index.php/topic,1362.0.html
2]     Avia B.534-III https://www.sas1946.com/main/index.php/topic,3592.msg36145.html#msg36145
3]     Avia-float  [nolinks.tothat.site]/new-avia-534-float-type-vt294.html
4]    B-45 Tornado (JetBomber)  https://www.sas1946.com/main/index.php/topic,18548.0.html
5]     Breda 65 K14 Arcone L, 1936 https://www.sas1946.com/main/index.php/board,209.0.html
6]    Breda 65 A80 Arcone L, 1936 https://www.sas1946.com/main/index.php/topic,20459.0.html
7]     Breda 65 K14 Turreta M, 1936 https://www.sas1946.com/main/index.php/topic,20459.0.html
8]      Breda 65 A80 Turreta M, 1937 https://www.sas1946.com/main/index.php/topic,20459.0.html
9]    Breda 65 A80 Monoposto, 1937 https://www.sas1946.com/main/index.php/topic,20459.0.html
10]    Breda 65 K14 Monoposto, 1936 https://www.sas1946.com/main/index.php/topic,20459.0.html
11]     Breda 65 K14 Biposto, 1936 https://www.sas1946.com/main/index.php/topic,20459.0.html
12]     Bristol Bulldog_II https://www.sas1946.com/main/index.php/topic,28107.msg295504.html#msg295504
13]     Cant-Z506_for410_v https://www.sas1946.com/main/index.php/topic,20980.0.html
14]     CSS-13_PS https://www.sas1946.com/main/index.php/topic,4492.msg168520.html#msg168520
15]     Dewoitine D510 https://www.sas1946.com/main/index.php/topic,24808.msg253937.html#msg253937
16]     Ford Tri-motor https://www.sas1946.com/main/index.php/topic,9743.msg103746.html#msg103746
17]     FIAT G.50B https://www.sas1946.com/main/index.php/topic,20464.0.html
18]     Hawker Fury https://www.sas1946.com/main/index.php/topic,24834.msg265634.html#msg265634
19]     Heinkel He-60 https://www.sas1946.com/main/index.php/topic,23996.0.html
20]     Heinkel He-280 Prototype https://www.sas1946.com/main/index.php/topic,8152.0.html
21]     J4M1 Senden https://www.sas1946.com/main/index.php/topic,13102.0.html
22]     J7W1 Shinden https://www.sas1946.com/main/index.php/topic,2290.0.html
23]     Ki-98 Mansh? http://damawo.blog99.fc2.com/
24]     Letov S231  https://www.sas1946.com/main/index.php/topic,24874.msg255223.html#msg255223
25]     Me-262 V4 Prototype https://www.sas1946.com/main/index.php/topic,13797.0.html
26]    MiG15UTI https://www.sas1946.com/main/index.php/topic,21310.msg231308.html#msg231308
27]     P-82 Twin Mustang  [nolinks.tothat.site]/p-82-twin-mustang-franken-vt351.html
28]    PWS-10 https://www.sas1946.com/main/index.php/topic,20453.0.html
29]     RWD-10 https://www.sas1946.com/main/index.php/topic,2637.0.html
30]     T-33A Shooting Star, 1949  https://www.sas1946.com/main/index.php/topic,17760.0.html
31]    Wellington MK_III https://www.sas1946.com/main/index.php/topic,2737.0.html
32]    New AI Helo FMs https://www.sas1946.com/main/index.php/topic,18543.0.html

#DBW_MONTY-04
1]     Ro37Bis https://www.sas1946.com/main/index.php/topic,20396.0.html
2]    R-XIIID https://www.sas1946.com/main/index.php/topic,16938.0.html
3]     A6M2K https://www.sas1946.com/main/index.php/topic,23712.0.html
4]     J8M https://www.sas1946.com/main/index.php/topic,17049.0.html
5]     JapanCats_Tony https://www.sas1946.com/main/index.php/topic,3204.0.html
6]     Ki10 4.10 https://www.sas1946.com/main/index.php/topic,19215.msg206710.html#msg206710
7]     Ki-44 Hidden_Cutouts_DBWv2 https://www.sas1946.com/main/index.php/topic,17493.0.html
8]      Ki-201 https://www.sas1946.com/main/index.php/topic,17154.msg230214.html#msg230214
9]     MiG-3 https://www.sas1946.com/main/index.php/topic,13907.0.html
10]     Arms_Italy https://www.sas1946.com/main/index.php/topic,20459.msg226142.html#msg226142
11]     JCats_Arms https://www.sas1946.com/main/index.php/topic,10767.msg116290.html#msg116290
12]     czk_Me-210-410 DBW pack V1 https://www.sas1946.com/main/index.php/topic,24559.msg250345.html#msg250345
13]     HA Buchon V2 https://www.sas1946.com/main/index.php/topic,22120.msg296302.html#msg296302
14]     Wildcat-float [nolinks.tothat.site]/wild-catfish-release-4-101-ver-vt394.html
15]     Buchon DTK https://www.sas1946.com/main/index.php/topic,22120.msg296302.html#msg296302
16]     Gerd's_F8F-2_Beta_0_3  https://www.sas1946.com/main/index.php/topic,10588.0.html
17]     Ju-88G-6_v1.4 https://www.sas1946.com/main/index.php/topic,23846.0.html
18]     Me410weapons https://www.sas1946.com/main/index.php/topic,24559.msg250345.html#msg250345
19]     _0_Kumpel P47D40 165 & 200gal DTK https://www.sas1946.com/main/index.php/topic,18224.0.html
20]     _air_P-47N-15 101tfs V2.1 https://www.sas1946.com/main/index.php/topic,18224.0.html

#DBW_MONTY-05
1]     F-4 Phantom B/D/E/J  [nolinks.tothat.site]/beta-f-4-phantom-ii-v-1-21-fm-update-4-vt971.html
2]     F-8 Crusaders  [nolinks.tothat.site]/f8-crusader-vt323.html
3]     New Ju52 LOADOUTS  https://www.sas1946.com/main/index.php/topic,24990.0.html
4]     USS Essex Cvs SCB125 https://www.sas1946.com/main/index.php/topic,24177.0.html
5]     COLOSSUS CARRIER FAMILY: ARA_Veinticinco_de_Mayo https://www.sas1946.com/main/index.php/topic,19899.0.html
HMAS_Melbourne
HMCS_Bonaventure1
HMCS_Bonaventure2
HMS_Centaur
HMS_Hermes
Hr_Karel_Doorman
NS_Vikrant1
INS_Vikrant2
NAeL_Minas_Gerais

#DBW_MONTY-06
1]     Aviator Mod Team F9F Cougar Pack https://www.sas1946.com/main/index.php/topic,26102.0.html
2]     Cant-Z501 https://www.sas1946.com/main/index.php/topic,25951.0.html
3]     czk_F-80_DBW https://www.sas1946.com/main/index.php/topic,25006.0.html
4]    czk_F-80_Lockheed & Misawa tanks https://www.sas1946.com/main/index.php/topic,25006.0.html
5]     czk_F-80_RATO https://www.sas1946.com/main/index.php/topic,25006.0.html
6]     DC-3B Airliner https://www.sas1946.com/main/index.php/topic,15510.0.html
7]     Go229A3 https://www.sas1946.com/main/index.php/topic,25102.0.html
8]     Go229A3NJ https://www.sas1946.com/main/index.php/topic,25102.0.html
9]      He-46 https://www.sas1946.com/main/index.php/topic,20374.0.html
10]    Il-2 Community P-40 Pack v1.1 https://www.sas1946.com/main/index.php/topic,25646.0.html
11]    J1N1-S https://www.sas1946.com/main/index.php/topic,27209.msg285526.html#msg285526
12]     J1N1-Sa https://www.sas1946.com/main/index.php/topic,27209.msg285526.html#msg285526
13]    Junkers 52 Transport  https://www.sas1946.com/main/index.php/topic,25540.0.html
14]     Junkers 52 Update  https://www.sas1946.com/main/index.php/topic,24990.0.html
15]     Me-262A Ultimate Pack v2.0 https://www.sas1946.com/main/index.php/topic,13797.0.html
16]    Navaid & GEE mod https://www.sas1946.com/main/index.php/topic,18977.0.html
17]    New Stationary Aircraft Update  https://www.sas1946.com/main/index.php/topic,15399.0.html
18]     Pe-8_411_for410 https://www.sas1946.com/main/index.php/topic,21173.msg249758.html#msg249758
19]     Weapons_Italian https://www.sas1946.com/main/index.php/topic,20459.0.html
20]     ZZBü-181 https://www.sas1946.com/main/index.php/topic,20936.0.html
21]    MESH UPGRADES https://www.sas1946.com/main/index.php/topic,25142.0.html
B-17
Beaufighter
Blenheim
Corsair
J2M3 & J2M5
Ju87

#DBW_MONTY-08
Ashes new Japanese Battleships and Carriers         https://www.sas1946.com/main/index.php/topic,16437.0.html
FS Clemenceau class CV pack      https://www.sas1946.com/main/index.php/topic,23336.0.html
HMS Eagle and Royal Navy Destroyers and Subs        https://www.sas1946.com/main/index.php/topic,20349.0.html
USS Iowa and other US Battleships      https://www.sas1946.com/main/index.php/topic,27936.0.html

#DBW_MONTY-09
Enhances the following maps:
1]    High Resolution Map Textures
2]    New Coral Sea Map
3]    New Moon Textures
4]    New Western Front 1940 Map  http://gillesbabin.perso.neuf.fr/trucs-et-bidules/simul-westfront39-45.htm
5]    Retextured Darwin Maps
6]    Retextured Stalingrad Winter Map
7]    TIGER33 Flyby FIX for winter maps
8]    Updated Benghalli w/waterfalls
9]    Updated Crimea
10]    Updated Korea (Pusan Airfield)
11]     Updated Kuban
12]    Updated Madagascar
13]    Variable Atmosphere Temperatures Mod

#DBW_MONTY-10
1]     Tiger_33 Ultimate Sound Mod V3 for DBW.        https://www.sas1946.com/main/index.php/topic,3258.0.html
2]     Carrier crew for Archie's Korean War Carriers mod          https://www.sas1946.com/main/index.php/topic,7902.msg81620.html#msg81620
3]     Bomb Assist SpeedBar and HUD MOD by P.A.L. (benitomuso)    https://www.sas1946.com/main/index.php/topic,15004.0.html
4]     Plutonium Universal Max Effects by HolyGrail & Potenz    https://www.sas1946.com/main/index.php/topic,19849.0.html
5]     Enhanced Water and Whitecaps (Carsmaster Water=4)    https://www.sas1946.com/main/index.php/topic,15180.0.html
6]     Carsmaster's Water Ring   https://www.sas1946.com/main/index.php/topic,9436.0.html
7]     Carrier MOD (Beta)   https://www.sas1946.com/main/index.php/topic,20102.0.html

#DBW_MONTY-11
1]     Arty Storch  https://www.sas1946.com/main/index.php/board,6.20.html
2]     Ju188A  https://www.sas1946.com/main/index.php/topic,26335.0.html
3]     Ju388K  [nolinks.tothat.site]/ju-388-v1-0-vt1335.html
4]     L-72 StinsonII
5]     Mosquito Nightfighters - Microwave Mossies
6]     Extra Open Canopy Mods
7]     Schmittfire
8]     CZK/101tfs Typhoon/Tempest Upgrades https://www.sas1946.com/main/index.php/topic,26690.0.html
9]     Other compatibility fixes and more statics https://www.sas1946.com/main/index.php/topic,15399.0.html

#DBW_MONTY-12
1]     AMT - Me-262C1-3 Heimatschützers and Sb.1a Schnellbomber  https://www.sas1946.com/main/index.php/topic,28123.0.html
2]     Arado Ar196T-1  https://www.sas1946.com/main/index.php/topic,8374.0.html
3]     Gerd'F8F-2 Beta Version0.4  https://www.sas1946.com/main/index.php/topic,10588.0.html
4]     Go-229 JetWar1956 [2012-09-16] update 02  https://www.sas1946.com/main/index.php/topic,28468.0.html
5]     MIG-19 V1.1 (7/6/2012)  https://www.sas1946.com/main/index.php/topic,25695.0.html
6]     Ranwers Gloster Meteor  https://www.sas1946.com/main/index.php/topic,28617.0.html
7]     High-Res Texture mod for DBW  https://www.sas1946.com/main/index.php/topic,28127.msg295731.html#msg295731

#DBW_MONTY-13
1]     The Fiat CR20 for Chaco War  https://www.sas1946.com/main/index.php/topic,27682.0.html
2]     HAWK III (68)  https://www.sas1946.com/main/index.php/topic,28268.0.html
3]     Hs-123A-1 & B-1 - v1.01  https://www.sas1946.com/main/index.php/topic,20979.0.html
4]     PZL P24 https://www.sas1946.com/main/index.php/topic,25879.0.html
5]     PWS-26 (7/6/2012)  https://www.sas1946.com/main/index.php/topic,25198.0.html
6]     Many new Static Aircraft for Mission Builders  https://www.sas1946.com/main/index.php/topic,15399.0.html
7]    cyberolas Map Repaints  https://www.sas1946.com/main/index.php/topic,16373.0.html
                                              https://www.sas1946.com/main/index.php/topic,23743.0.html
                                              https://www.sas1946.com/main/index.php/topic,26908.0.html

#DBW_MONTY-14
1] Armor repaints by Greif
2] NEW COCKPIT - Bf-109F-2 by Greif
3] NEW COCKPIT - Me-262 by Greif
4] NEW COCKPIT - He162 by Greif
5] Spitfire PRXIX-CRP v1.4 FIX by ton414 [nolinks.tothat.site]/spitfire-pr-xix-contra-rotating-propellers-v1-4-vt267.html
6]  NEW AIRCRAFT - Breguet 19 SCW by DreamK
7]  NEW AIRCRAFT - Potez 25 by DreamK
8]  NEW AIRCRAFT - Vickers Vildebeeste SCW by DreamK
9]  NEW AIRCRAFT - Vultee SCW by DreamK
10] NEW AIRCRAFT - Su29 Aerobatic 2-Seat by CirX
11] Massive Stationary Aircraft Upgrade https://www.sas1946.com/main/index.php/topic,15399.0.html

#DBW_MONTY-15
1] NEW AIRCRAFT - Aviaskins YAK-11
2] P-47D Ordnance Patch
3] UPGRADE Crusader_pack
4] UPGRADE F-4 Phantom II https://www.sas1946.com/main/index.php/topic,25449.0.html
5] UPGRADE Ranwers Lancaster https://www.sas1946.com/main/index.php/topic,4359.0.html
6] NEW JET F100D Super Sabre https://www.sas1946.com/main/index.php/topic,25957.0.html
7] NEW JET L-39C
8] NEW JET 139A
9] NEW JET 139C
10] NEW JET 139N
11] NEW JET 159N
12] NEW JET L-159F https://www.sas1946.com/main/index.php/topic,29003.0/topicseen.html
13] NEW JET L-159G https://www.sas1946.com/main/index.php/topic,29002.0.html
14] L-39 Default Skins by JayPack44
15] Japan Pack Part-1_fix cowling engine & prop https://www.sas1946.com/main/index.php/topic,25142.0.html
16] Stationary_Planes_v1.6 UPGRADES https://www.sas1946.com/main/index.php/topic,15399.0.html
17] WestFront40/44 UPGRADES  http://gillesbabin.perso.neuf.fr/trucs-et-bidules/simul-westfront39-45.htm

#DBW_MONTY-16
1] USSEssexCVs Modern Carrier Crew by Ranwers https://www.sas1946.com/main/index.php/topic,28970.0.html
2] MEGA MESH FIXES -  https://www.sas1946.com/main/index.php/topic,25142.0.html
3] UPGRADE Air_Me-262C_SB by Gumpy https://www.sas1946.com/main/index.php/topic,28246.0.html
4] MAP REPAINTS by Redko:
Japan
Okinawa
Palau
SandsofTime

#DBW_MONTY-17
1] NEW AIRCRAFT - P-47D-30/40 by Kumpel https://www.sas1946.com/main/index.php/topic,8622.0.html
2] NEW MAP - Northern_Africa_Jir_v2 https://www.sas1946.com/main/index.php/topic,28610.0.html
3] NEW MAP - Algeria_Tunisia_Sicily https://www.sas1946.com/main/index.php/topic,20888.0.html
4] NEW MAP - DRK_Circus https://www.sas1946.com/main/index.php/topic,8268.0.html
5] Ju87_B2_BombReleaseGear_0_3  https://www.sas1946.com/main/index.php/topic,29015.0.html
6] PAL-CockpitSounds https://www.sas1946.com/main/index.php/topic,19887.0.html
7] +Bf109 New Spinners https://www.sas1946.com/main/index.php/topic,25142.0.html
8] BF109_Ultimate_Pack_v3 https://www.sas1946.com/main/index.php/topic,14700.0.html

#DBW_MONTY-18
1] NEW AIRCRAFT - Aviaskin's CR-32 (with birdmans fixes) https://www.sas1946.com/main/index.php/topic,26353.0.html
2] NEW AIRCRAFT - [BETA] F-86C - by GJE52 https://www.sas1946.com/main/index.php/topic,26313.0.html
3] +Small Air>INI corrections and layout changes.

#DBW_MONTY-19
1] FIX - Claymore FW-190 Pack D-9 Loadouts https://www.sas1946.com/main/index.php/topic,20351.0.html
2] NEW AIRCRAFT - Arsenal_VG33 - by Mac1 https://www.sas1946.com/main/index.php/topic,25721.0.html
3] NEW AIRCRAFT - CaudronCR714 - =JFC=PhilHL https://www.sas1946.com/main/index.php/topic,26224.0.html
4] NEW AIRCRAFT - MB-152 - by SAS~Epervier https://www.sas1946.com/main/index.php/topic,18511.0.html
5] NEW AIRCRAFT - Swordfish II - by Docholiday https://www.sas1946.com/main/index.php/topic,14919.msg315030.html#msg315030
6] NEW AIRCRAFT - TyphoonMkIa - by SAS~Riken https://www.sas1946.com/main/index.php/topic,27519.msg288876.html#msg288876
7] NEW FRANCE Section in Air.ini

#DBW_MONTY-20
1]     UPDATED FLAMES engine mod for Tiger33 DBW-UV3 sounds by Czk & Tiger33 https://www.sas1946.com/main/index.php/topic,30046.msg316216.html#msg316216
2]     New Russian Oil Barrel objects by Greif11
3]     New high res Winflyr tanks skins by Greif11
4]    New Seaplane Tenders by blazing
5]     New VAS_TRAIN MOD by stuka_40
6]     New Bf-109 fix Spinners by PA_Jeronimo
7]     New Dorniers & Spinners DBW by PA_Jeronimo
8]     Wild Catfish float tweaks by Beowolff
9]      New Aircraft - Dornier Do-335 A-6 Nightfighter prototype by Lisek
10]    AMT Aer. Macchi C-202 overhaul by Red_Fox90
11]    A6M2-K Zero Trainer V1.2 by ten010
12]     Seafire F.Mk.XVII by ten010
  + Minor Air.INI fixes by Monty27

Campaign and mission makers using this set of mods just have state DBW-TFM in their post/readme to let everybody instantly know they are on the same page.

... putting it all together ...

THE DOWNLOADS
Get yourself a copy of all the information and more on The Full Monty PDF (Updated October 4th, 2012)
DOWNLOAD -            https://www.mediafire.com/view/?9mby8vbwyybjf7s

For Backup purposes and to ensure a Clean Vanilla #DBW Install
PLAIN VANILLA DBW 1.71 #DBW Mods Folder
DOWNLOAD -           https://www.mediafire.com/?dre4yd3jof79twc

New Links - Many thanks to C2Aaircrew for kindly hosting THE FULL MONTY
The Full Monty Archive Monty-01 to Monty-20 is now here:


https://www.mediafire.com/?csjanfo9wuwnm

UNRAR #DBW_1.71_Gurner FX.rar into a single pack #DBW_1.71_Gurner FX
#DBW_1.71_Gurner FX.rar  - https://www.mediafire.com/?11flmd3ic1bv125

This pack has been compiled for compatibility with DBW-TFM and may be activated as an optional extra for players who think their machine is up to it!


PATCHES AND FIXES - PLEASE ENSURE YOU ALSO HAVE THESE AND APPLY AS NECESSARY:

#DBW_MONTY-01 - PATCH.rar    
DOWNLOAD -              https://www.mediafire.com/?trcf57ckf0p86tj
The is to replace the .RC file in Monty-01 so that it will work without Tiger33 Sounds.  The Sounds are added, and the .RC file altered accordingly, in Monty-10, so if you activate everything up to 10 and beyond you are OK, if you want to test beforehand, you need to add the patch for Monty-01.   

Monty-11 Part 2
DOWNLOAD -          https://www.mediafire.com/?auzbga8fkb9a78b

Monty-12 Part 2
DOWNLOAD -          https://www.mediafire.com/?wwn159o9a5cl83v

Monty-13 Part 2
DOWNLOAD -          https://www.mediafire.com/?pa4ghygipz84g03

The Part 2 component of packs Monty-11 to Monty-13 is a RETRO PATCH designed to address a missing slot differential in later Air.INI edits after Monty-10.  The issue will entirely disappear by Monty-14.  In the meantime, those have trouble activating packs 11-13 should treat them as a two-part assembly and add these new Parts before activation.

HS129 FIX
A single classfile is responsible for the HS129 failure to load:
Users should go into #DBW_MONTY-01/#DBW/_0_0GearDamageFX V 1.3 -Delete -9B55AE1E19B79EEC
and if already activated: Il2 Main Install/#DBW/_0_0GearDamageFX -Delete -9B55AE1E19B79EEC


00_PAL-CockpitSounds
This wonderful mod should be viewed as a choice over Tiger33's Sounds, either this one or that one.  It also disables the beacon function, so be aware of that when you use it.

CREDIT FOR THESE FIXES - Goes to those who applied the proper methods with persistence and were good enough to post here, despite the fact that I was sometimes seeing something else entirely and getting conflicting reports.

chupag72
Gerson
macias13_84
mac1
saab_ja26
Funky Zefrs
Sirrover


THE FINAL UPDATE

#DBW_MONTY-21
1] SAS Engine Mod v2.6RC Final   https://www.sas1946.com/main/index.php/topic,23327.0.html
2] XC-47X_float with 4.10FM!      https://www.sas1946.com/main/index.php/topic,8324.0.html
3] FFR-41MR ALPHAJET 002         https://www.sas1946.com/main/index.php/topic,27629.0.html
4] TBM Seaplane                       https://www.sas1946.com/main/index.php/topic,27975.0.html
5] New Meteors                         https://www.sas1946.com/main/index.php/topic,30996.0.html
6] Nike_SA-2                           https://www.sas1946.com/main/index.php/topic,20220.0.html
7] TorpedoEx            
8] SAM Generic            

DOWNLOAD-#DBW_MONTY-21.rar
https://www.mediafire.com/download/w52dxu1151iyp1b

#DBW_MONTY-22
1] Battle of Moscow Maps by Oknevas      https://www.sas1946.com/main/index.php/topic,34490.0.html

#DBW_MONTY-22 (COMBINE PARTS ONE AND TWO)
DOWNLOAD-#DBW_MONTY-22PartONE.rar
https://www.mediafire.com/download/wlke9ktjh4k4a33

DOWNLOAD-#DBW_MONTY-22PartTWO.rar
https://www.mediafire.com/?t3gr4dg6d9z0ttq

#DBW_MONTY-23
1] L139C & L159A&L by GJE52      https://www.sas1946.com/main/index.php/topic,34417.0.html
2] _0_GJE52_Arms   by GJE52
3] SAS~MiG-21                        https://www.sas1946.com/main/index.php/topic,35005.0.html

DOWNLOAD-#DBW_MONTY-23.rar
https://www.mediafire.com/?rewtdgqk4qm8y4i

#DBW_MONTY-24
1] FiatBr20                            https://www.sas1946.com/main/index.php/topic,34784.0.html
2] He-111 A                          https://www.sas1946.com/main/index.php/topic,34640.0.html
3] He-111 P                          https://www.sas1946.com/main/index.php/topic,31076.0.html

DOWNLOAD-#DBW_MONTY-24 (COMBINE PARTS ONE AND TWO)
DOWNLOAD-#DBW_MONTY-24PartONE.rar

https://www.mediafire.com/?09vtlj20tjydgm7

DOWNLOAD-#DBW_MONTY-24PartTWO.rar
https://www.mediafire.com/?wowb8cy0s8s3f83

#DBW_MONTY-25
1] Aichi M6A Seiran                                                 https://www.sas1946.com/main/index.php/topic,34784.0.html
2] Ki-67-I Peggy, 1944 by Ten010                              https://www.sas1946.com/main/index.php/topic,30109.0.html
3] Yokusuka H5Y-1 Flying Boat by mikoyan99              https://www.sas1946.com/main/index.php/topic,35006.0.html
4] Go-229 JetWar1966 (2013-02-21) by Paulus           https://www.sas1946.com/main/index.php/topic,28935.0.html
5] J4M2-A Senden Kai ver2  by Paulus                       https://www.sas1946.com/main/index.php/topic,31894.0.html
6] log entry enhancements by Bonez

DOWNLOAD-#DBW_MONTY-25.rar
https://www.mediafire.com/?cd5aqy4u3ltzo16

#DBW_MONTY-26
1] Mi-8T Hip by Vega and Wasted                 https://www.sas1946.com/main/index.php/topic,32834.0.html
2] Mi-24 Hind by benitomuso (P.A.L) and Wasted   https://www.sas1946.com/main/index.php/topic,32888.0.html
3] Random Failures Mod by Wasted              https://www.sas1946.com/main/index.php/topic,32836.0.html
Big Thanks to SAS~Storebror, GJE52 and Loku
4] La-9_La-11 by 101tfs                    https://www.sas1946.com/main/index.php/topic,33420.0.html
5] Supermarine Walrus by                         https://www.sas1946.com/main/index.php/topic,17912.0.html
Archie 1971                Class files
diavolirossi               crew
mikoyan99                  Updates
Mission_bug                Default skin
tedeschene                 3D
The chief of food supply   SCW default option
Wolfighter                 crew damage

DOWNLOAD-#DBW_MONTY-26.rar
https://www.mediafire.com/?h6hx28ed8p6qu23

#DBW_MONTY-27
1] A7M2 Reppu by Gerd         https://www.sas1946.com/main/index.php/topic,34603.0.html
2] Ultimate Reciprocaters by Gerd      https://www.sas1946.com/main/index.php/topic,30271.0.html
3] Me-209-II by 101tfs         https://www.sas1946.com/main/index.php/topic,34595.0.html

DOWNLOAD-#DBW_MONTY-27.rar
https://www.mediafire.com/?lkd25ii1zhdviac

OPTIONAL TIDY UP FOR THIS LAST PACK

After install go into your Il2DIRECTORY/#DBW and Disable or Delete this mod.

Gerd's_F8F-2_Beta_0_3

Now superceded by Ultimate Reciprocaters by Gerd

As this is a cumulative build several new tweaks and code improvements have been incorporated into this final set to enhance stability, speed up launch times and test; Carriers, Cats, Weapons and a million other features.

SUPPORT AND CONCLUSION
The involvement of the community and the support from users and modders is incredible.  I hope we continue to encourage new members to take this sim into areas we could only dream of previously.

Il2-4.12 is getting closer, as is the Java-Wall on TFM.  There is more than enough here for many great missions and campaigns up to and including SEA.  Subsequent patches and developments will improve Il2/1946 and take it a lot further yet.  However, the collection of effects, objects and aircraft in TFM is likely to remain the most comprehensive for some time too come.  Therefore, I will be keeping this install set as a permanent feature on my HD.

Beyond that, into Jetwar 1.3 and beyond, I would look towards Version 4.12 and the great new SAS Modact-3.0.  (Look up multiple-installs!)

Place into your JSGMEMODS folder: Then activate in numerical order.

SIZE DOES MATTER
One important thing to check before you activate your Monty Packs:  Take a look inside JSGMEMODS and check the size of each pack (Right Click-Properties) - The correct size is the best indication that everything is where it should be.  Too small a folder size, clearly indicates that something is missing, a potential hazard in handling such large downloads.

The full sizes are as follows:
Monty-01           2.09GB
Monty-02           1.86GB
Monty-03           1.10GB   
Monty-04           1.44GB
Monty-05           1.27GB
Monty-06           859 MB
Monty-08           1.90GB
Monty-09           1.08GB
Monty-10           402 MB
Monty-11           664 MB
Monty-12           470 MB
Monty-13           590 MB
Monty-14           1.12GB
Monty-15           687 MB
Monty-16           490 MB
Monty-17           733 MB
Monty-18             79 MB
Monty-19           346 MB
Monty-20           483 MB
Monty-21           365 MB
Monty-22           726 MB
Monty-23           352 MB
Monty-24           525 MB
Monty-25           311 MB
Monty-26           509 MB
Monty-27           764 MB

CREDIT - THE MODDERS WHO MAKE IT ALL POSSIBLE
Lets not forget that DARK BLUE WORLD is already a highly modified IL2 package with THOUSANDS of mods and classes implemented. It is the jumping off point for the Monty Packs.  These are the people we have to thank for their hard work on the many mods that comprise the Monty Packs:

Code: [Select]
SAS~CirX------------------------Creator and compiler of Dark Blue World and SAS FBDSM
SAS~Anto------------------------Classes, flight models, aircraft mods
SAS~Crazyflak-------------------Classes, flight models, aircraft mods
SAS~EPERVIER--------------------Classes, vehicles, effects, 4.11 Imports
SAS~S3--------------------------Classes, aircraft mods, objects, textures, weapons, FMs and many fixes
SAS~Monty27---------------------Compiler of the Monty Packs
SAS~Sani------------------------Classes, aircraft mods, textures, objects and ship building
SAS~Skipper---------------------Classes, aircraft mods, textures, objects and effects
SAS~Storebror-------------------Classes, coding, core functions for DBW
II/JG51 Lutz--------------------SFS Compiler Tool for Tiger's and Claymore's Mods
Agracier------------------------Many incredible new maps and textures
archie1971----------------------Textures, objects and ship building
asheshouse----------------------Textures, objects and ship building
Avala----------------------------Map textures and assorted fixes
barnesy12------------------------Classes, objects, effects, especially Gear Damage mod and Pilots
Benitomuso----------------------Classes, coding, core functions for DBW
Beowolff--------------------------Classes, aircraft, effects, especially the Stinson Amphibian
Birdman------------------------Classes, aircraft mods, textures, objects and effects
Boelcke-------------------------Map textures, assorted fixes, advice and help
Bombsaway-------------------Classes, aircraft, maps, effects
Bonez---------------------------INI Compatibility
Bravo----------------------------Testing, advice, bug hunting, setup
Carsmaster--------------------Classes, textures, effects
Checkyersix-------------------Classes, objects, effects, Command and Control mod
Claymore----------------------Classes, aircraft, effects, Claymore’s awesome FW190s
crazyeddie---------------------Textures, objects and ship building
Cyberolas----------------------Map textures and assorted fixes
Diving_Hawk-------------------Textures, objects and ship building
Dreamk------------------------Classes, aircraft mods and textures
Ectoflyer-----------------------Textures and assorted fixes
Flakiten------------------------Classes, textures, objects, effects and ship building
F22-Raptor-2006--------------Classes, aircraft mods, textures, objects and effects
GilB57--------------------------Map textures, especially the beautiful Westfront 1940 map
Gio963tto----------------------Textures, objects and ship building
GJE52---------------------------Classes, aircraft mods
Greif11-------------------------Textures, objects and effects
Gumpy-------------------------Textures, objects and effects
hguderian----------------------Sounds, textures, various fixes
JapanCat------------------------Classes, aircraft mods
JoneSoft------------------------Creator of JSGME - way back when, for Silent Hunter
kodama------------------------Classes, aircraft mods, Japan 1946
Lisek---------------------------- Classes, aircraft mods
Loku---------------------------- Classes, aircraft mods
Lonestar67---------------------Map textures and assorted fixes
Mac1----------------------------Classes, aircraft mods, He280
Maus----------------------------Textures, objects and effects
mikoyan99---------------------Classes, aircraft mods and effects
Oknevas------------------------New Maps-Battle of Moscow
Pa-jeronimo--------------------Textures, objects and effects
Paulus---------------------------Classes, aircraft mods, weapons and effects
Plowshare----------------------Textures, objects and ship building
Potenz--------------------------Textures, objects and effects
Ramone------------------------Map textures, especially the Stalingrad winter map
Ranwers-----------------------Classes, aircraft mods, textures, objects and effects
RealDarko---------------------Classes, aircraft mods, textures, objects and effects
Red_Fox90--------------------Classes, aircraft mods, textures, objects and effects
Riken---------------------------Classes, aircraft mods, textures, objects and effects
RDDR---------------------------Sound mods, beta testing and winter map textures
sputnikshock------------------Classes, aircraft mods and effects especially the Navaid & GEE mod
Ten010-------------------------Classes, aircraft mods, textures, objects and effects
Tiger33-------------------------The awesome Tiger33 Soundmod
ton414-------------------------Classes, aircraft mods, textures, objects and effects
TT-------------------------------Map textures and assorted fixes
UF_Zargos---------------------Classes, objects, textures and assorted fixes
Uufflakke----------------------Classes, objects, textures, especially Dead Animals mod
Vampire_Pilot-----------------Classes, aircraft mods, textures and many fixes
Verhangis----------------------Classes, aircraft mods, textures, fixes and ships
vpmedia-----------------------Textures and assorted fixes
BT~wasted-------------------Classes, aircraft mods, objects, textures, weapons, FMs and many fixes
Western0221------------------Classes, aircraft mods, textures, objects and ship building
Wingflyr------------------------Classes, vehicles, effects, new armour
WolfFighter --------------------Classes, objects, mesh improvements, especially pilots
Yeager_1946------------------Classes, aircraft mods, textures, objects and effects
YT2------------------------------The astonishing Heinkel He-111 Upgrade
101tfs--------------------------Classes, aircraft mods, textures, objects and effects
78thFG_WindWpn-------------Main Proponent of the Clean Modding Principle for Il2

TFM TIGER33 SOUNDFIX
To be applied after install of #DBW Monty-27

Sound issues with later effects.
For those experiencing the repeating startup sound issue in TFM it is due to _0_0TigersSOUNDSforDBW which must be made to load BEFORE !#SAS_Engine_Mod_4101m_v26.

Go into your main #DBW folder and:

Rename _0_0TigersSOUNDSforDBW  to  !_0_0TigersSOUNDSforDBW
Rename !#SAS_Engine_Mod_4101m_v26  to  #SAS_Engine_Mod_4101m_v26

Improved Drag Chute
For those who want to use Ranwers improved design drag chute, I made a small JSGME pack so you can easily add it to TFM.  This adds the new chute to the MiG-21 and F-86D45.  Thanks to Ranwers.

(https://www.mediafire.com/convkey/db5e/9bsag74nm9weaxm4g.jpg)

(https://www.mediafire.com/convkey/1baf/7uhjbtp8aw528ao4g.jpg)

DOWNLOAD-#DBW_DRAG CHUTE
https://www.mediafire.com/?hu1ddc48te1evj1

Compatibility
It is also important that people understand the Monty Packs are not simply a 're-packaging' of existing mods.  Solving numerous compatibility issues and maintaining the core file structure for JSGME functionality does require that the mods are compiled in a specific order and applied only to a clean DBW Install (IE: a new #DBW folder, easily set up in seconds).  Any of the Monty Packs taken on its own, or applied out of sequence, will be USELESS to anyone.  That said, SAS~Monty27 is the compiler and tester but otherwise no credit should be inferred for any of the mods included.

That is why this page has fully detailed and listed the mods involved, their place in the packs and the people responsible for them.  Please DO follow up interest with a search on SAS1946.com and IL2[name banned].com for any of the incredible content contained here.  All I have done is to help more people to enjoy Dark Blue World and Il2 Mods through our amazing Campaigns, Missions and Skinpacks at Axis and Allies Paintworks.  Il2/1946 keeps getting better.  Ten years on and there is still nothing to touch it!
Title: Re: The Full Monty
Post by: Sillius_Sodus on October 01, 2012, 04:51:16 PM
Nice work!

Should be a sticky. Any chance there might be one coming out with more of the SCW era kites? Barring that, perhaps some simple (if that's possible) instructions on how to add aircraft to your packs.

Good hunting!
Sillius_Sodus
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 01, 2012, 05:05:36 PM
Nice work!

Should be a sticky. Any chance there might be one coming out with more of the SCW era kites? Barring that, perhaps some simple (if that's possible) instructions on how to add aircraft to your packs.

Good hunting!
Sillius_Sodus
Absolutely Sillius

No problem at all!  The SCW could easily be pack 13, something I'm looking at now.

Simon(Monty27)
Title: Re: The Full Monty
Post by: 352nd_Hoss on October 01, 2012, 06:12:12 PM
There's already some in there if you look.................. just need to install it...

Cheers....

Hoss
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 01, 2012, 06:15:13 PM
There's already some in there if you look.................. just need to install it...

Cheers....

Hoss
True Hoss, we got a lot of them there are just a few odd ones.  As the list builds we can add to it, I will rely on you as always to spot even more good stuff!
Title: Re: The Full Monty
Post by: slipper on October 02, 2012, 03:48:49 AM
Thank you Monty

A brilliant piece of work mate, now set up and working fine. Really appreciate the time, effort and hours of testing you must have completed to get this compilation together, the new base pack for DBW i reckon.

Also thanks to Hoss for helping out and advice.

cheers

slipper
Title: Re: The Full Monty
Post by: WindWpn on October 02, 2012, 07:34:25 AM
Yes, this is an excellent piece of work and the ultimate clean mod pack overlay for Vanilla DBW 1.7.1.  It has literally just about "everything" and is well structured for updates and additions.

Great job Monty!

~S~
wind
Title: Re: The Full Monty
Post by: pied on October 02, 2012, 09:26:15 AM
I'd love to get this, however, 'speedy share' is requiring a paid membership to download....

That's not happening here so no Full Monty for me.

pied
Title: Re: The Full Monty
Post by: nikmaving on October 02, 2012, 01:18:55 PM
hello.you don't have to be a paid up member to download.click on the file name at the top and they very slowly download. 3 hours for monty 10 on a 16 mbit broadband speed is slightly taking the micky. fantastic package though. only 8 more parts to get.wonder if i'll get it all before friday. :D
Title: Re: The Full Monty
Post by: ggrewe on October 02, 2012, 02:13:59 PM
Amazing work there Simon–as slipper says, looks like a lot of hard & dedicated work has gone into compiling & testing all these mods together.

Very nice enhancement of WindWpn initial work & great that it looks like you will be adding on as new mods come out – definitely looks like the way to go . I have many of these mods manually installed already – but conflicts slowly start to creep in as you load more – so really appreciate your efforts – a great solution for those, new & old, to modding their game.  ;)

Any chance of getting the 1st part of Monty-01  http://speedy.sh/TtghS/DBW-MONTY-01Part01.rar uploaded onto mediafire as well? Seems to be the only file on Speedyshare that requires you to register as Premium – all others seem to download on the free basic, fine (besides not been able to do parallel downloads)

Again - thanks very much for your efforts.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 02, 2012, 04:21:51 PM
Amazing work there Simon–as slipper says, looks like a lot of hard & dedicated work has gone into compiling & testing all these mods together.

Very nice enhancement of WindWpn initial work & great that it looks like you will be adding on as new mods come out – definitely looks like the way to go . I have many of these mods manually installed already – but conflicts slowly start to creep in as you load more – so really appreciate your efforts – a great solution for those, new & old, to modding their game.  ;)

Any chance of getting the 1st part of Monty-01  http://speedy.sh/TtghS/DBW-MONTY-01Part01.rar uploaded onto mediafire as well? Seems to be the only file on Speedyshare that requires you to register as Premium – all others seem to download on the free basic, fine (besides not been able to do parallel downloads)

Again - thanks very much for your efforts.
I would love to but Mediafire won't handle anything over 200MB - In fact getting any package over 200MB uploaded anywhere was the toughest part.  From Monty-05 onwards we managed to cut down the overall size, but the early packs are critical building blocks, most are at least 300MB when compressed and the first few parts are unavoidably larger, they cannot physically be broken down into anything smaller.  Any other hosting solutions or links that anyone can find would be welcome.

EDIT:
New Links - Many thanks to C2Aaircrew for kindly hosting THE FULL MONTY
The Full Monty Archive Monty-01 to Monty-13 is now here:


https://www.mediafire.com/?csjanfo9wuwnm
Title: Re: The Full Monty
Post by: macdkinfe on October 02, 2012, 06:00:26 PM
it wount download unless you have a permum account wount let you make a basic account
so its useless to me
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 02, 2012, 06:05:54 PM
it wount download unless you have a permum account wount let you make a basic account
so its useless to me
Not the case from my end

http://www.speedyshare.com/TtghS/DBW-MONTY-01Part01.rar

No special privileges required
Title: Re: The Full Monty
Post by: CWMV on October 02, 2012, 06:28:31 PM
Or mine, worked fine for me.
Title: Re: The Full Monty
Post by: macdkinfe on October 02, 2012, 06:29:01 PM
the page states this file requires a speedy share premoum account
Title: Re: The Full Monty
Post by: CWMV on October 02, 2012, 06:32:38 PM
the page states this file requires a speedy share premoum account
Ya right below the download link.

where it says this


Download: #DBW MONTY-01Part01.rar   

press on the #DBW MONTY-01Part01.rar   part to download.

Title: Re: The Full Monty
Post by: saab ja26 on October 03, 2012, 12:22:01 AM
This is an awesome piece of work Monty! Many thanks for this!
Title: Re: The Full Monty
Post by: Sonny Tucson on October 03, 2012, 03:05:55 AM
Hello Monty

As already said by fellow members , superb work.! Just installed the full Monty following all your advises and the whole stuff is running great.
I am already flying your Ace of Spades campaign on this new install . Incredible.

I am playing it in 3D , thanks to Benito's superb Stereo3D. Full Monty in 3D is a real pleasure for all senses, simply gorgeous . I don't want to fly in 2D anymore !  ::)
Maybe you could have a look at his mod and implement it in a future pack ....

The sole problem I have with it is that I loose my widescreen !. No way known to have it run !

Very big THANKS to you and all the guys here at SAS ,without whom we would be nothing !.

P.S. Is Claymore 190 superpack completely implemented with all his features ? It looks to me as Magnetos on/off , Flat canopies and FW Logos are missing or did I miss anything ?

Sonny Tucson . :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 03, 2012, 04:15:08 AM
Hello Monty

As already said by fellow members , superb work.! Just installed the full Monty following all your advises and the whole stuff is running great.
I am already flying your Ace of Spades campaign on this new install . Incredible.

I am playing it in 3D , thanks to Benito's superb Stereo3D. Full Monty in 3D is a real pleasure for all senses, simply gorgeous . I don't want to fly in 2D anymore !  ::)
Maybe you could have a look at his mod and implement it in a future pack ....

The sole problem I have with it is that I loose my widescreen !. No way known to have it run !

Very big THANKS to you and all the guys here at SAS ,without whom we would be nothing !.

P.S. Is Claymore 190 superpack completely implemented with all his features ? It looks to me as Magnetos on/off , Flat canopies and FW Logos are missing or did I miss anything ?

Sonny Tucson . :)
Hi Sonny

Those options are already JSGME, so go grab 'em and put 'em in last as on/off options as you please.  Also, be aware that the Magnetos option negatively effects the opening canopy function, speeding them up horribly, so I leave that one alone.

One more thing: Please ensure that you are flying the latest 'Special Edition' JG53, designed for The Full Monty, there are a number of key functional changes and loads more new stuff.

https://www.sas1946.com/main/index.php/topic,27211.0.html

Simon(Monty27)
Title: Re: The Full Monty
Post by: S3231541 on October 03, 2012, 04:26:51 AM
I think the Credit list is missing someones   :(
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 03, 2012, 04:35:21 AM
I think the Credit list is missing someones   :(
As essentially a one man effort I'm doing my very best and I'm not ashamed to admit I don't get everything right first time. 

However, a lot of effort was put into the credits list and a pdf which must run to one of the largest credits in history!  So why not help me out?  Please don't make me work any harder than necessary.  What-Who-where, and its fixed asap.
Title: Re: The Full Monty
Post by: Crash_MX06 on October 03, 2012, 04:36:08 AM
to download i am must to have a premium account, but i don't want to...
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 03, 2012, 04:46:49 AM
to download i am must to have a premium account, but i don't want to...
NOT CORRECT - The link is at the top of the page and, despite their size, all downloads are free.

However, just suppose that some detail changed that I'm not aware of.  To fix it you must be specific, I will fix anything I can if you help me know whats going on.

The downloads are free, look again or give me evidence I can work with and I'll get it fixed.
Title: Re: The Full Monty
Post by: S3231541 on October 03, 2012, 05:17:08 AM
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
Title: Re: The Full Monty
Post by: Gerson on October 03, 2012, 05:22:37 AM
Hi Monty!
Congratulations for your great work.
One question: is the claymore FW Pack installed only by activating through jsmge, or we have to install it as explained in the readme of the original pack? Because the original installation requires modifying a lot of stuff in the game , ( adding lines to air.ini, weapons.ini, ru.propperties, rc. STD folder and ....), wich , sometimes creates BIG PROBLEMS.
Is there an easy and safe wau to install this wonderful pack in DBW 1.71.
All the  best
Gerson
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 03, 2012, 05:26:01 AM
Hi Monty!
Congratulations for your great work.
One question: is the claymore FW Pack installed only by activating through jsmge, or we have to install it as explained in the readme of the original pack? Because the original installation requires modifying a lot of stuff in the game , ( adding lines to air.ini, weapons.ini, ru.propperties, rc. STD folder and ....), wich , sometimes creates BIG PROBLEMS.
Is there an easy and safe wau to install this wonderful pack in DBW 1.71.
All the  best
Gerson
Hi Gerson

Vanilla DBW 1.71, activate the packs in number order, that's it, no editing, no pasting, nothing, all done and good to go.

For a really detailed breakdown:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewforum.php?25

Simon(Monty27)

Title: Re: The Full Monty
Post by: SAS~Monty27 on October 03, 2012, 05:27:08 AM
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
It looks like a country specific issue then, as it is not a problem for everyone.

I have spoken to downloaders in the UK, USA, Germany and Japan in the last few days.

So, we need other solutions, anyone who can get the stuff uploaded or hosted in any other way is welcome to assist.
Title: Re: The Full Monty
Post by: Gerson on October 03, 2012, 05:41:06 AM
Thanks for your fast reply Monty.
Ill will install your pack number 1 only, and give it a try.
For sure Ill have to deactivate the clean jsmge aircraft from Wid weapon first.
Thanks
Gerson
Title: Re: The Full Monty
Post by: Gerson on October 03, 2012, 05:58:23 AM
Same problem for me.
I cant download the first part of the pack.
The webpage says i need a premium account
Title: Re: The Full Monty
Post by: 352nd_Hoss on October 03, 2012, 06:10:02 AM
It may have to do with how large the file is, it's over 600mb and all the rest I looked at on my install are in the mid 200mb.  I uploaded it to my Airgroups website because they had the same problem with premium member issue on A&A.  I uploaded it (Monty 01part1) to our site and it got downloaded once and then it changed itself over to a premium download, so I believe it has to do with the size of the file.  What sucks is it's an SFS file, and would have to be unpacked, and repacked at least twice, if not into thirds to get under the Speedy Share size trigger.....

Just my thoughts, but I will upload it this afternoon (Cali time) and send you the link, but I believe after it's been download once or twice it will switch itself back to Premium download.

Title: Re: The Full Monty
Post by: Gerson on October 03, 2012, 06:46:14 AM
Thanks AG-51 Hoss
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 03, 2012, 06:49:10 AM
It may have to do with how large the file is, it's over 600mb and all the rest I looked at on my install are in the mid 200mb.  I uploaded it to my Airgroups website because they had the same problem with premium member issue on A&A.  I uploaded it (Monty 01part1) to our site and it got downloaded once and then it changed itself over to a premium download, so I believe it has to do with the size of the file.  What sucks is it's an SFS file, and would have to be unpacked, and repacked at least twice, if not into thirds to get under the Speedy Share size trigger.....

Just my thoughts, but I will upload it this afternoon (Cali time) and send you the link, but I believe after it's been download once or twice it will switch itself back to Premium download.
Thanks Hoss, much appreciated.  Gotta get that first part hosted somewhere, working on it...
Title: Re: The Full Monty
Post by: Crash_MX06 on October 03, 2012, 07:30:05 AM
part1 1/4 and part4 are blocked
Title: Re: The Full Monty
Post by: Sonny Tucson on October 03, 2012, 08:00:19 AM
Hello Monty

As already said by fellow members , superb work.! Just installed the full Monty following all your advises and the whole stuff is running great.
I am already flying your Ace of Spades campaign on this new install . Incredible.

I am playing it in 3D , thanks to Benito's superb Stereo3D. Full Monty in 3D is a real pleasure for all senses, simply gorgeous . I don't want to fly in 2D anymore !  ::)
Maybe you could have a look at his mod and implement it in a future pack ....

The sole problem I have with it is that I loose my widescreen !. No way known to have it run !

Very big THANKS to you and all the guys here at SAS ,without whom we would be nothing !.

P.S. Is Claymore 190 superpack completely implemented with all his features ? It looks to me as Magnetos on/off , Flat canopies and FW Logos are missing or did I miss anything ?

Sonny Tucson . :)
Hi Sonny

Those options are already JSGME, so go grab 'em and put 'em in last as on/off options as you please.  Also, be aware that the Magnetos option negatively effects the opening canopy function, speeding them up horribly, so I leave that one alone.

One more thing: Please ensure that you are flying the latest 'Special Edition' JG53, designed for The Full Monty, there are a number of key functional changes and loads more new stuff.

https://www.sas1946.com/main/index.php/topic,27211.0.html

Simon(Monty27)

That's what I did Monty ! I read the dreaded FM ! :P

The last 78thFG_WinWpn Clean JSGME Packs include some mods not already part of Full MONTY.
Do you intend to incorporate them in DBW-MONTY-13 or 14 ?

Thanks again

Sonny  :)
Title: Re: The Full Monty
Post by: saab ja26 on October 03, 2012, 09:37:22 AM
Hi Monty,
Is it possible for me to be able to add additional planes to the Full Monty like I could in DBW? There are a few polish planes I would like to add to my install.
Title: Re: The Full Monty
Post by: saab ja26 on October 03, 2012, 10:08:02 AM
Hmmm, part 06 requires a premium account. It won't allow you to download with the basic version. All other parts of the pack downloaded okay but not this one.
Title: Re: The Full Monty
Post by: CWMV on October 03, 2012, 10:26:56 AM
Confirmed.
Damn. Ill bet its free until you hit a certain amount of DL's.
If its popular they charge for it.
Title: Re: The Full Monty
Post by: ggrewe on October 03, 2012, 12:33:21 PM
Hi Simon – thanks so much for taking the time to answer, looks like you have become quite popular with this great pack. Seems CWMV is correct though:  popular = pay.... a compliment to your work  ;D
So taken a mths subscription, just to get these – it’s worth it for me.
Hopefully good to go in a couple of hours
Thanks again for your hard work  ;)
Title: Re: The Full Monty
Post by: pied on October 03, 2012, 02:25:14 PM
Hola Monty'

Looks like parts 1-1, 4,6, aand 9-2 are all being blocked for those that don't have a 'premium acct'...


pied
Title: Re: The Full Monty
Post by: WindWpn on October 03, 2012, 02:50:01 PM

The last 78thFG_WinWpn Clean JSGME Packs include some mods not already part of Full MONTY.
Do you intend to incorporate them in DBW-MONTY-13 or 14 ?

Thanks again

Sonny  :)

FYI, see the below screen shot of my Full Monty GME Active Set
(https://lh3.googleusercontent.com/-gSpP3PkG3lc/UGykbN1CIZI/AAAAAAAACq8/pACow8hdpbw/s743/jsgme_fullM.png)

As you can see, along with the Full Monty, I have a few other packs enabled including the CLEAN JSGME FOV mod and shipped DBW packs such as forgotten countries On.  Most all other mods in the CLEAN packs are already incorporated into the Full Monty.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 03, 2012, 03:15:46 PM
Hi Monty,
Is it possible for me to be able to add additional planes to the Full Monty like I could in DBW? There are a few polish planes I would like to add to my install.
I'm fortunate to have a base in cyberspace called Monty's Corner - It helps us organise ideas. Please post your request there, with details, and we may well see your ideas in the next update back here!

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewforum.php?25

Also: I can make the Monty Packs into Torrents, which should make them more available for folks.  Doing that now...

EDIT:
Done and uploading, give them a chance to build up, should be OK.
Title: Re: The Full Monty
Post by: wingflyr on October 03, 2012, 09:50:06 PM
Congratulations Monty on a brilliant Package you have put together here.  8) Big cheers.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 03, 2012, 10:12:16 PM
Congratulations Monty on a brilliant Package you have put together here.  8) Big cheers.

The credit is all yours wingflyr and the other brilliant modders included here.  All I did was pack it for JSGME.(https://www.sas1946.com/main/Smileys/akyhne/embarrassed.gif)
Title: Re: The Full Monty
Post by: Griffon_301 on October 04, 2012, 07:50:42 AM
Hello!

man I spent a whole evening integrating some stuff into WingFlyers packs recently and now I found your great set;
just a quick question: I have seen your packs contain a looooot of addon aircraft-will their number lead to that dreaded java memory limit and crash my installation?
also, I guess these packs will work with benitomuso´s new modding tool which I intend to use as soon as I have some time to try it out as it will greatly reduce the space needed on the HD that contains the install...

thanks in advance for any answers and a big thank you for putting together that wonderfull stuff :)

cheers
phil
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 04, 2012, 08:07:10 AM
Hello!

man I spent a whole evening integrating some stuff into WingFlyers packs recently and now I found your great set;
just a quick question: I have seen your packs contain a looooot of addon aircraft-will their number lead to that dreaded java memory limit and crash my installation?
also, I guess these packs will work with benitomuso´s new modding tool which I intend to use as soon as I have some time to try it out as it will greatly reduce the space needed on the HD that contains the install...

thanks in advance for any answers and a big thank you for putting together that wonderfull stuff :)

cheers
phil

Honestly, not a stutter, smoooooooth!  It could be a bit tidier in places, but a number of compatibility issues were fixed along the way, which is the main achievement.  There are also a lot more ships and FMB objects and CY6s latest functions, all important to me as a campaign builder.  Thousands of the dreaded ini edits (where a mis-placed dot can CTD) have time and again proved the value of JSGME and Wind's modular system of cumulative packs, which is where it started from.

It is important to overlay on a Vanilla DBW install, and there is a pdf with more info and detail, worth checking out IMHO.  This install certainly hasn't hit any walls yet.



Title: Re: The Full Monty
Post by: fhmcq on October 04, 2012, 08:33:19 AM
thanx for these monty. i am downloading and seeding the torrents.just thought you should know, your links for torrents 8 & 11 are incorrect. they are dupes for 7 &10.
thanx again and looking forward to playing with these
Title: Re: The Full Monty
Post by: GEORGES44 on October 04, 2012, 11:18:56 AM
Great thanks for your work and the torrent links. Seeding now
I confirm the links for packs 8 and 11 are incorrects
Can't wait to try all these new toys: Christmas before time!!!!
Title: Re: The Full Monty
Post by: Griffon_301 on October 04, 2012, 02:16:36 PM
Hello Monty!
ah great to know! I have trimmed Wind´s packs now with all the additional stuff that came out in the time since he released his packs in March and I finally got everything working, including the new static stuff :)
but I will switch to your packs as they contain much much more thingies and include nearly everything I have added;
the rest which is not included should be easy to add, stuff like the revised cowlings and some eyecandy effects stuff like Gurners and vpmedias new damage textures etc.

once again, thank you for that great addition, should make modding much more easier now and combined with benitos new mod manager thingie provide a whole new dimension to modding the old lady that IL2 now is :)

cheers
phil
Title: Re: The Full Monty
Post by: CWMV on October 04, 2012, 02:53:02 PM
Please try adding Gurners effects and let me know what happens.
Title: Re: The Full Monty
Post by: WindWpn on October 04, 2012, 03:41:37 PM
Please try adding Gurners effects and let me know what happens.

Gurners will be a challenge with UV3, as you will run into the very limited ammo rounds bug.  However, perhaps if the defect can be identified and fixed in running both mods together, it would be great to get Gurners in there!
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 04, 2012, 04:53:30 PM
thanx for these monty. i am downloading and seeding the torrents.just thought you should know, your links for torrents 8 & 11 are incorrect. they are dupes for 7 &10.
thanx again and looking forward to playing with these
Great thanks for your work and the torrent links. Seeding now
I confirm the links for packs 8 and 11 are incorrects
Can't wait to try all these new toys: Christmas before time!!!!
Can't thank you enough guys, corrected the torrents now;

Monty-08 torrent
https://www.mediafire.com/?doz8t4ap6v3a0u7

Monty-11 torrent
https://www.mediafire.com/?1e80e2mjvc193e5
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 04, 2012, 05:01:33 PM
Hello Monty!
ah great to know! I have trimmed Wind´s packs now with all the additional stuff that came out in the time since he released his packs in March and I finally got everything working, including the new static stuff :)
but I will switch to your packs as they contain much much more thingies and include nearly everything I have added;
the rest which is not included should be easy to add, stuff like the revised cowlings and some eyecandy effects stuff like Gurners and vpmedias new damage textures etc.

once again, thank you for that great addition, should make modding much more easier now and combined with benitos new mod manager thingie provide a whole new dimension to modding the old lady that IL2 now is :)

cheers
phil
Hey Griffon

Please feel free to pop round to my office and post your ideas, with links.  We could probably push it to a couple of more packs yet, especially focused on effects and mesh enhancements.  That way we could share the improvements with everyone.

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2742

Simon(Monty27)
Title: Re: The Full Monty
Post by: CWMV on October 04, 2012, 05:13:14 PM
Please try adding Gurners effects and let me know what happens.

Gurners will be a challenge with UV3, as you will run into the very limited ammo rounds bug.  However, perhaps if the defect can be identified and fixed in running both mods together, it would be great to get Gurners in there!

Hmmm, don't know what to say but I have no such issue. My Spits and 109's have plenty of ammo.
Well except the mk108 birds, just 60 rounds, but that isn't UV3's problem.
Furthermore I have no problem with opening canopies and UV3, so...
Title: Re: The Full Monty
Post by: chupag72 on October 05, 2012, 12:30:12 AM
When I put the package ?6 game crashes at 70%






Title: Re: The Full Monty
Post by: CWMV on October 05, 2012, 12:38:27 AM
You must add all packs, in order, and only then start the game.
Title: Re: The Full Monty
Post by: chupag72 on October 05, 2012, 12:44:01 AM
Do not know how to attach here the Log file. This in my Log File:class 'air.Mk6' not found.I have added all the packages
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 05, 2012, 02:17:42 AM
Do not know how to attach here the Log file. This in my Log File:class 'air.Mk6' not found.I have added all the packages
70% CTD indicates a MISSING aircraft or static aircraft.

This in turn indicates an incomplete package or download or installation over a non-vanilla DBW, that is to say, you may have left something in there that is being called for on launch.

If you have truly exhausted all of the avenues and options covered in the PDF, after fully following the instructions, then you have revealed something previously unknown to the community.  However, this is unlikely, and I suggest you go back to check sizes and other issues.

This thread is pretty detailed, the PDF is even more detailed, and there is TONS of related stuff on this site.

Unless any of us live in the next street to you, you are going to have to do some more reading my friend...
Title: Re: The Full Monty
Post by: chupag72 on October 05, 2012, 02:49:21 AM
Thanks for the reply
Title: Re: The Full Monty
Post by: dpeters95 on October 05, 2012, 07:30:08 AM
C'mon folks...  Please continue to seed the torrents after you get them.  I am seeding at 500kb/s but I only have 4 complete torrents of the 13.  Many of us are currently stuck with no seeders.  This only works if we all share!
Title: Re: The Full Monty
Post by: Gerson on October 05, 2012, 10:14:14 AM
Please someone post a new link or a torrent link to download a clean #DBW folder because the one posted needs a premium account at speddy share.
Thanks a lot
Gerson
Title: Re: The Full Monty
Post by: chupag72 on October 05, 2012, 11:13:32 AM
Installed the complete package of all the same flight 70%. Net DBW starts normally
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 05, 2012, 04:57:34 PM
Please someone post a new link or a torrent link to download a clean #DBW folder because the one posted needs a premium account at speddy share.
Thanks a lot
Gerson
I will stick mine on Mediafire for you.

https://www.mediafire.com/?kjj2nc53b5xtvg7
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 05, 2012, 05:15:32 PM
Installed the complete package of all the same flight 70%. Net DBW starts normally
Start here mate. 

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2758

I bet I have spent a lot more time writing this and putting it together than you have so far put in to reading and getting it.  When understanding hits you its a great moment.  Your error is in there, this will help you to find and eliminate it.

I'm not being harsh, truly, go back and research, you can 'get it'.  But we can only hold your hand so far...
Title: Re: The Full Monty
Post by: CWMV on October 05, 2012, 05:34:09 PM
Installed the complete package of all the same flight 70%. Net DBW starts normally
Start here mate. 

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2758

I bet I have spent a lot more time writing this and putting it together than you have so far put in to reading and getting it.  When understanding hits you its a great moment.  Your error is in there, this will help you to find and eliminate it.

I'm not being harsh, truly, go back and research, you can 'get it'.  But we can only hold your hand so far...

Quoted for truth.

Download the parts
ENSURE THEY ARE THE CORRECT SIZE
ACTIVATE IN NUMERICAL ORDER (in a clean DBW) !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
And then play.
If you do that it will work.
Title: Re: The Full Monty
Post by: csvousden on October 05, 2012, 07:26:03 PM
78thFG_WindWpn:  In your post #39, you have a DBW file of Monty ini's.  What are those?  Were they part of the full monty somewhere--if so, which download were they in?

And in parts 10 and 12 of the download there additional files outside of the DBW folders--do those go into the main Il-2 folder?

Thanks
Title: Re: The Full Monty
Post by: csvousden on October 05, 2012, 08:08:08 PM
Also, I have down loaded parts 1, 7, and 10 twice and I get different sizes than the ones listed on the first post.

My part one (4parts into part 1) is 2.09 GB, part 7 is 818mb, and part 10 is 399mb.
The website says they should be 2.10GB, 821mb, and 404mb respectively. 

Can anyone suggest what might be missing? They open without issues.

CV
Title: Re: The Full Monty
Post by: WindWpn on October 05, 2012, 10:06:32 PM
78thFG_WindWpn:  In your post #39, you have a DBW file of Monty ini's.  What are those?  Were they part of the full monty somewhere--if so, which download were they in?

And in parts 10 and 12 of the download there additional files outside of the DBW folders--do those go into the main Il-2 folder?

Thanks

Excuse that pack at this time.  I have been working on a version of the TFM that is a walk away and enable setup (avoid messages from GME stalling the enable process).  That ini pack contains data to allow this type of gme enabling.  The screenie I posted was mainly to show that you can enable other packs along with the TFM such as some standard DBW packs and my FOV pack. 

~S~

wind
Title: Re: The Full Monty
Post by: chupag72 on October 05, 2012, 10:35:45 PM
I had a problem in classes of these aircraft Gomhouria-Mk6; Bu-181 :Bf-109F-1:Bf-109F-3; F-109F-4_1.3ATA; Bf-109K-6; Go-229-1956; Me-262C-1a; Me-262C-3a; Me-262SB-1a; MeteorF3; MiG-19S.removed them and the game starts
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 05, 2012, 11:58:38 PM
I had a problem in classes of these aircraft Gomhouria-Mk6; Bu-181 :Bf-109F-1:Bf-109F-3; F-109F-4_1.3ATA; Bf-109K-6; Go-229-1956; Me-262C-1a; Me-262C-3a; Me-262SB-1a; MeteorF3; MiG-19S.removed them and the game starts
Removed them?  Oh the Horror!  They are GONE then?

Well sorry mate, but that's not a 'fix' I will recommend to anyone.  Do you seriously think thats a solution or in any way what was intended by this EASY install?  It isn't an ADDON pack if the stuff ain't there!

Well either me and the rest of these people are wrong, or you had a problem with your install in the first place.  Do yourself a favour and get a proper DBW 1.71 working first, then (and only then) you can add on all this as well.
Title: Re: The Full Monty
Post by: CWMV on October 06, 2012, 12:08:29 AM
Ya that's no fix.
I've done much the same thing but not to fix issues, just removing the stuff ill never use (jets).

Question to all. I cannot get Gurners effects to work acceptibly.
Rig is not a concern, but with this pack (working) burners effects slow everything to a standstill.
I know there is a conflict somewhere, but I'm away from my PC right now.
Title: Re: The Full Monty
Post by: GEORGES44 on October 06, 2012, 01:45:25 AM
C'mon folks...  Please continue to seed the torrents after you get them.  I am seeding at 500kb/s but I only have 4 complete torrents of the 13.  Many of us are currently stuck with no seeders.  This only works if we all share!

Seeding at the best of my possibilities, but I cannot get the packs 9, 10, 11 and 12 complete.
Others peers are connected on these incomplete packs but they are stuck at the same level as I am.
If somebody could help on these packs, it will be greatly appreciated.
Title: Re: The Full Monty
Post by: chupag72 on October 06, 2012, 02:31:05 AM
Thanks for the replies. I will deal
Title: Re: The Full Monty
Post by: Gerson on October 06, 2012, 03:53:57 AM
The same for me GEORGES44.
 Im stuck in 14% of Montys nº9 Pack.
 I could download all the others packs except that one.
 What I did is to load all the previous packs ( nº1 to nº8 ) through jsgme, and then loaded DBW_MOD_Maps from 78thWindWpn (clean jsmge mods) and then loaded Tiger maps fix,and pack number 10.
The game loaded fine after that, but if I load pack nº 11, the game crashes at 70%.
Thats the best I can do by now....
Waiting for pack nº9......
All the Best
Gerson.
Title: Re: The Full Monty
Post by: 'MadDog' on October 06, 2012, 05:12:39 AM
Hi Simon

With the wonderfully immersive environment that is coming within our grasp as we run this game I am wondering if there is any major impasse to embedding video into the game instead of the game created cut scenes. Clearly, this would make for larger downloads but we are getting used to this anyway with the new packs. It would really put us into the scene and there is a lot of war footage around. We wouldn't need so much background to be written into the mission brief in this case as the video could set the scene perfectly.

I like the game created scenes but we can do better I think now.

Euan
Title: Re: The Full Monty
Post by: GEORGES44 on October 06, 2012, 05:19:37 AM
The same for me GEORGES44.
 Im stuck in 14% of Montys nº9 Pack.
 I could download all the others packs except that one.
 What I did is to load all the previous packs ( 1 to 8) through jsgme, and then loaded DBW_MOD_Maps from 78thWindWpn (clean jsmge mods) and then loaded Tiger maps fix,and pack number 10.
The game loaded fine after that, but if I load pack nº 11, the game crashes at 70%.
Thats the best I can do by now....
Waiting for pack nº9......
All the Best
Gerson.
Could you please seed for pack 10, 11 and 12 (I'm 78% on 12)?
Thanks
Title: Re: The Full Monty
Post by: Gerson on October 06, 2012, 06:24:15 AM
What do I have to do to seed them for you?
Title: Re: The Full Monty
Post by: dpeters95 on October 06, 2012, 07:45:33 AM
The same for me GEORGES44.
 Im stuck in 14% of Montys nº9 Pack.
 I could download all the others packs except that one.
 What I did is to load all the previous packs ( 1 to 8) through jsgme, and then loaded DBW_MOD_Maps from 78thWindWpn (clean jsmge mods) and then loaded Tiger maps fix,and pack number 10.
The game loaded fine after that, but if I load pack nº 11, the game crashes at 70%.
Thats the best I can do by now....
Waiting for pack nº9......
All the Best
Gerson.
Could you please seed for pack 10, 11 and 12 (I'm 78% on 12)?
Thanks

I am continuing to seed all torrents 1-8 and 13 at 500kb/s.  We are stuck for 9, 10, 11, 12.  Please seed these torrents.  I will continue to seed all I can get for days if someone can provide these 4 missing torrents.  I have read here that several people have said that they have completed all the downloads and are looking for help...  but NOT seeding???
Title: Re: The Full Monty
Post by: mojojojo on October 06, 2012, 07:56:11 AM
WOW!!!
i just stumbled into this and its CRAZY!
this is by far the biggest and best add-on pack ive ever seen!
congrats o making this!
Title: Re: The Full Monty
Post by: GEORGES44 on October 06, 2012, 08:05:00 AM
What do I have to do to seed them for you?

In your torrent, open the files 10 to 12; they will be available for the people who don't have them.
I am seeding all the files i managed to download: 1 to 8 plus 13 are all complete.
Now 98% on 12 and again stopped: "Be Patient" said the Jedi to his apprentice!!
Title: Re: The Full Monty
Post by: chupag72 on October 06, 2012, 01:59:13 PM
Not working mod _0_0TigersSOUNDSforDBW. No sound when pressing the F3 key
Title: Re: The Full Monty
Post by: CWMV on October 06, 2012, 03:36:49 PM
That's a problem with UV3, not the full Monty.
EDIT:
Ok I need a hand here.
Ive stripped this thing as bare as I can without editing static .ini's
Removed all post ww2 aircraft, all effects, most 3d corrections, UV3, LGDM's and 24 bit skins. Everything I can imagine would interfere with Gurners effects.
And yet Gurners effects still grind this to a halt.
Player aircraft only, Crimea map 3000 meters, with this pack and gurners effects. Smooth in external view unless the horizon is in the field of view. When it is its near a 2 frames per second.
Cockpit view is always choppy.

Anyone running this and gurners effects succesfully?
Title: Re: The Full Monty
Post by: chupag72 on October 07, 2012, 02:13:44 AM
That's a problem with UV3, not the full Monty.
EDIT:
Ok I need a hand here.
Ive stripped this thing as bare as I can without editing static .ini's
Removed all post ww2 aircraft, all effects, most 3d corrections, UV3, LGDM's and 24 bit skins. Everything I can imagine would interfere with Gurners effects.
And yet Gurners effects still grind this to a halt.
Player aircraft only, Crimea map 3000 meters, with this pack and gurners effects. Smooth in external view unless the horizon is in the field of view. When it is its near a 2 frames per second.
Cockpit view is always choppy.

Anyone running this and gurners effects succesfully?




Everything needed to understand. And the error classes confirm. Gomhouria-Mk6; Bu-181 :Bf-109F-1:Bf-109F-3; F-109F-4_1.3ATA; Bf-109K-6; Go-229-1956; Me-262C-1a; Me-262C-3a; Me-262SB-1a; MeteorF3; MiG-19S
Title: Re: The Full Monty
Post by: CWMV on October 07, 2012, 02:50:45 AM
Not following you there.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 07, 2012, 03:02:40 AM
What do I have to do to seed them for you?

In your torrent, open the files 10 to 12; they will be available for the people who don't have them.
I am seeding all the files i managed to download: 1 to 8 plus 13 are all complete.
Now 98% on 12 and again stopped: "Be Patient" said the Jedi to his apprentice!!
I'm seeding them too, not a superfast connection, but I will leave them running as much as possible, can do all night and all day during the week.  They will get there!
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 07, 2012, 03:05:12 AM
WOW!!!
i just stumbled into this and its CRAZY!
this is by far the biggest and best add-on pack ive ever seen!
congrats o making this!
Hey mojojojo, once again I agree with you!
Title: Re: The Full Monty
Post by: GEORGES44 on October 07, 2012, 03:25:12 AM
What do I have to do to seed them for you?
In your torrent, open the files 10 to 12; they will be available for the people who don't have them.
I am seeding all the files i managed to download: 1 to 8 plus 13 are all complete.
Now 98% on 12 and again stopped: "Be Patient" said the Jedi to his apprentice!!

I'm seeding them too, not a superfast connection, but I will leave them running as much as possible, can do all night and all day during the week.  They will get there!

Thanks a lot Monty, you are really a great guy!
Now complete on 11 and 12: downloading 9 and 10, and when complete I will be able to seed on the full package.
I will seed for the whole week, night and day no problem (except the haphazard disconnect from my ISP, it happens too often to my taste).
Title: Re: The Full Monty
Post by: GEORGES44 on October 07, 2012, 07:08:13 AM
Full pack complete just now.
As promised, will be seeding for the whole week.
Not able yet to try it, I'm on a dual-boot windows/ubuntu and using ubuntu for torrent ( a lot of reasons for that).
I'm keeping windows mainly for IL2; I'll have something to look forward for next weekend.

Good flight everyone, and thanks again Monty27
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 07, 2012, 07:51:42 AM
Full pack complete just now.
As promised, will be seeding for the whole week.
Not able yet to try it, I'm on a dual-boot windows/ubuntu and using ubuntu for torrent ( a lot of reasons for that).
I'm keeping windows mainly for IL2; I'll have something to look forward for next weekend.

Good flight everyone, and thanks again Monty27
Gives you a little time to read the PDF mate. (https://www.sas1946.com/main/Smileys/akyhne/smiley.gif)

Thanks for your enthusiasm and assistance, makes it worth putting together.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 07, 2012, 08:25:03 AM
Hello Monty.  I am taking the plunge.  You have done something wonderful here.

Did want you to know that the Radio Soundpacks link goes to the main A&A menu and I could not find the d/l.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 07, 2012, 09:00:01 AM
Hello Monty.  I am taking the plunge.  You have done something wonderful here.

Did want you to know that the Radio Soundpacks link goes to the main A&A menu and I could not find the d/l.
I will post them here at SAS later on tomorrow, or you can join A&A (register like you do at SAS1946) and then you will be able to download them once logged in as a member.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 07, 2012, 02:44:43 PM
TY for that.  I have another issue.  I d/l from the Torrent files and received the 70% loading crash.  So I checked the size of all files and found 3 that were smaller than they should be; 1, 7, 10.  So I d/l'd again from the Torrent, and I still get smaller files:
Monty-01   2.10GB but I get = 2.09
Monty-07   821 MB but I get = 818
Monty-10   404 MB but I get = 402

...what's going on?

I want to get some advice before I start the laborious load process again
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 07, 2012, 03:30:42 PM
TY for that.  I have another issue.  I d/l from the Torrent files and received the 70% loading crash.  So I checked the size of all files and found 3 that were smaller than they should be; 1, 7, 10.  So I d/l'd again from the Torrent, and I still get smaller files:
Monty-01   2.10GB but I get = 2.09
Monty-07   821 MB but I get = 818
Monty-10   404 MB but I get = 402

...what's going on?

I want to get some advice before I start the laborious load process again
Those sizes are right according to what I have now.  The small variation may have occurred during the first testing/posting so I will correct that on the posts. 

It is a bit laborious, but that depends on how you look at it.  Once you test each pack, and can see it working, you gain a margin of safety and always have a step back.  I reset the whole thing many times during testing (adding something new or making an earlier change) and began to trust it and do something else at each stage; water my lawn, annoy my cats with a guitar, surf the net, read a book...
Title: Re: The Full Monty
Post by: Barkhorn1x on October 07, 2012, 04:35:02 PM
Ah - OK.  I will run IL-2 after each pack install then.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 07, 2012, 08:38:41 PM
Ah - OK.  I will run IL-2 after each pack install then.
Nice and safe...
Title: Re: The Full Monty
Post by: Tac Error on October 07, 2012, 10:57:44 PM
Hi,

When I tried the DBW Korean War campaigns with this modpack enabled, the framerates go down to rock bottom (strangely enough, the problem doesn't seem to occur with other campaigns, and the performance was fine with the DBW clean modpacks). Is it really that demanding or is it a peculiarity of the Korea map with all the Full Monty additions?
Title: Re: The Full Monty
Post by: csvousden on October 07, 2012, 11:06:24 PM
Monty,

Are you saying that the game should run after each part is installed through the jgsme?  I have a fresh install and the clean UP and DBW run, but when I installed the first part of the 13 full montys, i tried to run the game and it crashed to desktop.  My part one is 2.09GB. 

Is something missing?  Or am I doing something wrong?

C
Title: Re: The Full Monty
Post by: chupag72 on October 07, 2012, 11:23:35 PM
Reinstalled the game. Set all part of the package for the new on the net DBW . The error remained. Game crashes at 70% of the proceeds. Error in the classrooms of the files Gomhouria-Mk6; Bu-181 :Bf-109F-1:Bf-109F-3; F-109F-4_1.3ATA; Bf-109K-6; Go-229-1956; Me-262C-1a; Me-262C-3a; Me-262SB-1a; MeteorF3; MiG-19S it is in these planes.Sorry for my English
Title: Re: The Full Monty
Post by: CWMV on October 07, 2012, 11:28:31 PM
There isnt any issue with those if your download isnt corrupted and you did it correctly.
I have run the full monty in its enormity with all of the above. Only issue is still gurners effects.
Title: Re: The Full Monty
Post by: chupag72 on October 07, 2012, 11:32:41 PM
I was downloading the whole package anew. There are no errors. Download and torrent file from here http://speedy.sh/TtghS/DBW-MONTY-01Part01.rar. Gives the same error.Net DBW runs without problems
Title: Re: The Full Monty
Post by: CWMV on October 07, 2012, 11:51:28 PM
Dont know what to tell you, never had any issues with it.
Title: Re: The Full Monty
Post by: chupag72 on October 07, 2012, 11:58:19 PM
Has faced such problem. Add in folder DBW a folder 00_BF109_Ultimate_Pack_v3 from package The Messerschmitt Bf-109 Ultimate Pack v3.1 *4.101m ONLY *, replace in folder DBW folder Air_ZZBu-181 with the version for 4.09 from here http://www.gamefront.com/files/21178085/Bucker_Bu-181_beta.7z. Then replace Bu-181_FM for 4.09 file for 4.10 and all will depart. I for myself have solved a problem in such a way. Good luck! Forgive my bad English.And so starts. It is not clear why
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 01:39:57 AM
Tac Error
csvousden
chupag72


In EVERY case where you fail with The Full Monty it is invariably because you have not started from a VANILLA DBW1.71.

You can PROVE it to yourself in seconds, in the time it takes to RENAME your old #DBW folder and substitute this one, which is a plain VANILLA DBW 1.71.

https://www.mediafire.com/?kjj2nc53b5xtvg7

Try it - Launch with no mods - its OK - like I told ya.

Next load each pack through JSGME - LEFT panel to RIGHT panel.

Do one at a time, test launch - it works.

I note that 78th_WindWpn, AG51_Hoss, CWMV, RDDR and numerous others, who really know what they are doing, just stuck the whole lot in JSGMEMODS and activated it all at once and have never looked back.  Somehow we have managed to all do the same thing, and it really is very simple.

To RE-STATE if it falls over at any stage you never started from the same place as those for whom it works, ie: VANILLA DBW 1.71.

FINAL CHECKLIST-
Download VANILLA #DBW replacement folder (assuming you have DBW 1.71 in the first place)
REPLACE your existing #DBW with this one https://www.mediafire.com/?kjj2nc53b5xtvg7
Test VANILLA DBW 1.71 - Launch it, fly a bit, have a look at stuff, its all there? Good, then next...

Download Monty Packs
Put packs into JSGMEMODS
Verify size of packs - really that's the best indication its all there
JSGME in Number Order
Go fly
Title: Re: The Full Monty
Post by: chupag72 on October 08, 2012, 01:49:34 AM
And you can test these packages separately?
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 01:55:58 AM
you can test these packages separately?
Yes, ja. sí. bai, jes, oo, kyllä, oui, sic; and yes again! - IN NUMERICAL ORDER
Title: Re: The Full Monty
Post by: chupag72 on October 08, 2012, 01:57:57 AM
Thanks for the tips
Title: Re: The Full Monty
Post by: csvousden on October 08, 2012, 11:04:02 AM
So if the game works fine with just the new DBW vanilla in place of any old such folder, and then if the onlyl jgsme mod is the 2.09GB Full Monty part 1 enabled and the game crashes at 5%, there is no potential explanation other than something was installed wrong?

That was my experience.  I am bummed because this seems to be the best thing since sliced bread, and I just can't seem to get past the first part.

 
Title: Re: The Full Monty
Post by: CWMV on October 08, 2012, 11:07:08 AM
Possible corrupted download.
Title: Re: The Full Monty
Post by: csvousden on October 08, 2012, 02:31:38 PM
I hate to be a naysayer here, and I definitely don't want to incur the wrath of any of the very hardworking people who create these wonderful mods, but I have downloaded the 1st part three times.  The first through speedyshare and twice through torrents, but my game will not fly with part one enabled.  It flies fine with either UP or DBW vanilla.

Is it at all possible that some of us who have downloaded and used many other mods are not hallucinating when we cannot get this to work?  I just tried it again with a new download of part one, I restarted my computer after enabling it, and still it crashed at 5%.  I would be grateful if someone wiser than me, could actually pursue this.  Am I alone in not getting past that percentage?  If so, I will beg your pardon and surrender, but I suspect that I am not the only one struggling.  And I would be so grateful for any assistance.
Title: Re: The Full Monty
Post by: CWMV on October 08, 2012, 03:11:54 PM
EDIT: I am an idiot, se below...
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 04:05:42 PM
I hate to be a naysayer here, and I definitely don't want to incur the wrath of any of the very hardworking people who create these wonderful mods, but I have downloaded the 1st part three times.  The first through speedyshare and twice through torrents, but my game will not fly with part one enabled.  It flies fine with either UP or DBW vanilla.

Is it at all possible that some of us who have downloaded and used many other mods are not hallucinating when we cannot get this to work?  I just tried it again with a new download of part one, I restarted my computer after enabling it, and still it crashed at 5%.  I would be grateful if someone wiser than me, could actually pursue this.  Am I alone in not getting past that percentage?  If so, I will beg your pardon and surrender, but I suspect that I am not the only one struggling.  And I would be so grateful for any assistance.
I don't regard you as a naysayer. Assuming your rig is OK and you actually ran DBW using the replacement #DBW that I took from my own VANILLA Install (and NOT simply over-writing the old one), then yes it does all work fine with just the first pack enabled.

Your problem, if I may say so, is more one of attitude.  Indeed you are not hallucinating, neither are the majority for whom TFM is working just fine. 

You have an error which is located in your initial DBW setup, despite your best efforts and those of others to help.  That is where you will find the obstacle, once you start focusing on the right place to look for it.

Learn to locate and read your log file, it sits in the main directory after a ctd.  Read it, maybe even post it here.

I understand your frustration and I am not asking for un-earned credibility:  If you can talk to me on Skype at the weekend (pm for details please) and can answer a few questions and compare setups, using the principles already described here, I can fix your DBW in around 30 minutes, then we will know what it was and can move forward.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 08, 2012, 04:11:19 PM
A bit frustrated.  Here is where I am at:
- Installed 1946 to 4.10.1 stock = works
- Patch to UP3 R4 = works
- Remove UP3 mods via JSGME
- Copy over DBW_1.71_SuperInstall = works
- Remove all mods and copy everything over to a new "Monty" folder
- Rename #DBW files to #orgDBW, install #DBWClean and rename to #DBW
- Test that = get the stock load screen to 95% and it sits there until I kill it
- I also tested w/ that set-up loading DBW mods I like and then patch 01 = Exe "flashes" for a second and won't load
- Finally I tested w/ just patch 01 loaded = get the stock load screen to 95% and it sits there until I kill it

So...what am I missing here?

Thanks.
Title: Re: The Full Monty
Post by: csvousden on October 08, 2012, 04:17:45 PM
Thanks Monty.  I didn't mean to be snide, and I really do love your work.  I am going to start from the very beginning and reinstall a fresh game from the disk and then work my way up.  Then if I can't get it going, I will be very grateful for further personal assitance.  I will try to correct it all myself first just to be sure I need that level of outside help.

C
Title: Re: The Full Monty
Post by: CWMV on October 08, 2012, 04:20:38 PM
Ok Monty apologies but my last little bit was USER ERROR!!!
 ???
I know after making some and using THOUSANDS of mods over the course of several years I made an error!

The total modder takes a learning curve, but man it makes so much sense if you can de-program from using old methods.

I was mounting the mods in the wrong order:

Monty 1
Monty 2
Monty 3
...
Monty 13
Clean DBW

Correct order is
Monty 13
Monty 12
Monty 11
...
Monty 1
Clean DBW

And now it all works fine.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 04:22:22 PM
A bit frustrated.  Here is where I am at:
- Installed 1946 to 4.10.1 stock = works
- Patch to UP3 R4 = works
- Remove UP3 mods via JSGME
- Copy over DBW_1.71_SuperInstall = works
- Remove all mods and copy everything over to a new "Monty" folder
- Rename #DBW files to #orgDBW, install #DBWClean and rename to #DBW
- Test that = get the stock load screen to 95% and it sits there until I kill it
- I also tested w/ that set-up loading DBW mods I like and then patch 01 = Exe "flashes" for a second and won't load
- Finally I tested w/ just patch 01 loaded = get the stock load screen to 95% and it sits there until I kill it

So...what am I missing here?

Thanks.
You haven't mentioned the SELECTOR, and you are doing a lot of un-necessary 'copying over'.  It really isn't that technical - I just remmed back to Monty-01 - AND BACK AGAIN - in about ten minutes, while looking at this thread, and launched four times in different setups, simply by re-naming folders rather than moving all the content around.

same deal as above: pm me for details.

If you don't have skype, but do have a mic, headphones and internet, then I recommend it, the program is free, as are the calls, hook up and check it out.
Title: Re: The Full Monty
Post by: csvousden on October 08, 2012, 04:25:17 PM
Actually, I just saw something in your message that might be crucial:

You wrote: "... install #DBWClean and rename to #DBW."

I have been taking the #DBW folder out of the #DBWClean folder and replacing the original one with that. 
Are you suggesting that it should be
gamefolder/#DBW (renamed from #DBWClean)/#DBW
rather than
gamefolder/#DBW (extracted from #DBWClean) ?
I have not tried that.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 08, 2012, 04:31:58 PM
Actually, I just saw something in your message that might be crucial:

You wrote: "... install #DBWClean and rename to #DBW."

I have been taking the #DBW folder out of the #DBWClean folder and replacing the original one with that. 
Are you suggesting that it should be
gamefolder/#DBW (renamed from #DBWClean)/#DBW
rather than
gamefolder/#DBW (extracted from #DBWClean) ?
I have not tried that.

Glad you didn't do it that way because I did and it doesn't work.

So, DUH - I messed that up.  Just took the #DBW folder out of the DBW clean folder and that worked fine!  DBW loads.  I am now copying over my favorite DBW mods and Monty pack 01.

Fingers crossed.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 08, 2012, 04:48:20 PM
Well Monty pack 01 gets to 5% and then crashes.  Corrupted file?

Thanks.
Title: Re: The Full Monty
Post by: flugkapitan on October 08, 2012, 05:37:49 PM
Same thing here - installed the Full Monty this weekend. Gets to 5%, then crashes. Not sure what is going on...

Comparing the sizes of the installed Full Monty files with the file sizes listed in the readme PDF a couple were just slightly smaller than the size that was listed. Not sure if that is the problem. Not sure why those couple were smaller in size.

Cheers,
Scott
Title: Re: The Full Monty
Post by: Gerson on October 08, 2012, 05:38:26 PM
Hi Monty.
Sorry to bother you but I have some issues to solve.
First I was using MY clean Original #DBW folder and installed your packs.
Everything was fine untill pack number 11, after loading number 11 I had a 70% crash, probably because of a static.ini, technic.ini or chiefs.ini confict.
Then I unstalled everything and installed YOURS #DBW clean folder.
After that, the game crashes at 5%.
Then I realized that ours #DBW folders were different, in spite of mine is 100% vanilla.
I checked that YOURS has a bigger buttons size, bigger STD, XD , everything is bigger than mine.
My install is 100% Vanilla 1.71 DBW and works fine with my #DBW folder.
Any suggestions...
Thnks a lot.
Gerson
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 05:57:31 PM
Hi Monty.
Sorry to bother you but I have some issues to solve.
First I was using MY clean Original #DBW folder and installed your packs.
Everything was fine untill pack number 11, after loading number 11 I had a 70% crash, probably because of a static.ini, technic.ini or chiefs.ini confict.
Then I unstalled everything and installed YOURS #DBW clean folder.
After that, the game crashes at 5%.
Then I realized that ours #DBW folders were different, in spite of mine is 100% vanilla.
I checked that YOURS has a bigger buttons size, bigger STD, XD , everything is bigger than mine.
My install is 100% Vanilla 1.71 DBW and works fine with my #DBW folder.
Any suggestions...
Thnks a lot.
Gerson
These are the correct buttons - case closed...

https://www.sas1946.com/main/index.php/topic,97.0.html

Thanks Gerson, I think you have SOLVED the issue for everyone else here who is crashing at 5%.

With regard to #DBWClean - look at the folder structure - The #DBW is INSIDE the zipped folder -  What I mean is take the #DBW that is INSIDE the #DBWClean folder, called #DBW!  You will have to move your existing one out of the way ie, rename it.

Thanks Gerson, I think you have SOLVED the issue for everyone else here who is crashing at 5%.

https://www.mediafire.com/?dre4yd3jof79twc

Probably a matter of packaging - Here is AG-51 Hoss's VANILLA #DBW - Unzip good to go.

Buttons are irrelevant at this stage, although Monty Packs update your buttons anyway.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 06:00:51 PM
Actually, I just saw something in your message that might be crucial:

You wrote: "... install #DBWClean and rename to #DBW."

I have been taking the #DBW folder out of the #DBWClean folder and replacing the original one with that. 
Are you suggesting that it should be
gamefolder/#DBW (renamed from #DBWClean)/#DBW
rather than
gamefolder/#DBW (extracted from #DBWClean) ?
I have not tried that.

Glad you didn't do it that way because I did and it doesn't work.

So, DUH - I messed that up.  Just took the #DBW folder out of the DBW clean folder and that worked fine!  DBW loads.  I am now copying over my favorite DBW mods and Monty pack 01.

Fingers crossed.

STOP THERE -  I am now copying over my favorite DBW mods and Monty pack 01.   This should be ringing alarm bells!
Title: Re: The Full Monty
Post by: Barkhorn1x on October 08, 2012, 06:11:04 PM
Actually, I just saw something in your message that might be crucial:

You wrote: "... install #DBWClean and rename to #DBW."

I have been taking the #DBW folder out of the #DBWClean folder and replacing the original one with that. 
Are you suggesting that it should be
gamefolder/#DBW (renamed from #DBWClean)/#DBW
rather than
gamefolder/#DBW (extracted from #DBWClean) ?
I have not tried that.

Glad you didn't do it that way because I did and it doesn't work.

So, DUH - I messed that up.  Just took the #DBW folder out of the DBW clean folder and that worked fine!  DBW loads.  I am now copying over my favorite DBW mods and Monty pack 01.

Fingers crossed.

STOP THERE -  I am now copying over my favorite DBW mods and Monty pack 01.   This should be ringing alarm bells!

Well I backed all of them out* and just went w/ Monty 01 - and got the 5% crash.  I re-d/l'd that file and got the same thing. I am trying with the new buttons now and will report back.

Sorry to be a pain here.

* BTW, these were the official DBW mods that are part of the 1.71 install and not just some I took a fancy to.
Title: Re: The Full Monty
Post by: csvousden on October 08, 2012, 06:21:56 PM
Barkhorn1x, I am following your progress closely.

I have a brand new game from scratch which works with stock, UPRC4 and DBW 1.71, so I am afraid to move forward.

I have part one downloaded three times and the clean DBW also which does have a newer buttons file than the one in the fresh install.  I will try both at different times.

(Should there be DiffM file in there anywhere? )

Looking forward to the day this works.  I will have to shoot down lots of EA to get out the emotional debris.

Thanks again to all of you who so valiantly work on these mods!
C
Title: Re: The Full Monty
Post by: Barkhorn1x on October 08, 2012, 06:23:49 PM
No joy on the new buttons still get the 5%.

Here is the bottom of the log file:
Quote
SFS library (tigersounds_1.sfs) NOT Mounted: No such file or directory: tigersounds_1.sfs
com.maddox.rts.SFSException: No such file or directory: tigersounds_1.sfs
   at com.maddox.rts.SFS.mount(Native Method)
   at com.maddox.rts.cmd.CmdSFS.exec(CmdSFS.java:35)
   at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
   at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)
   at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1583)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:420)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR sfs: SFS library (tigersounds_2.sfs) NOT Mounted: No such file or directory: tigersounds_2.sfs
com

Looks like a possible issue w/ tigersounds?  But that's a guess as I'm no expert.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 08, 2012, 06:51:41 PM
OK - this was an issue - as looking at my log file there were a ton of button issues before I put the new ones in and those are gone.

I went to this link:

https://www.sas1946.com/main/index.php/topic,3258.msg32569.html#msg32569

...and d/l'd the SFS files (tigersounds1 & tigersounds2) and added them to the root directory and Monty 01 loaded!!!
Title: Re: The Full Monty
Post by: Gerson on October 08, 2012, 07:08:31 PM
Hi Monty.
With the new #DBW folder from AG-51 Hoss's, the game loaded fine.
Now Im gonna start loading your packs through jsgme one by one and testing.
Thanks
Gerson
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 07:39:11 PM
OK - this was an issue - as looking at my log file there were a ton of button issues before I put the new ones in and those are gone.

I went to this link:

https://www.sas1946.com/main/index.php/topic,3258.msg32569.html#msg32569

...and d/l'd the SFS files (tigersounds1 & tigersounds2) and added them to the root directory and Monty 01 loaded!!!

These are the correct buttons - case closed...

https://www.sas1946.com/main/index.php/topic,97.0.html

On the SAME thread you posted there, page 4:-----

With regard to the DBW Button Fix on page one of this thread, labelled for DBW as:

Buttons fix for ALL versions (sept 3rd 2012) (fixes among other planes B29 and Skyraider start up bug)
https://www.mediafire.com/?f28a3jzeve3elb5

These Buttons (2384kb) kill the Bf109 open canopy function on some of the Bf109s. 

***********

All Bf109 canopies work with SAS_Buttons V9.7.7 for DBW.
https://www.sas1946.com/main/index.php/topic,97.0.html

Tested in DBW 1.71

Monty27
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 07:44:00 PM
Hi Monty.
With the new #DBW folder from AG-51 Hoss's, the game loaded fine.
Now Im gonna start loading your packs through jsgme one by one and testing.
Thanks
Gerson
Well done Gerson, you should find that all is well and your confidence in TFM will grow! Please let us know.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 07:47:16 PM
Actually, I just saw something in your message that might be crucial:

You wrote: "... install #DBWClean and rename to #DBW."

I have been taking the #DBW folder out of the #DBWClean folder and replacing the original one with that. 
Are you suggesting that it should be
gamefolder/#DBW (renamed from #DBWClean)/#DBW
rather than
gamefolder/#DBW (extracted from #DBWClean) ?
I have not tried that.
No, you are doing that part right by the sound of it.

This one is a direct packaged RAR from AG-51 Hoss's backup

https://www.mediafire.com/?dre4yd3jof79twc

Title: Re: The Full Monty
Post by: csvousden on October 08, 2012, 07:53:49 PM
By some miracle, I have gotten Monty # 1 to work, but it is not the version I got through the torrent.  It is the version that I got in 4 parts from Speedy before you had to have a premium account there. 

Now onto number 2!  Wish me luck.  If I have to, I will stop wherever it quits and just play that.  It is already a great version with only one part enabled.  Thank you Thank you Thank you.
Title: Re: The Full Monty
Post by: Gerson on October 08, 2012, 07:58:05 PM
Feedback:
Packs Nº1-3 loaded and game running fine.
Loading nº4.
Thanks
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 08, 2012, 08:00:59 PM
Feedback:
Packs Nº1-3 loaded and game running fine.
Loading nº4.
Thanks
By some miracle, I have gotten Monty # 1 to work, but it is not the version I got through the torrent.  It is the version that I got in 4 parts from Speedy before you had to have a premium account there. 

Now onto number 2!  Wish me luck.  If I have to, I will stop wherever it quits and just play that.  It is already a great version with only one part enabled.  Thank you Thank you Thank you.
Well, that is point of the modular, cumulative build, but I personally will not be satisfied until you are flying all the way up to Monty-14!  Take each step one at a time and if you hit another problem we will go from there.  However, with Monty-01 working for you I would be confident that the rest will play fine, because of the solid structure of this build.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 08, 2012, 08:01:04 PM
I am thru Monty pack 04 and no more issues so far.  :)
Title: Re: The Full Monty
Post by: csvousden on October 08, 2012, 10:39:12 PM
I am right there with you Barkhorn with pack 04, but now I have to go sleep.  Tomorrow evening, the mission will continue.

Thanks for everything all of you, especially you Monty!

C
Title: Re: The Full Monty
Post by: flugkapitan on October 08, 2012, 11:46:18 PM
Monty,

I am have re-downloaded all the files and when I extracted Monty07: I get the following error message from WinRAR:

!   D:\DBW UP IL21946\Full Monty Files\#DBW_MONTY-07.rar: CRC failed in #DBW_MONTY-07\#DBW\_0-Better pilots-v1\3do\Plane\Ki-100-I(Ko)(ja)\hier.him. The file is corrupt

This is the same message I got on Saturday when I extracted this file. I had a similar message on Saturday from Monty10. All these files were downloaded from SpeedyFile (yes, I paid for the subscription) or from Mediafile. I always used SpeedyFile except when MediaFile was the only option.

Any suggestions?

Cheers,
Scott


Title: Re: The Full Monty
Post by: Cmdr. Pluis on October 09, 2012, 12:03:14 AM
Finally got Monty 1 working by downloading the Tigersounds!
Now trying to enable the other packs. Thank you for the solution Barkhorn!
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 09, 2012, 12:14:06 AM
Finally got Monty 1 working by downloading the Tigersounds!
Now trying to enable the other packs. Thank you for the solution Barkhorn!
Its not the solution, please read the whole thread.

These are the correct buttons for DBW - SAS_Buttons V9.7.7. at time of posting.

https://www.sas1946.com/main/index.php/topic,97.0.html

On the SAME thread, page 4:-----

With regard to the DBW Button Fix on page one of this thread, labelled for DBW as:

Buttons fix for ALL versions (sept 3rd 2012) (fixes among other planes B29 and Skyraider start up bug)
https://www.mediafire.com/?f28a3jzeve3elb5

These Buttons (2384kb) kill the Bf109 open canopy function on some of the Bf109s. 

***********

All Bf109 canopies work with SAS_Buttons V9.7.7 for DBW.
https://www.sas1946.com/main/index.php/topic,97.0.html

Tested in DBW 1.71

Monty27
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 09, 2012, 01:46:55 AM
Ok Monty apologies but my last little bit was USER ERROR!!!
 ???
I know after making some and using THOUSANDS of mods over the course of several years I made an error!

The total modder takes a learning curve, but man it makes so much sense if you can de-program from using old methods.

I was mounting the mods in the wrong order:

Monty 1
Monty 2
Monty 3
...
Monty 13
Clean DBW

Correct order is
Monty 13
Monty 12
Monty 11
...
Monty 1
Clean DBW

And now it all works fine.
Good work CWMV. 

I always believed Total Modder to be in many ways far superior to JSGME, which is just a simple file copy utility after all.  Total Modder does much more than that and is much more efficient and effective.  However, look at the obstacles in this thread in just getting across a simple JSGME setup!

I could probably explain things better and I get plenty of practice here.  But whatever you do I have to ask "do most users read all of the necessary threads?  Do they read all of the manuals?  Should we even expect them to?"

The JSGME setup is solid and dependable for every level of user.  I would move to Total Modder in a second, when we can figure out how to explain it all clearly.  Maybe with practice and a few tutorials.  Feel free to start a thread on this adaption, it is interesting and probably the way of the future.

Simon(Monty27)
Title: Re: The Full Monty
Post by: chupag72 on October 09, 2012, 03:58:55 AM
When the install package # 6 of the flight 70% . Here is what the log file :gui/game/buttons
GUIQuick: class 'air.Mk6' not found
Main begin: PlMisAir: class 'air.Mk6' not found
java.lang.RuntimeException: PlMisAir: class 'air.Mk6' not found.

When installing the full package of the same thing happens

Renamed the folder Air_ZZBü-181 on _06__Bucker_Bu-181 and everything worked.
Title: Re: The Full Monty
Post by: fabo28 on October 09, 2012, 09:11:23 AM
First, Thank you for this great work Monty!! And Thanks to all modders that made it possible too!
I followed instructions as per pdf and your post in here , downloaded the 13 packages thorough torrent client, installed as per your instructions and started the game( kept my fingers crossed  :-[) and it works! Dl your German campaign and enjoying it!
Only problem I have is the flyby (F3) sound, works with jets not with propellers! I have read through the post here and only found one person that had a similar problem and someone suggested something wrong with UV3 ! No idea of what it is, any help on this please ( tried different setting on sound and hardware too)

Thanks again
Title: Re: The Full Monty
Post by: CWMV on October 09, 2012, 09:23:17 AM
Your best bet is to check out and ask in the UV3 thread.

Guys I think a lot of the problems that are being had here are due to the inherently long times it takes to DL and then load via jsgme packs like this.
It makes adding/removing a long drawn out pain.
And JSGME is not perfect, it does make mistakes although it is RARE and 90% of the time USER ERROR.

With a pack this size, you really really need to look at using the Total Modder.
Whats more, trouble shooting is a thousand times easier, which will make it easier for poor old monty!

So if you say that you did everything, DL'd the packs, checked the DL size, removed your old DBW folder, replaced it with the Clean DBW folder provided by Monty, and then added and tested each FM part but still get no joy, start over.

Read the Total Modder thread. Then when you are utterly confused DL it and read the PDF readme, do what it says and then try adding the FM.

You don't think its worth it? Ok Ill put it like this, I can switch from a clean unmodded DBW to the complete Full Monty in less than 10 SECONDS. How long does it take JSGME to load the full thing?
Oh and the noticeable performance increase, oh and the ease of trouble shooting...just trust me its worth it.
Title: Re: The Full Monty
Post by: fabo28 on October 09, 2012, 09:38:21 AM
Your best bet is to check out and ask in the UV3 thread.

Guys I think a lot of the problems that are being had here are due to the inherently long times it takes to DL and then load via jsgme packs like this.
It makes adding/removing a long drawn out pain.
And JSGME is not perfect, it does make mistakes although it is RARE and 90% of the time USER ERROR.

With a pack this size, you really really need to look at using the Total Modder.
Whats more, trouble shooting is a thousand times easier, which will make it easier for poor old monty!

So if you say that you did everything, DL'd the packs, checked the DL size, removed your old DBW folder, replaced it with the Clean DBW folder provided by Monty, and then added and tested each FM part but still get no joy, start over.

Read the Total Modder thread. Then when you are utterly confused DL it and read the PDF readme, do what it says and then try adding the FM.

You don't think its worth it? Ok Ill put it like this, I can switch from a clean unmodded DBW to the complete Full Monty in less than 10 SECONDS. How long does it take JSGME to load the full thing?
Oh and the noticeable performance increase, oh and the ease of trouble shooting...just trust me its worth it.

Thank you CWMV, I`ll try both then! :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 09, 2012, 04:07:01 PM
First, Thank you for this great work Monty!! And Thanks to all modders that made it possible too!
I followed instructions as per pdf and your post in here , downloaded the 13 packages thorough torrent client, installed as per your instructions and started the game( kept my fingers crossed  :-[) and it works! Dl your German campaign and enjoying it!
Only problem I have is the flyby (F3) sound, works with jets not with propellers! I have read through the post here and only found one person that had a similar problem and someone suggested something wrong with UV3 ! No idea of what it is, any help on this please ( tried different setting on sound and hardware too)

Thanks again
Hi fabo28

Congratulations on reading the manual and following instructions, we must speak the same language!  Also glad you are enjoying JG-53, these campaigns are the whole point of the exercise for me and there are several new sets very close to release.

Your Flyby issue is almost certainly down to a setting within conf.ini, which sits in your main I2 directory, cured this with some users in testing.  Its easy enough to BACKUP your old conf.ini and then edit it with a text editor.  First place to check are these entries under:

[Mods]
WepEffect=1
Flyby=1

Or alternatively cut and paste your conf.ini here and we can adjust it, then cut and paste it back in,  Please make a Master Backup before you start.

Simon(Monty27)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 09, 2012, 04:14:15 PM
Your best bet is to check out and ask in the UV3 thread.

Guys I think a lot of the problems that are being had here are due to the inherently long times it takes to DL and then load via jsgme packs like this.
It makes adding/removing a long drawn out pain.
And JSGME is not perfect, it does make mistakes although it is RARE and 90% of the time USER ERROR.

With a pack this size, you really really need to look at using the Total Modder.
Whats more, trouble shooting is a thousand times easier, which will make it easier for poor old monty!

So if you say that you did everything, DL'd the packs, checked the DL size, removed your old DBW folder, replaced it with the Clean DBW folder provided by Monty, and then added and tested each FM part but still get no joy, start over.

Read the Total Modder thread. Then when you are utterly confused DL it and read the PDF readme, do what it says and then try adding the FM.

You don't think its worth it? Ok Ill put it like this, I can switch from a clean unmodded DBW to the complete Full Monty in less than 10 SECONDS. How long does it take JSGME to load the full thing?
Oh and the noticeable performance increase, oh and the ease of trouble shooting...just trust me its worth it.
CWMV

So, with regard to a mod collection package, is it best to package it as a JSGME set first and then let people get on with it?  I note the load sequence is reversed, easy to remember, but keep this kind of structure for the uploads?

When building and testing a cumulative build, such as this, JSGME does come into own.  Its so easy to plug in/plug out new sections, vital for complex backups such as multiple-ini changes.  JSGME also scores well here for people who have TFM running and a small addon patch or a subsequent pack is released (which will happen shortly).

So I'm thinking make it with JSGME, upload it and then its your choice how to load it.  Or is there a better way?

Simon(Monty27)
Title: Re: The Full Monty
Post by: CWMV on October 09, 2012, 08:23:53 PM
No your right, JSGME is what everyone uses, its the "default" mod enabler for most.
And the way its working now with the mod broken down into sections works really well for both.
Except T.M. is faster to activate, making trouble shooting a lot easier. The only way I could work with a pack this size with JSGME is to get everything activated and then just comment out the whole DBW folder and use it as such.
With the total modder, literally seconds to go from stock game to the full monty + my own additions.
ANd need to go back to stock? Ok a few seconds later Im playing the stock game.
I mean take the largest part of the FM and how long does it take to activate in JSGME? 5, 10 minutes? I can activate the whole thing with the total modder in a matter of seconds I kid you not.

And the performance difference in game is rather impressive.
With a pack this large JSGME works, but Total Modder is better in near every regard.
Title: Re: The Full Monty
Post by: 352nd_Hoss on October 09, 2012, 09:28:35 PM
But you have to pay to register it...................  jsgme is free.....
Title: Re: The Full Monty
Post by: CWMV on October 09, 2012, 09:48:05 PM
Not registering it hasn't kept me from using it.
As a mod activator the free version is fine.
While your hoping your mods run when they are finally activated, Im already landing after a quick sortie.
Title: Re: The Full Monty
Post by: csvousden on October 09, 2012, 10:55:40 PM
Okay, the miracle occurred!  I got it all working and I have backed up my whole game. 

Looking forward to the next installment.  Thanks for everything!

C
Title: Re: The Full Monty
Post by: a.irons on October 10, 2012, 12:30:41 AM
Dear Simon,
first of all I want to send you my best compliments for the gigantic work you did. My installation is now working well.
I have had just two problems:
- crash at 5% solved by AG-51 Hoss's backup
- no plane at the end of mission charging, after 100%, solved by new buttons.
Moreover, during mods installation by JSGME, there were advices informing that various files have been already changed, asking if I want go further, I pushed yes.
Hoping this can help other friends,
by,
Title: Re: The Full Monty
Post by: Gerson on October 10, 2012, 05:14:14 AM
Hi CWMV!
I just want to ask you if Total Modder works , because you posted in the forum page dedicated to this tool that you dont have the new planes working ( Running the Full Monty with this fine, except I get none of the new planes.
Just that one, very obvious, abnormality...fine ).
Thanks a lot
Gerson
Title: Re: The Full Monty
Post by: Gerson on October 10, 2012, 06:06:22 AM
Hi Monty.
Sad news.....
The game crashed at 70% after installation of nº11 Pack.
I had the Vanilla # DBW from AG-51 Hoss, and the new buttons installed.
I think that it has something to do with the ini"s ( static etc...).
Do you think I can play your JG53 campaign special edition without packs 11, 12 , and 13?
Im really disapointed after three days of working on this.
Thanks a lot.
Gerson
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 10, 2012, 06:45:50 AM
Hi Monty.
Sad news.....
The game crashed at 70% after installation of nº11 Pack.
I had the Vanilla # DBW from AG-51 Hoss, and the new buttons installed.
I think that it has something to do with the ini"s ( static etc...).
Do you think I can play your JG53 campaign special edition without packs 11, 12 , and 13?
Im really disapointed after three days of working on this.
Thanks a lot.
Gerson
Gerson

You will be fine with the first ten packs activated, 12.8GB of mods is good going and you are well covered for JG53 and the Flying Tigers Special Editions.  A 70% CTD indicates and aircraft/static aircraft problem, if you can enable your LOG file and post it here we can see what caused the crash for you and fix it.

Simon(Monty27)
Title: Re: The Full Monty
Post by: Gerson on October 10, 2012, 06:59:25 AM
Thanks a lot Monty.
Im redownloading pack nº11 and see if it is a case of corrupted download.
Ill post my Log file but Im not sure how to do it.
All the best
Gerson
Title: Re: The Full Monty
Post by: Barkhorn1x on October 10, 2012, 07:48:50 AM
A note on Total Modder vs. JSGME:

- JSGME is a fairly basic file replacement program.  It was designed for modding SHIII and dealing with hundreds of files.  It does have some issues dealing with the thousands of files in these huge Il-2 mods as it takes time to:
   * Analyze each to log the back-up sequence
   * Copy over the files
   * It also eats ROM as you are basically creating another set of the mod files
- Total Modder - as I understand it - doesn't really copy anything.  "Activating" the mod files selected simply creates a load index file accessed by the Il-2 executable.  Therefore;
  * It is faster - by a light year - no actual copying
  * Far less possible corruption errors (none?)
  * Can easily support multiple profiles in one install (HSFX, UP3, DBW, Monty) so saves space

...and the PDF gets you up and running in no time.

Now, I did get all Monty packs to load via Total Modder (fast!!!) but I still have a CTD when trying to use an add-on plane.  I will troubleshoot that issue this evening.
Title: Re: The Full Monty
Post by: WindWpn on October 10, 2012, 08:16:52 AM
A note on Total Modder vs. JSGME:

- JSGME is a fairly basic file replacement program.  It was designed for modding SHIII and dealing with hundreds of files.  It does have some issues dealing with the thousands of files in these huge Il-2 mods as it takes time to:
   * Analyze each to log the back-up sequence
   * Copy over the files
   * It also eats RAM as you are basically creating another set of the mod files
- Total Modder - as I understand it - doesn't really copy anything.  "Activating" the mod files selected simply creates a load index file accessed by the Il-2 executable.  Therefore;
  * It is faster - by a light year

Definitely like the concept of TotalModder and indeed, going from 2.5 hrs to enable TFM with JSGME vs seconds with TotalModder is a MAJOR selling point.  However, I remain unclear with exactly how TotalModder works in comparison to JSGME from a review standpoint. 

For example with JSGME I can enable TFM and wait 2.5 hrs until it completes, then use DoublOn to check the classes for duplication/conflicts and fix as necessary.  I get a successful install with JSGME and the TFM works with no issues.  When I try to enable the same TFM set with TotalModder, it fails at 5%.  I included the recommended DBW mod activator (vanilla DBW dir/file set) as the last entry in the TotalModder TFM profile, however, it still fails to load. 

Thus, question is, why does TFM successfully run when I enable with JSGME, but fails to load (dies at 5%) with TotalModder, given I am attempting to load the same packs (located in my default "jsgmemods" folder?

If I can get TotalModder to work and understand how it works, I will switch over from JSGME in a heartbeat, but I need to understand how exactly it works and if there is a way to study what is "activated" in TotalModder to debug IL2 load failures.

PS:  also, I attempted to use TotalModder to set up a UP3 profile, but it does not work.  Always loads into stock 4.101 rather than UP3.  Likely, again is a matter of understanding exactly how to set up the profile and debug in TotalModder.

~S~
wind
Title: Re: The Full Monty
Post by: Gerson on October 10, 2012, 08:45:05 AM
Bad news...
CTD at 70% with the new redownloaded Pack nº11.
What do I have to do to post the Log file.?
Thanks
Title: Re: The Full Monty
Post by: Barkhorn1x on October 10, 2012, 10:07:37 AM
A note on Total Modder vs. JSGME:

- JSGME is a fairly basic file replacement program.  It was designed for modding SHIII and dealing with hundreds of files.  It does have some issues dealing with the thousands of files in these huge Il-2 mods as it takes time to:
   * Analyze each to log the back-up sequence
   * Copy over the files
   * It also eats RAM as you are basically creating another set of the mod files
- Total Modder - as I understand it - doesn't really copy anything.  "Activating" the mod files selected simply creates a load index file accessed by the Il-2 executable.  Therefore;
  * It is faster - by a light year

Definitely like the concept of TotalModder and indeed, going from 2.5 hrs to enable TFM with JSGME vs seconds with TotalModder is a MAJOR selling point.  However, I remain unclear with exactly how TotalModder works in comparison to JSGME from a review standpoint. 

For example with JSGME I can enable TFM and wait 2.5 hrs until it completes, then use DoublOn to check the classes for duplication/conflicts and fix as necessary.  I get a successful install with JSGME and the TFM works with no issues.  When I try to enable the same TFM set with TotalModder, it fails at 5%.  I included the recommended DBW mod activator (vanilla DBW dir/file set) as the last entry in the TotalModder TFM profile, however, it still fails to load. 

Thus, question is, why does TFM successfully run when I enable with JSGME, but fails to load (dies at 5%) with TotalModder, given I am attempting to load the same packs (located in my default "jsgmemods" folder?

If I can get TotalModder to work and understand how it works, I will switch over from JSGME in a heartbeat, but I need to understand how exactly it works and if there is a way to study what is "activated" in TotalModder to debug IL2 load failures.

PS:  also, I attempted to use TotalModder to set up a UP3 profile, but it does not work.  Always loads into stock 4.101 rather than UP3.  Likely, again is a matter of understanding exactly how to set up the profile and debug in TotalModder.

~S~
wind
Here is a key point to keep in mind when using Total Modder – ALL files must reside in your mods folder.

What I do is:
- Change the mod folder to “jsgmemods” as that is simplest
- Create another “base” folder inside jsgmemods for DBW – calling it “DBW Base”
- Move your existing #DBW & #DBW 1916 folders into the base folder
- Select the base file and the other mod files and make sure you stack the files in REVERSE order – so the base file is at bottom – as they load from the bottom up

For Monty packs I am investigating an issue that may be gumming up the works so stay tuned on that.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 10, 2012, 10:11:42 AM
Bad news...
CTD at 70% with the new redownloaded Pack nº11.
What do I have to do to post the Log file.?
Thanks

Go into your Conf.ini file and a search for “Log”.  You will need to put a “1” in two fields that have zero.  From memory they are Log File and Save Log – or something like that but you will figure it out.  Then run Monty again and when it fails, open the “Log” file (may need to associate to Wordpad) and copy the contents to a WordPad file.  You will clearly see the errors at the bottom.
Title: Re: The Full Monty
Post by: WindWpn on October 10, 2012, 10:24:06 AM
using total modder, any idea what would cause failure at 5%?
Title: Re: The Full Monty
Post by: fabo28 on October 10, 2012, 11:37:18 AM
First, Thank you for this great work Monty!! And Thanks to all modders that made it possible too!
I followed instructions as per pdf and your post in here , downloaded the 13 packages thorough torrent client, installed as per your instructions and started the game( kept my fingers crossed  :-[) and it works! Dl your German campaign and enjoying it!
Only problem I have is the flyby (F3) sound, works with jets not with propellers! I have read through the post here and only found one person that had a similar problem and someone suggested something wrong with UV3 ! No idea of what it is, any help on this please ( tried different setting on sound and hardware too)

Thanks again
Hi fabo28

Congratulations on reading the manual and following instructions, we must speak the same language!  Also glad you are enjoying JG-53, these campaigns are the whole point of the exercise for me and there are several new sets very close to release.

Your Flyby issue is almost certainly down to a setting within conf.ini, which sits in your main I2 directory, cured this with some users in testing.  Its easy enough to BACKUP your old conf.ini and then edit it with a text editor.  First place to check are these entries under:

[Mods]
WepEffect=1
Flyby=1

Or alternatively cut and paste your conf.ini here and we can adjust it, then cut and paste it back in,  Please make a Master Backup before you start.

Simon(Monty27)

Thanks Simon for your time and help,

[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1024
height=768
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=25000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.6640625
mapPadY=-0.044270832
viewSet=34
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=1
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=4
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=0
NumChannels=0
SoundExt.occlusions=0
SoundFlags.hardware=0
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=9
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=5
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
Water=1
Effects=1

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=6
Water=1
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
In my conf.ini Ican`t find the:
[Mods]
WepEffect=1
Flyby=1

Here is my actual conf.ini :
Title: Re: The Full Monty
Post by: Barkhorn1x on October 10, 2012, 12:00:21 PM
using total modder, any idea what would cause failure at 5%?

The 5% is caused by SFS files in Monty Packs 01 & 10 (check 08 too) not being copied over the Il-2 root directory.  Looks like Total Modder likes things in folders.  Try copying these to your root directory thn reload Monty and it should work.
Title: Re: The Full Monty
Post by: WindWpn on October 10, 2012, 12:41:22 PM
using total modder, any idea what would cause failure at 5%?

The 5% is caused by SFS files in Monty Packs 01 & 10 (check 08 too) not being copied over the Il-2 root directory.  Looks like Total Modder likes things in folders.  Try copying these to your root directory thn reload Monty and it should work.

That was it!  I am now converted to TotalModder as FTM works flawlessly, even with all my tweaks to optimize per DoublOn findings.  Beauty now too of course... rather than 2.5hrs to load up TFM, now its ready to go in seconds!!   :) :)

JSGME bye bye! 

PS:  though I still have to figure out how to get UP3 to work.  Does anyone know the file structure required for the UP3 TotalModder mod activator?  Once I have that, all will be completely golden, as I need to switch to UP3 for online flying in WoP Zekes and GS.

~S~
wind
Title: Re: The Full Monty
Post by: Barkhorn1x on October 10, 2012, 01:11:23 PM
using total modder, any idea what would cause failure at 5%?

The 5% is caused by SFS files in Monty Packs 01 & 10 (check 08 too) not being copied over the Il-2 root directory.  Looks like Total Modder likes things in folders.  Try copying these to your root directory thn reload Monty and it should work.

That was it!  I am now converted to TotalModder as FTM works flawlessly, even with all my tweaks to optimize per DoublOn findings.  Beauty now too of course... rather than 2.5hrs to load up TFM, now its ready to go in seconds!!   :) :)

JSGME bye bye! 

PS:  though I still have to figure out how to get UP3 to work.  Does anyone know the file structure required for the UP3 TotalModder mod activator?  Once I have that, all will be completely golden, as I need to switch to UP3 for online flying in WoP Zekes and GS.

~S~
wind

I'll help you w/ the UP3 Install if you do me a favor and test an add-on plane in Monty (I was testing the Bf-110 G-4) and tell me if it works.
Title: Re: The Full Monty
Post by: WindWpn on October 10, 2012, 02:30:40 PM

I'll help you w/ the UP3 Install if you do me a favor and test an add-on plane in Monty (I was testing the Bf-110 G-4) and tell me if it works.


Yep, just tested the 110 G4 and it works great!  both for DE and RAF flying it. 

Note, my version of the Full Monty is somewhat edited/cleaned as I have all the TFM inis (STD and XTD content) in a separate pack which contains the cumulative set.  Also, I stripped out all duplicate class files found in the mods which were originally in dbw's default xtd. 

This effort was originally implemented to avoid JSGME load prompts to confirm whether the user wished to overwrite an previously enabled class.  Basically, my TFM can load in JSGME fully without my need to do anything but start it.  Original intent was that I could walk away and come back in 2.5hrs to have TFM ready to go.  However, now that is out the door with TM which now enables TFM in seconds!


PS:  here is tip I found working with TM and TFM.  If you wish to use the HD Textures in TFM, it is best to enable this mod in JSGME (HD Textures stand alone).  Basically, TotalModder does not read root level changes so the core.dll files were not being called for the HD content.  I thus simply enabled this mod in JSGME, and loaded up the TFM in TM.  Using both mod enablers, I was able to get around the issue of non-core file enabling in TM, and now have the HD content correctly running in TFM.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 10, 2012, 02:41:36 PM
PS:  here is tip I found working with TM and TFM.  If you wish to use the HD Textures in TFM, it is best to enable this mod in JSGME.  Basically, TotalModder does not read root level changes so the core.dll files were not being called for the HD content.  I thus simply enabled this mod in JSGME, and loaded up the TFM in TM.  Using both mod enablers, I was able to get around the issue of non-core file enabling in TM, and now have the HD content correctly running in TFM.

I'm pretty sure that's my issue as I copied over the SFS files but didn't do the .DLLs.  Thanks for the tip.  Will test tonight.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 10, 2012, 08:26:59 PM
Ah well no joy for me Monty 10 still bombs out no matter what I try.   Oh well.   I'll keep lurking in hopes of a solution.  I had no luck with plain UP3 either.  I guess I will stick w/ DBW.
Title: Re: The Full Monty
Post by: Barkhorn1x on October 10, 2012, 08:56:11 PM
OK - took one more shot and DID NOT load the new DLLs.  Success!!!!!!!!!!
Title: Re: The Full Monty
Post by: csvousden on October 10, 2012, 10:32:23 PM
S-199             air.S_199 2                           NOINFO  g01   SUMMER

I noticed that this plane went missing in the last air.ini files.  It works fine if put back in. 

The Schmittfire seems to be listed twice so I just put this back at the beginning and all
is well.

I love this full monty!

C
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 10, 2012, 11:32:19 PM
using total modder, any idea what would cause failure at 5%?

The 5% is caused by SFS files in Monty Packs 01 & 10 (check 08 too) not being copied over the Il-2 root directory.  Looks like Total Modder likes things in folders.  Try copying these to your root directory thn reload Monty and it should work.

That was it!  I am now converted to TotalModder as FTM works flawlessly, even with all my tweaks to optimize per DoublOn findings.  Beauty now too of course... rather than 2.5hrs to load up TFM, now its ready to go in seconds!!   :) :)

JSGME bye bye! 

PS:  though I still have to figure out how to get UP3 to work.  Does anyone know the file structure required for the UP3 TotalModder mod activator?  Once I have that, all will be completely golden, as I need to switch to UP3 for online flying in WoP Zekes and GS.

~S~
wind
Great work Wind, and CNWV too.  So now we must re-package TFM and upload it for noobs (me included with Total Modder), that's next I guess.  Feel FREE to do it first BTW!
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 10, 2012, 11:39:36 PM
First, Thank you for this great work Monty!! And Thanks to all modders that made it possible too!
I followed instructions as per pdf and your post in here , downloaded the 13 packages thorough torrent client, installed as per your instructions and started the game( kept my fingers crossed  :-[) and it works! Dl your German campaign and enjoying it!
Only problem I have is the flyby (F3) sound, works with jets not with propellers! I have read through the post here and only found one person that had a similar problem and someone suggested something wrong with UV3 ! No idea of what it is, any help on this please ( tried different setting on sound and hardware too)

Thanks again
Hi fabo28

Congratulations on reading the manual and following instructions, we must speak the same language!  Also glad you are enjoying JG-53, these campaigns are the whole point of the exercise for me and there are several new sets very close to release.

Your Flyby issue is almost certainly down to a setting within conf.ini, which sits in your main I2 directory, cured this with some users in testing.  Its easy enough to BACKUP your old conf.ini and then edit it with a text editor.  First place to check are these entries under:

[Mods]
WepEffect=1
Flyby=1

Or alternatively cut and paste your conf.ini here and we can adjust it, then cut and paste it back in,  Please make a Master Backup before you start.

Simon(Monty27)

Thanks Simon for your time and help,

fabo28

Without messing with your entire con.ini, this just adds the MODS section would should give you a whole lot more functionality and fix the flyby sounds:

For fabo28 ONLY - Paste over existing conf.ini

****************

[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1024
height=768
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=25000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.6640625
mapPadY=-0.044270832
viewSet=34
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=1
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=4
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=0
NumChannels=0
SoundExt.occlusions=0
SoundFlags.hardware=0
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=9
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=5
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
Water=1
Effects=1

[Mods]
BombSightAssist=1
BombSightAssistConf=3
MixedSpeedbar=1
FullSpeedbar=1
PALMODsColor=1
ShowSIToo=1

3DGunners=1
SpeedbarUnits=3
SpeedbarSpdKMH=1
SpeedbarSpdMPH=1
SpeedbarSpdKnots=1
SpeedbarAltMeters=1
SpeedbarAltFeet=1
SpeedbarTAS=1

AirShowSmoke=1
/AirShowSmoke=2       <----- white smoke
/AirShowSmoke=3       <----- blue smoke

DumpFuel=1
ToggleMusic=1
SeparateRadiatorOpenClose=1
SeparateHookUpDown=1
SideDoor=1
BombBayDoors=1
CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=1
StandardDeckCVL=1
CatapultAI_CVE=1
CatapultAI_CVL=1
CatapultAI_EssexClass=1
CatapultAI_LexingtonClass=1
CatapultAI_AkagiClass=1
CatapultAI_IllustriousClass=1
CatapultAI_CasablancaClass=1
CatapultAI_ShokakuClass=1
CatapultAI_GrafZep=1
NoNavLightsAI=1
PALQMBLinesPl0=24
WepEffect=1
Flyby=1
FlybyFov=60.0
PALQMBLinesMap=24
PALQMBLinesPl0=24
PALQMBLinesPl1=18
PALQMBLinesPl2=18
PALQMBLinesPl3=17
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=24
PALQMBLinesPl7=24
FACDelay=15
GCIRange=150
GCIVarAlt=1


[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=6
Water=1
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
In my conf.ini Ican`t find the:

[Mods]
WepEffect=1
Flyby=1
Title: Re: The Full Monty
Post by: CWMV on October 10, 2012, 11:45:10 PM
Dont really know that it needs to be repackaged.
Only suggestion Id have is to remove all the core files (.dll etc) and make them a JSGME addition rather than via the TM as it seems t not like sfs/dll's
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 11, 2012, 02:07:56 AM
Dont really know that it needs to be repackaged.
Only suggestion Id have is to remove all the core files (.dll etc) and make them a JSGME addition rather than via the TM as it seems t not like sfs/dll's
That could work, better get tooled up...
Title: Re: The Full Monty
Post by: WindWpn on October 11, 2012, 07:49:35 AM
Dont really know that it needs to be repackaged.
Only suggestion Id have is to remove all the core files (.dll etc) and make them a JSGME addition rather than via the TM as it seems t not like sfs/dll's
That could work, better get tooled up...

Agreed, no need for repackaging.  Only thing to do is look in each pack now (1 - 13), pull out all root level files (sfs and dll) and drop into a new JSGME pack (#DBW_MONTY-ROOT or something similar).  Instruct users to enable this pack via JSGME only.

As of now, I see a total of 6 files which would require this:

UPDATE:  Upon further testing, you must add the TFM Paintschemes and SAS_DBW folders to the Monty_ROOT pack to enable via JSGME in conjunction with TM.  TM (without registration) only reads #DBW folder, thus to include other folders such as Paintschemes or SAS_DBW, you have to enable this content via JSGME.  Thus, in Monty packs 8, 12, 13 I have removed the Paintschemes folders and content and included them in the Monty_ROOT which is enabled via JSGME.  This allows the HD skins to be available along with the skins for the 30s era planes found in pack 13.



There is another sfs file I found in the TFM set (#DBW_MONTY-8) titled dbw_decals_02.sfs however, I simply kept this in the pack  UPDATE, this must go in Monty_ROOT, however moved it into a new "SAS_DBW" folder inside the pack to match where it is located in the vanilla DBW install.

All in all, this concept combines use of JSGME with TotalModder.  JSGME is used to enable to root level files, while TM enables everything else.  Note, you still use TM to launch the game.

~S~
wind

here is  a screenie of the concept which I have working on my box (UPDATED screen shot with corrected Monty Root pack content architecture)
(https://lh5.googleusercontent.com/-XUQ-B6of5lg/UHbe6J-_bxI/AAAAAAAACsA/GR4vTVd8PWE/s1477/jsgme_tm_TFM.png)
Title: Re: The Full Monty
Post by: slipper on October 11, 2012, 08:14:39 AM
Wind and CWMV

So to install the full Monty packs in TM are you just enabling each of Montys folders (0 - 13) via TM? Or are you removing the mods in each folder and loading separately?

Also what about air.ini, stationary.ini etc are the being loaded via TM's configuration file folder? Or are they left in each of the Montys mod folders in which they occur? So basically using TM as a jsgme substitute?

I think thats what I was trying to do a few weeks ago, but there was a problem with pack 01, which has now been fixed. It still means you have duplicate files in TM if you are loading other profiles to, right?

If one of you could post a walkthrough for the best way to install with TM at some time, would be very appreciated.

Regards

Slipper

Title: Re: The Full Monty
Post by: WindWpn on October 11, 2012, 08:25:47 AM
Wind and CWMV

So to install the full Monty packs in TM are you just enabling each of Montys folders (0 - 13) via TM? Or are you removing the mods in each folder and loading separately?

Also what about air.ini, stationary.ini etc are the being loaded via TM's configuration file folder? Or are they left in each of the Montys mod folders in which they occur? So basically using TM as a jsgme substitute?

I think thats what I was trying to do a few weeks ago, but there was a problem with pack 01, which has now been fixed. It still means you have duplicate files in TM if you are loading other profiles to, right?

If one of you could post a walkthrough for the best way to install with TM at some time, would be very appreciated.

Regards

Slipper

See my screen shot above of JSGME, TM, and windows explorer for the monty root.  Basically set up your config the same way and it should work.  Bonus is it only takes seconds to set up and try it!  Of course, do not forget the DBW mod activator which is outlined in the TM documentation how to set that up.  Basically its a vanilla snapshot of the #DBW folder.

Also ignore my "#DBW_Monty_INIS" pack listed in TM.  If you use Monty's packs as outlined to enable, in TM it should work without the INIS pack I set up for myself.

NOTE:  Additional info from further testing with JSGME, TM and TFM.  See post 172 for specifics. (https://www.sas1946.com/main/index.php/topic,28809.msg308736.html#msg308736)

~S~
wind

Title: Re: The Full Monty
Post by: slipper on October 11, 2012, 10:08:26 AM
Wind thanks mate,

Internet connection playing up a bit, so the images in your previous post didn't load earlier, hence I did not see you mod set up, apologies.

I'll try later and let you all know how I get on.

Regards

Slipper
Title: Re: The Full Monty
Post by: Barkhorn1x on October 11, 2012, 10:09:47 AM
Good work Win.  Your instructions are clear!!
Title: Re: The Full Monty
Post by: a.irons on October 11, 2012, 10:21:36 AM
Hi friends,
just a question, after completing the JSGME activation of all the 13 files, I have find a new folder in my IL2 root, called 0_BAKUP, what is it? It is normal the creation of this new folder?
Thanks,
Title: Re: The Full Monty
Post by: slipper on October 11, 2012, 03:55:09 PM
This is weird, still can't get it to work with TM.

I have a separate install of Montys Mods - works fine
I have another install with TM, works great with a few different profiles. Followed winds advice above, got a basic install working and loaded all montys folders up to number 10 working fine.

However when i install the 11th pack i get a 70% ctd, remove it and all is fine.

tried a fresh download no good, but the weirdest thing is i copied the number 11 folder from my working copy of Montys Mods, onto my TM one and still i get a 70% ctd?

Any ideas anyone? i'm stumped.

regards

slipper
Title: Re: The Full Monty
Post by: pied on October 11, 2012, 04:04:50 PM
Slipper,

I was having the same type of problems...  So I tried something different:

I copied the six files from Wind's post into my DBW installation and I put the SAS_DBW/ PaintSchemes in as well.

I then put the STD and XTD folders from my working JSGME Full Monty Install into the DBWclean folder, replacing the one already there.

In my Total Modder profile I have;

Monty 13 to Monty 1, and then the Activator file containing the 'clean' DBW folder.

The DBW Mods that I wish to use, Ecran wide, Cirx POV, Full Forgotten countries, and Mission Pro Combo I put between the Monty Files and the Activator..

A bit of a kludge I admit but it works.


pied
Title: Re: The Full Monty
Post by: mac1 on October 11, 2012, 04:08:34 PM
Can someone fly the Hs-129 (one with the large belly gun) and see if it CTD's on mission load? Narrowed it down to the gear shake mod, once removed error disappeared.


Also after adding pack 11 I get this error:

GUIQuick: class 'air.BF_109F1' not found
Main begin: PlMisAir: class 'air.BF_109F1' not found
java.lang.RuntimeException: PlMisAir: class 'air.BF_109F1' not found

anyone else?
Title: Re: The Full Monty
Post by: slipper on October 11, 2012, 04:32:51 PM
Pied

I'll give it a try tomorrow mate, thanks for the reply.

Regards

Slipper

P.s out of interest, I have the registered version of TM, reading winds post not sure if he does. Therefore TM may be reading folders differently do you think? Just a thought.
Title: Re: The Full Monty
Post by: WindWpn on October 11, 2012, 04:36:45 PM
Can someone fly the Hs-129 (one with the large belly gun) and see if it CTD's on mission load? Narrowed it down to the gear shake mod, once removed error disappeared.

Confirmed, HS-129 error on mission load.  Dies at 30% loading aircraft.

Note, I do not have a registered copy of TM thus I am using JSGME to work around some of the additional features with a registered TM copy.  May get it though once v2 is out?!

~S~
wind
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 11, 2012, 06:58:47 PM
Can someone fly the Hs-129 (one with the large belly gun) and see if it CTD's on mission load? Narrowed it down to the gear shake mod, once removed error disappeared.


Also after adding pack 11 I get this error:

GUIQuick: class 'air.BF_109F1' not found
Main begin: PlMisAir: class 'air.BF_109F1' not found
java.lang.RuntimeException: PlMisAir: class 'air.BF_109F1' not found

anyone else?
Hi mac1

Disabling _0_0GearDamageFX V 1.3. with -_0_0GearDamageFX V 1.3. does fix the HS129.  Thanks for getting to the right folder to look in, but bear in mind this isn't really 'narrowing it down'.  To narrow it down properly we have to find the single classfile responsible (sometimes it may be more), then the mod can be adapted and reposted. - Or a fix put up.

Pack-11 works OK, so would re-check sizes and initial vanilla state.

Simon(Monty27)

Ten Minutes Later:
HS129 FIX


A single classfile is responsible for the HS129 failure to load:

Users should go into #DBW_MONTY-01/#DBW/_0_0GearDamageFX V 1.3 -Delete -9B55AE1E19B79EEC

and if already activated: Il2 Main Install/#DBW/_0_0GearDamageFX -Delete -9B55AE1E19B79EEC
Title: Re: The Full Monty
Post by: soldaten on October 11, 2012, 09:46:38 PM
Also after adding pack 11 I get this error:

GUIQuick: class 'air.BF_109F1' not found
Main begin: PlMisAir: class 'air.BF_109F1' not found
java.lang.RuntimeException: PlMisAir: class 'air.BF_109F1' not found

anyone else?

Yes, I got that exception too when trying to enable pack 11
This is with a new install into a virgin folder with no other mods enabled.
Do not know how to work around it.

Additionally, I got the 5% percent  crash after enabling pack 1.
It is related to the Tiger Sounds not being "mounted" problem which a couple of
posters mentioned previously.  Installing Tiger Sounds separately allowed me
to work around that problem.

Anyhow, I am very happy to finally  have the first  10 packs enabled.  So, thank you
Monty,27, Windwpn and all the mod chefs who made this  sumptuous banquet possible. :)





Title: Re: The Full Monty
Post by: Gerson on October 12, 2012, 05:27:11 AM
I cant load pack nº11.
Crash at 70% also.
Title: Re: The Full Monty
Post by: mac1 on October 12, 2012, 08:27:33 AM
Interesting conflicts, it will inevitably happen with 12-13gigs of mods, nothing more than a teething problem. The gear damage issue is probably inherent from the original mod perhaps? Never mind anyway im really enjoying all the rich content this pack offers, especially in conjunction with the missions :)
Title: Re: The Full Monty
Post by: slipper on October 12, 2012, 09:01:17 AM
I will have to do further testing but following pied's advice i have Montys packs (01 -13) loaded, i think it was copying the STD and XTD from my fresh Montys mod game to my TM Monty DBW base pack that worked.

Could someone else who is having trouble with Montys packs and TM try pieds advive please? maybe we can track the problem down.

regards

slipper

p.s Thanks a million pied, so far so good, your help very appreciated
Title: Re: The Full Monty
Post by: pied on October 12, 2012, 10:34:00 AM
Slipper,

Glad it worked for you...

After looking at my install with fresh eyes this morning, I discovered that the MODs that modify the IL2 Root were working because of the JSGME install.

So all credit to Wind and his suggestion that MODs that don't modify the #DBW folder be activated through JSGME.  Thanks for the suggestions Wind!

All seem to be working well together, and this method will allow additions with easy debugging of problems.

pied
Title: Re: The Full Monty
Post by: mac1 on October 12, 2012, 10:47:13 AM
To get pack 11 to load I commented out the following 109's:

//Bf-109F-1         air.BF_109F1 2                                g01   WINTER
//Bf-109F-3         air.BF_109F3 2                                g01   WINTER
//BF-109F-4_1.3ATA  air.BF_109F413ATA 2                           g01   SUMMER
//Bf-109F-4MSTL     air.BF_109F4MSTL 2           NOQUICK  NOINFO  g01   SUMMER
//Bf-109K-6         air.BF_109K6 2                                g01   SUMMER

So my air.ini reads like this for the 109's:

Code: [Select]
Bf-109B-1         air.BF_109B1 2                                g01   SUMMER
Bf-109B-2         air.BF_109B2 2                                g01   SUMMER
Bf-109C-1         air.BF_109C1 2                                g01   SUMMER
Bf-109D-1         air.BF_109D1 2                                g01   SUMMER

Bf-109E-1         air.BF_109E1 2                       NOINFO   g01   SUMMER
Bf-109E-3         air.BF_109E3 2                       NOINFO   g01   SUMMER
Bf-109E-4         air.BF_109E4 2                                g01   SUMMER
Bf-109E-4/B       air.BF_109E4B 2                               g01   SUMMER
Bf-109E-4N        air.BF_109E4N 2                               g01   SUMMER
Bf-109E-7         air.BF_109E7 2                                g01   SUMMER
Bf-109E-7Z        air.BF_109E7NZ 2                              g01   SUMMER
Bf-109E-7N        air.BF_109E7N 2                               g01   SUMMER
Bf-109F-0         air.BF_109F0 2                                g01   WINTER
//Bf-109F-1         air.BF_109F1 2                                g01   WINTER
Bf-109F-2         air.BF_109F2 2                                g01   WINTER
Bf-109F-2U           air.BF_109F2U 2                               g01   WINTER
//Bf-109F-3         air.BF_109F3 2                                g01   WINTER
//BF-109F-4_1.3ATA  air.BF_109F413ATA 2                           g01   SUMMER
//Bf-109F-4MSTL     air.BF_109F4MSTL 2           NOQUICK  NOINFO  g01   SUMMER
Bf-109F-4         air.BF_109F4 2                                g01   WINTER
Bf-109F-4Z        air.BF_109F4Z 2                               g01   WINTER
Bf-109G-1      air.BF_109G1 2               NOINFO  g01   SUMMER
Bf-109G-2         air.BF_109G2 2                                g01   SUMMER
Bf-109G-3      air.BF_109G3 2               NOINFO  g01   SUMMER
Bf-109G-4         air.BF_109G4 2                        NOINFO  g01   SUMMER 
Bf-109G-5   air.BF_109G5 2 NOINFO g01   SUMMER
Bf-109G-5AS      air.BF_109G5AS 2   NOINFO g01   SUMMER
Bf-109G-6_1.3ATA  air.BF_109G613ATA 2                               g01   SUMMER
Bf-109G-6         air.BF_109G6 2                                g01   SUMMER
Bf-109G-6_Erla   air.BF_109G6Erla 2 NOINFO g01   SUMMER
Bf-109G-6_Mid   air.BF_109G6Mid 2 NOINFO g01   SUMMER
Bf-109G-6_Late    air.BF_109G6Late 2                    NOINFO  g01   SUMMER
Bf-109G-6AS       air.BF_109G6AS 2                              g01   SUMMER
Bf-109G-10        air.BF_109G10 2                               g01   SUMMER
Bf-109G-10_Erla   air.BF_109G10Erla 2                           g01   SUMMER
Bf-109G-10C3      air.BF_109G10C3 2                             g01   SUMMER
Bf-109G-14        air.BF_109G14 2                               g01   SUMMER
Bf-109G-14AS      air.BF_109G14AS 2                             g01   SUMMER
Bf-109K-4         air.BF_109K4 2                                g01   SUMMER
Bf-109K-4C3       air.BF_109K4C3 2                      NOINFO  g01   SUMMER
//Bf-109K-6         air.BF_109K6 2                                g01   SUMMER
Bf-109K-14         air.BF_109K14 2                                g01   SUMMER

Bf-109Z           air.BF_109Z 2                                 g01   SUMMER
Bf-109T           air.BF_109T 2                         NOINFO  g01   DESERT
Title: Re: The Full Monty
Post by: WindWpn on October 12, 2012, 11:40:26 AM
Yea, as far as JSGME vs. TM, note that upon further testing, the DBW Forgotten Countries should NOT be enabled in TM.  This file contains a sfs update that resides in SAS_DBW folder.  Thus, this should be added to the Monty Root and enabled via JSGME (or you can enable monty Root and Forgotten Countries together, just do not include the SAS_DBW/...sfs file in the monty root pack).

There are also some other issues I am finding with some 3do/plane/  textures and gear issues which work when enabling via JSGME, but do not work when enabled via TM.  Must be some sort of sequence issue tied to the landing gear damage mod and some others.

For example, Zeros spawned on carriers have gear inverted and on top of wings.  Also, in other cases a bunch of textures are reported missing causing huge FPS drops when attempting to run the Korean DCG campaign. 

Will continue debugging but overall, getting there.  Great stuff, and enjoy the puzzle of trying to get it all to work!   :)

~S~
wind
Title: Re: The Full Monty
Post by: soldaten on October 12, 2012, 03:01:07 PM
To get pack 11 to load I commented out the following 109's:

Doing what you suggested  allowed me to get past the 70% crash when enabling pack 11
afterwards, pack 12 and 13 loaded fine :) Now I have the whole enchilada loaded.

Thanks for making it clear Mac1.  Poor odds  I could ever figure out a workaround without your post.

Title: Re: The Full Monty
Post by: SAS~Monty27 on October 12, 2012, 04:17:19 PM
I cant load pack nº11.
Crash at 70% also.
Gerson
Are you talking about the JSGME Enable or Total Modder Install and could all posters please be clear on this point when posting?  There are also a lot of new people looking in that will be happy enough with the JSGME to start with, lets not scare them off with phantom errors if that is not the case.  There is NOTHING wrong with Monty-11 in JSGME.

In fact I suggest a Total Modder thread for TFM would be a better idea to maintain clarity.

Both CWMV and 78FG_WndWpn have put up some excellent explanations to kick off with and I already gave my personal approval to take the compilation and work out how it is best applied with Total Modder it as the next evolution of TFM.

On such a thread I will also be chirping up there once I have the data.  I think it is fair to say that I rarely post from ignorance or lack of experience, (except for the usual errors that are kindly pointed out)!


Simon(Monty27)
Title: Re: The Full Monty
Post by: macias13_84 on October 12, 2012, 05:09:41 PM
I also have crash at 70%
Instaled in this order:

1.  Il2 1946 4.07m
2. DBW 4.07m to 1.71 (Changed #DBW Catalog to #DBW given by Monty27 - 22,9MB)
3. Enable mods via JSGME
#DBW Ecran wide for 4.101
#CirXs PoVMoD
#DBW Forgotten Countries Full
#DBW Smal_Font_Mod 4
4. Monty27 Pack 1-13 (first 1... last one is 13) - downloaded by torrent, file size is correct

I have last one question. Can I install FBDSM and others airplanes like CR.714 in this pack (Ofcourse if my il2 will be works)



Title: Re: The Full Monty
Post by: mac1 on October 12, 2012, 05:13:41 PM
No problem Soldaten, the logfile is your best friend when it comes to problems with mod conflicts :) Now to track down the source of the bug, it's clearly not a once off as both of us have it. Possible causes? Buttons file with no relevant FM's for the commented out planes? Or a classfile change that alters 109 family?
Title: Re: The Full Monty
Post by: Gerson on October 12, 2012, 05:18:20 PM
Hi Monty.
My install is Vamilla DBW1.71 with #DBW folder from AG51Ross, and packs 1 untill 11 activated through JSGME.
Always after installing pack nº11 I have a 70% crash.
Thanks a lot
Gerson
Title: Re: The Full Monty
Post by: macias13_84 on October 12, 2012, 05:31:05 PM

How I may generated log file
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 12, 2012, 05:47:54 PM
Hi Monty.
My install is Vamilla DBW1.71 with #DBW folder from AG51Ross, and packs 1 untill 11 activated through JSGME.
Always after installing pack nº11 I have a 70% crash.
Thanks a lot
Gerson
First thing I would check is do you have the right buttons?

https://www.sas1946.com/main/index.php/topic,97.0.html

Although I thought we did this earlier...
Title: Re: The Full Monty
Post by: 352nd_Hoss on October 12, 2012, 06:13:10 PM
Hi Monty.
My install is Vamilla DBW1.71 with #DBW folder from AG51Ross, and packs 1 untill 11 activated through JSGME.
Always after installing pack nº11 I have a 70% crash.
Thanks a lot
Gerson
First thing I would check is do you have the right buttons?

https://www.sas1946.com/main/index.php/topic,97.0.html

Although I thought we did this earlier...

Holy Cow..... Cobraj and Razor are gonna be P.O'd, we got a new guy named Ross and I have haven't seen the guy online in our server.......

Ross must be a spammer......


Cheers :D


Title: Re: The Full Monty
Post by: mac1 on October 12, 2012, 06:13:37 PM
Monty that buttons file doesn't contain a bf-109 F1 flight model as far as I can see, just decompiled it there. unless the 109-f1 class points to a different flight model?
Title: Re: The Full Monty
Post by: Gerson on October 12, 2012, 07:50:56 PM
Hi Monty
I do have the latest buttons.
Thanks
Title: Re: The Full Monty
Post by: 352nd_Hoss on October 12, 2012, 08:34:22 PM
Monty told me he would get on Skype and help if people got ahold of him.  My advice would be to redownload the file and see if it is different that your original. 

My Monte 11 pack is 664MB in size, 6,312 files, 354 folders.  If yours is different than that you have a problem.



Title: Re: The Full Monty
Post by: macias13_84 on October 13, 2012, 12:45:41 AM
I changed some of entries  in air.ini by log file and in this moment works fine. I  have crash at 70% and log file told me that I have problem with BF-109F-1, when I changed entries in air.ini I had next problem with Bf-109F-3, and next, and next
Now looks like this and works
Code: [Select]
Bf-109F-0         air.BF_109F0 2                                g01   WINTER
///Bf-109F-1         air.BF_109F1 2                                g01   WINTER
Bf-109F-2         air.BF_109F2 2                                g01   WINTER
Bf-109F-2U        air.BF_109F2U 2                               g01   WINTER
///Bf-109F-3         air.BF_109F3 2                                g01   WINTER
///BF-109F-4_1.3ATA  air.BF_109F413ATA 2                           g01   SUMMER
Bf-109F-4         air.BF_109F4 2                                g01   WINTER
Bf-109F-4MSTL     air.BF_109F4MSTL 2           NOQUICK  NOINFO  g01   SUMMER
Bf-109F-4Z        air.BF_109F4Z 2                                g01   WINTER
Bf-109G-1      air.BF_109G1 2               NOINFO  g01   SUMMER
Bf-109G-2         air.BF_109G2 2                                g01   SUMMER
Bf-109G-3      air.BF_109G3 2               NOINFO  g01   SUMMER
Bf-109G-4         air.BF_109G4 2                        NOINFO  g01   SUMMER 
Bf-109G-5   air.BF_109G5 2 NOINFO g01   SUMMER
Bf-109G-5AS      air.BF_109G5AS 2   NOINFO g01   SUMMER
Bf-109G-6_1.3ATA  air.BF_109G613ATA 2                               g01   SUMMER
Bf-109G-6         air.BF_109G6 2                                g01   SUMMER
Bf-109G-6_Erla   air.BF_109G6Erla 2 NOINFO g01   SUMMER
Bf-109G-6_Mid   air.BF_109G6Mid 2 NOINFO g01   SUMMER
Bf-109G-6_Late    air.BF_109G6Late 2                    NOINFO  g01   SUMMER
Bf-109G-6AS       air.BF_109G6AS 2                              g01   SUMMER
Bf-109G-10        air.BF_109G10 2                               g01   SUMMER
Bf-109G-10_Erla   air.BF_109G10Erla 2                           g01   SUMMER
Bf-109G-10C3      air.BF_109G10C3 2                             g01   SUMMER
Bf-109G-14        air.BF_109G14 2                               g01   SUMMER
Bf-109G-14AS      air.BF_109G14AS 2                             g01   SUMMER
Bf-109K-4         air.BF_109K4 2                                g01   SUMMER
Bf-109K-4C3       air.BF_109K4C3 2                      NOINFO  g01   SUMMER
///Bf-109K-6         air.BF_109K6 2                                g01   SUMMER
Bf-109K-14         air.BF_109K14 2                                g01   SUMMER
Title: Re: The Full Monty
Post by: fabianfred on October 13, 2012, 01:48:16 AM
are the SAM rockets and superJeep with weapons going to be in the next pack?
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 13, 2012, 04:12:15 AM
are the SAM rockets and superJeep with weapons going to be in the next pack?
Not so far Fred, we are thinking 'Nam right?  What packages do you have in mind and what combos are you running?  Would you like to pm me?
Title: Re: The Full Monty
Post by: macias13_84 on October 13, 2012, 05:30:21 AM
I also do not want to change anything, but I re-installed this game already three times, always with crash at 70%

I always install clean game in order from first post, packages are downloaded by torrent

1. Install IL-2
2. DBW 4.07m to 1.71
3. change orginal #DBW to Monty27 #DBW pack, then I installed Monty27 pack in order 1 to 13 
4. Install some mods like wide view, forgotten countries, cirx pov and small font on all (all dedicated to dbw, lot of people have those mody and they works with your big modification)


Always in this order, and I always have error on 70% of missing file Bf-109f-1 and others models of Bf-109


Which mod has models of bf-109f-1/f3/f-4 1.3ATA and K-6, maybe my download package is corrupt
Title: Re: The Full Monty
Post by: Funky Zefrs on October 13, 2012, 05:48:32 AM
First of all, since this is my first post... I think?...sorry geriatric dementia aka 'Big Al' sett'n in,
I would like to thank Monty27 and everyone else associated with the production of these mods.
Can't wait to 'nose over'!

I too have had the 70% CTD problem with part 11, and in an attempt to help my fellow 'PC Jocks'
in need here's how I got thru it.

Hx of the Build:

All 'Vanilla' no added mods. Installed and updated within hours, in fact, I havn't completed a single mission yet.

...4.07m from Amazon 1946 DVD -
...Good PROGGY...then 4.10.1m megapatch
...Good PROGGY...then UP3.0 Client
...Good PROGGY...then UP3.rc4 update
...Good PROGGY...then DBW 1.0 to 1.71 Superpack (as you can see I didn't go the 4.07m to 1.71
   F'nSuperpack due to too much forum traffic re. sfs files)
...Good PROGGY...then Monty's Vanilla #DBW folder even tho mine had exactly the same files in it
...Good PROGGY...then Montys parts 1-13 enabled with JSGME in successive order
   (however I didn't test after each).
...BAD PROGGY...70% CTD!

SO,
like 'slipper' (thanx slipper!) working backwards, I disabled 13, 12, 11
...BINGO!... Good PROGGY! ......1-10 enabled would start but 1-11 would not.

SO,
after discovering, then using 'mac1's 109 commenting trick' on the Air.ini that was in the 'jsgmemods\#DBW_Monty-11\#DBW\STD\com\maddox\il2\objects\ folder (thanks a bunch mac1!!!),.... I re-enabled part 11.
...BAD PROGGY...70% CTD...

SO,
I used 'mac1's trick' on the Air.ini in the main #DBW\STD\com\maddox\il2\objects\ folder.
Now with the 2 edited Air.ini's in their respective locations I tried again.
...BINGO!...Good PROGGY

SO,
No problem, I'll re-enable Monty part 12
...BAD PROGGY...70% CTD...

SO,
12 needed the fix;
and just for good measure I decided to check the previously edited ini's.
Lo-n-behold the one in the main #DBW folder was back to it's uncommented state.
I slashed it up good again and
... BINGO!..."we're in the money!"...

So,
being the 'wiseguy' I am (...not gonna let those ini's kick my arse!), I decided to check all of'm out after re-enabling Monty 13
....BAD POGGY?...you guessed it... the main ini was back to it's old tricks

SO,
before starting the Full Monty up I edited it once again...NOW...
...the Air.ini in the #DBW of my il2 install folder,
...the Air.ini's in Monty's 11, 12, and 13 were all displaying mac1's slash'n'hack (thanx again mac1!)
...Slam Bam thank you mam!!!..."Happy days are here again...."....GREAT FREAK'N PROGGY!!!
...and like 'soldaten' before me, I can say "...I have the whole enchilada loaded."

So,
In Summary: Sumpn's F'ked UP!!! (FUBAR/SNAFU - in other words it's PERFECT! for a WWII dogfight'n!!!)
JSGME changes the Air.ini in a subdirectory of #DBW in the root after each Monty Mod enabling - which probably
is normal behavior for all I know. Log says sump'ns a miss with the 109s? Perhaps the install packs are different;
the over UP3 vs the over 4.07 F'nSuper. The downloads look good; the megs are right and the hashes match...SO?

...When will it all end?... and...
...."where do they come from? ...to fight and die...
.......these gallant few... these binary song and dance men....like Monty27,...
.........and the mac1's of the world,... and the SAS's... and all the rest?....
Why do they do it?....sacrifice themselves to help "floundering NOOBs"
....negotiate a cruel, ....dangerous.... and oft times confusing world".
.........If there is a god,.....and I know there is,
......for I have 7 fully functioning installs:
il2 1946 v4.07m,
il2 1946 v4.10.1m,
il2 1946 v4.11.1m,
il2 1946 UP3.0rc4,
il2 1946 HSFX 6,
il2 1946 DBW 1.71 and
il2 1946 Full Monty...If there is a God,
...then he/she must be ...somewhere...         anywhere...          everywhere...
...a 'Virtu-naut'... in a 'Dark Blue World' ...
...forever maintaining his energy...
...while pulling towards the 6!

Amen/Ohm Shanti Shanti

ps. mac1's slash job is a few posts back. Make sure you use it on the ini's in each of the Monty 11, 12, and 13 folders, and don't forget to use it to reset the Air.ini in #DBW folder of your main il2 install each time you enable one of those Monty's. Whew! it's hard being clear about this stuff! - I hope this has been helpful. If this is just 'plane' wrong - then my bad! Please ignore. Gerson, point your nose at the ground and give it some opposite rudder!
Title: Re: The Full Monty
Post by: chupag72 on October 13, 2012, 06:27:59 AM
I also wrote that I have a problem. Game crashes 70%. How many times have tried reinstalling the game all the time one and the same :the game crashes 70%. The log file says about the issue of the class file class: 'air.Mk6' not found then bf-109f-1/f3/f-4 1.3ATA and K-6. Only I have the problem starts with the package 6 aircraft Air_ZZBü-181. Change the name of the folder Air_ZZBü-181 on _06__Bucker_Bu-181 and add the missing class files game starts
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 13, 2012, 07:26:03 AM
First of all, since this is my first post... I think?...sorry geriatric dementia aka 'Big Al' sett'n in,
I would like to thank Monty27 and everyone else associated with the production of these mods.
Can't wait to 'nose over'!

I too have had the 70% CTD problem with part 11, and in an attempt to help my fellow 'PC Jocks'
in need here's how I got thru it.

Hx of the Build:

All 'Vanilla' no added mods. Installed and updated within hours, in fact, I havn't completed a single mission yet.

...4.07m from Amazon 1946 DVD -
...Good PROGGY...then 4.10.1m megapatch
...Good PROGGY...then UP3.0 Client
...Good PROGGY...then UP3.rc4 update
...Good PROGGY...then DBW 1.0 to 1.71 Superpack (as you can see I didn't go the 4.07m to 1.71
   F'nSuperpack due to too much forum traffic re. sfs files)
...Good PROGGY...then Monty's Vanilla #DBW folder even tho mine had exactly the same files in it
...Good PROGGY...then Montys parts 1-13 enabled with JSGME in successive order
   (however I didn't test after each).
...BAD PROGGY...70% CTD!

SO,
like 'slipper' (thanx slipper!) working backwards, I disabled 13, 12, 11
...BINGO!... Good PROGGY! ......1-10 enabled would start but 1-11 would not.

SO,
after discovering, then using 'mac1's 109 commenting trick' on the Air.ini that was in the 'jsgmemods\#DBW_Monty-11\#DBW\STD\com\maddox\il2\objects\ folder (thanks a bunch mac1!!!),.... I re-enabled part 11.
...BAD PROGGY...70% CTD...

SO,
I used 'mac1's trick' on the Air.ini in the main #DBW\STD\com\maddox\il2\objects\ folder.
Now with the 2 edited Air.ini's in their respective locations I tried again.
...BINGO!...Good PROGGY

SO,
No problem, I'll re-enable Monty part 12
...BAD PROGGY...70% CTD...

SO,
12 needed the fix;
and just for good measure I decided to check the previously edited ini's.
Lo-n-behold the one in the main #DBW folder was back to it's uncommented state.
I slashed it up good again and
... BINGO!..."we're in the money!"...

So,
being the 'wiseguy' I am (...not gonna let those ini's kick my arse!), I decided to check all of'm out after re-enabling Monty 13
....BAD POGGY?...you guessed it... the main ini was back to it's old tricks

SO,
before starting the Full Monty up I edited it once again...NOW...
...the Air.ini in the #DBW of my il2 install folder,
...the Air.ini's in Monty's 11, 12, and 13 were all displaying mac1's slash'n'hack (thanx again mac1!)
...Slam Bam thank you mam!!!..."Happy days are here again...."....GREAT FREAK'N PROGGY!!!
...and like 'soldaten' before me, I can say "...I have the whole enchilada loaded."

So,
In Summary: Sumpn's F'ked UP!!! (FUBAR/SNAFU - in other words it's PERFECT! for a WWII dogfight'n!!!)
JSGME changes the Air.ini in a subdirectory of #DBW in the root after each Monty Mod enabling - which probably
is normal behavior for all I know. Log says sump'ns a miss with the 109s? Perhaps the install packs are different;
the over UP3 vs the over 4.07 F'nSuper. The downloads look good; the megs are right and the hashes match...SO?

...When will it all end?... and...
...."where do they come from? ...to fight and die...
.......these gallant few... these binary song and dance men....like Monty27,...
.........and the mac1's of the world,... and the SAS's... and all the rest?....
Why do they do it?....sacrifice themselves to help "floundering NOOBs"
....negotiate a cruel, ....dangerous.... and oft times confusing world".
.........If there is a god,.....and I know there is,
......for I have 7 fully functioning installs:
il2 1946 v4.07m,
il2 1946 v4.10.1m,
il2 1946 v4.11.1m,
il2 1946 UP3.0rc4,
il2 1946 HSFX 6,
il2 1946 DBW 1.71 and
il2 1946 Full Monty...If there is a God,
...then he/she must be ...somewhere...         anywhere...          everywhere...
...a 'Virtu-naut'... in a 'Dark Blue World' ...
...forever maintaining his energy...
...while pulling towards the 6!

Amen/Ohm Shanti Shanti

ps. mac1's slash job is a few posts back. Make sure you use it on the ini's in each of the Monty 11, 12, and 13 folders, and don't forget to use it to reset the Air.ini in #DBW folder of your main il2 install each time you enable one of those Monty's. Whew! it's hard being clear about this stuff! - I hope this has been helpful. If this is just 'plane' wrong - then my bad! Please ignore. Gerson, point your nose at the ground and give it some opposite rudder!
Hey Funky Zefrs,

My POV is nothing personal, just logically trying to find the answer.  We still don't know why it works for some and not others.  All claim to be starting from the same place and clearly are not.  Some have their own 'fixes' others find it un-necessary.  This is NOT a common platform, which is the idea.  Instead everyone seems to grab it and twist in their own way, which was never the intent.

If something has snapped in the upload/downloads I would like to find it and fix it. 

I personally modded a half dozen people (over Skype) and more have taken it and enabled it fine.  If part of the download is busted or incomplete I would have expected nobody to get it, as with the missing part of Monty-01 at the start, before the inclusion of Part-4.

I am now going to download it as if I didn't have it at all and see if I can replicate the 70%CTD, and then find out what is missing from Pack-11, or what else could cause the error at that stage.  So, to put myself in your shoes, I'm back to square one.

Now where are those torrents...
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 13, 2012, 08:14:16 AM
I changed some of entries  in air.ini by log file and in this moment works fine. I  have crash at 70% and log file told me that I have problem with BF-109F-1, when I changed entries in air.ini I had next problem with Bf-109F-3, and next, and next
Now looks like this and works
Code: [Select]
Bf-109F-0         air.BF_109F0 2                                g01   WINTER
///Bf-109F-1         air.BF_109F1 2                                g01   WINTER
Bf-109F-2         air.BF_109F2 2                                g01   WINTER
Bf-109F-2U        air.BF_109F2U 2                               g01   WINTER
///Bf-109F-3         air.BF_109F3 2                                g01   WINTER
///BF-109F-4_1.3ATA  air.BF_109F413ATA 2                           g01   SUMMER
Bf-109F-4         air.BF_109F4 2                                g01   WINTER
Bf-109F-4MSTL     air.BF_109F4MSTL 2           NOQUICK  NOINFO  g01   SUMMER
Bf-109F-4Z        air.BF_109F4Z 2                                g01   WINTER
Bf-109G-1      air.BF_109G1 2               NOINFO  g01   SUMMER
Bf-109G-2         air.BF_109G2 2                                g01   SUMMER
Bf-109G-3      air.BF_109G3 2               NOINFO  g01   SUMMER
Bf-109G-4         air.BF_109G4 2                        NOINFO  g01   SUMMER 
Bf-109G-5   air.BF_109G5 2 NOINFO g01   SUMMER
Bf-109G-5AS      air.BF_109G5AS 2   NOINFO g01   SUMMER
Bf-109G-6_1.3ATA  air.BF_109G613ATA 2                               g01   SUMMER
Bf-109G-6         air.BF_109G6 2                                g01   SUMMER
Bf-109G-6_Erla   air.BF_109G6Erla 2 NOINFO g01   SUMMER
Bf-109G-6_Mid   air.BF_109G6Mid 2 NOINFO g01   SUMMER
Bf-109G-6_Late    air.BF_109G6Late 2                    NOINFO  g01   SUMMER
Bf-109G-6AS       air.BF_109G6AS 2                              g01   SUMMER
Bf-109G-10        air.BF_109G10 2                               g01   SUMMER
Bf-109G-10_Erla   air.BF_109G10Erla 2                           g01   SUMMER
Bf-109G-10C3      air.BF_109G10C3 2                             g01   SUMMER
Bf-109G-14        air.BF_109G14 2                               g01   SUMMER
Bf-109G-14AS      air.BF_109G14AS 2                             g01   SUMMER
Bf-109K-4         air.BF_109K4 2                                g01   SUMMER
Bf-109K-4C3       air.BF_109K4C3 2                      NOINFO  g01   SUMMER
///Bf-109K-6         air.BF_109K6 2                                g01   SUMMER
Bf-109K-14         air.BF_109K14 2                                g01   SUMMER
OK, I'm still not busted but some are, some are not. 

All those who made it first time appear to be, usually, the 'old hands', people who probably had DBW since the beginning, well over a year ago and before the consolidation of aircraft slots.

Is it possible that later installs of the DBW Superpatch to 1.71 differ from earlier ones?  All of the ini entries mentioned by macias13_84 are not present in DBW 1.71 and are not modded in later by me.  Therefore they must have been re-enabled at some stage and this has not adversely effected all users.

Could it be that the missing slots are not present at all in later versions of DBW 1.71?  This would require examination of the sfs files themselves, but it seems like this points towards a solution.  There has to be a difference here because NONE of these aircraft are modded after Monty-10 but the INI entries for them do appear after that.

Firstly then, my apologies to macias13_84, you were looking in the right place after all, although it seems we have turned up with a problem not anticipated at all.  Still, that is the nature of such problems and I am man enough to admit that I didn't see this at all.

So, solutions.  For those who do not have the missing bf-109s coded into their DBW sfs files the Air.INI alterations here ARE a suitable solution.

I will make up a single INI patch to drop in after activation that will fix the issue once and for all, or a new INI patch for each of the packs Monty-11 to Monty-12, Monty-13.

Or redo the uploads, but we do now have a solution.

chupag72- This may be your solution too.

Thanks to Funky Zefrs to.  Damned if I know how those old slots were re-activated in the later packs, but they are not DBW standard or tied to mods, or particularly necessary.  No wonder we tripped up over this one, but boy am I pleased to find the culprit.  Look for a more coherent SOLUTION (its 01:00am here in South Australia) later the next morning and thank you all for hammering away at this until we cracked it.

To Restate then: Monty-01 to Monty-10 ROCK SOLID STABLE WORKING- Then Small Air.INI patch after Monty-11, will post on front shortly.

Simon(Monty27)
Title: Re: The Full Monty
Post by: chupag72 on October 13, 2012, 08:33:46 AM
Thank you very much. And your build I liked very much. Very good work.Thank you for your work and your patience
Title: Re: The Full Monty
Post by: CWMV on October 13, 2012, 08:39:22 AM
When I get home tonight ill dl a new dbw install and see if I can replicate the error.
Title: Re: The Full Monty
Post by: Funky Zefrs on October 13, 2012, 09:35:17 AM
Thanks again Monty27 for all the work of putting this monster together - eeegads, umpteen levels of abstraction from the dvd,
thousands of files to keep track of - dependencies, hierarchies, builds, order - I mean,... it's a nightmare!...or
...well... great fun!

I'm getting a perverse sense of satisfaction these days from detangling PC problems
- Don't know why, perhaps it's because some of these code recipes have more 'hair' than I do.
Hey and it's more fun than cross word puzzles - can't fire 30mm cannon with those! Ha!

Actually I think I'm finally taking a wise mans words to heart - can't remember who it was... Aurelius, the Buddha, Rasputin...
- somebody like that said: "an inconvenience is an adventure misunderstood" - HALE-Fricken-ALUYA!

What I really wan't to know is how mac1 engineered that comment job on those 5 entries in that huge AIR.ini
....Howdydodat? This stuff's a mystery to me and unlike a lot of knowledge the more I learn the more magical it becomes!

Anyway, it's only a matter of time - you or one of these binary ACE's around here will stick their guns on it
- whether it's a classfile in some forgotten nook or bit table on 3p server - it will go down in flames!

In the mean time - Hang in there, Man!
..."No good deed goes unpunished"... sorry, I'm hearing this a lot these days in this neck of the woods.

Meanwhile I'll be looking forward to 1.8 & the F'ken Full Monty Pack!...

...I think I'm goin to mosey on back and see if I can't get that Corsair off that Jeep Carrier's deck!
...Will one of you creative geniuses please mod a catapult for that Corsair or change the FM so it's less snap happy?
Thanks,
Zef
Title: Re: The Full Monty
Post by: saab ja26 on October 13, 2012, 12:06:08 PM
same here. Kept getting the dreaded 70% ctd. As soon as I adjusted the 109 entries as mentioned above I got the whole shibang working. Awesome work by all on this.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 13, 2012, 04:31:32 PM
 :P OK, the fix for Monty-11/12/13 is up and the rogue INI entries will disappear in any case by Monty-14, which I just tested, works perfectly and contains more lovely goodies.  Those who fixed this themselves and pointed it out to me were not always received with open arms.  I hope you can understand where I was coming from and appreciate that despite the disparity and mysterious CTDs we did not abandon you or go quite.

Instead we have, good naturedly I think, butted heads until the issue was solved for all, which was my goal.

GOOD WORK - For those interested, finding this issue was down to reading the LOG file after the CTD, after which, remming the Air.INI entries solved the CTD.

CREDIT FOR THIS PARTICULAR MONTY FIX - Goes to those applied this method with persistence and were good enough to post here, despite the fact that I was seeing something else entirely and getting conflicting reports.

chupag72
Gerson
macias13_84
mac1
saab_ja26
Funky Zefrs


Hope we are still friends...
 :)
Title: Re: The Full Monty
Post by: nuke11 on October 13, 2012, 05:15:20 PM
First post, just wanted to say thank you for the fix! It is now working correctly on my install.

I have noticed somethings so far on my install at least.

If you watch the intro "movie" the Zeros have there landing gear on top of the wings, which kind of looks like this "movie" is actually a render from the installed aircraft as I seem to remember reading a post in this thread about this problem being investigated.

When I do an F3 flyby I don't have any engine sound. Not sure how to fix this one.

When I fly the Spitfire PR XIX CRP only 1 set of the propellers are spinning. Not sure if this model is finshed and should have both sets working.

I'm installing the TFM by JSGME does the "monty_root" and "forgotten_countries_full". I'm enabling the packs and other DWB mods with the Total Modder 1.3RC if this information helps.

Again thank you for the fix and the hard work involved with this mod.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 13, 2012, 05:20:11 PM
First post, just wanted to say thank you for the fix! It is now working correctly on my install.

I have noticed 2 things so far on my install at least.

If you watch the intro "movie" the Zeros have there landing gear on top of the wings, which kind of looks like this "movie" is actually a render from the installed aircraft as I seem to remember reading a post in this thread about this problem being investigated.

When I do an F3 flyby I don't have any engine sound. Not sure how to fix this one.

I'm installing the TFM by JSGME does the "monty_root" and "forgotten_countries_full". I'm enabling the packs and other DWB mods with the Total Modder 1.3RC if this information helps.

Again thank you for the fix and the hard work involved with this mod.
Good stuff, we have nailed it now for sure.

Flybys: - Have you tried the Safe_DLLS?

Title: Re: The Full Monty
Post by: nuke11 on October 13, 2012, 05:35:07 PM
Safe_DLL's? I guess you mean the clean set from the 1st page?

I added another obervation as well about the Spitfire PR XIX only has one set of propellers spinning as well.
Title: Re: The Full Monty
Post by: fabianfred on October 13, 2012, 05:38:05 PM
are the SAM rockets and superJeep with weapons going to be in the next pack?
Not so far Fred, we are thinking 'Nam right?  What packages do you have in mind and what combos are you running?  Would you like to pm me?

No plans...they just looked like fun things to have..

First I need to get this Full Monty working.
I also get the 70% CTD..using all your recommended ...fresh DBW folder/latest buttons/install 1 to 13 in JSGME.
I am at a loss as to how to proceed further.
The game ran Ok before installing Monty 01...but wouldn't run from then on....I thought I had better install all the packs and then try...but no dice.
Title: Re: The Full Monty
Post by: nuke11 on October 13, 2012, 05:45:40 PM
Safe_DLL's? I guess you mean the clean set from the 1st page?

I added another obervation as well about the Spitfire PR XIX only has one set of propellers spinning as well.
Ok I just replaced the #DBW folder contents in my MOD-Act mod with the clean set from the 1st page, but it is still the same problem with no sound, weied zero spawn and the single counter-rotating prop. Not a big deal, but I'll continue to look around.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 13, 2012, 06:20:27 PM
Safe_DLL's? I guess you mean the clean set from the 1st page?

I added another obervation as well about the Spitfire PR XIX only has one set of propellers spinning as well.
Ok I just replaced the #DBW folder contents in my MOD-Act mod with the clean set from the 1st page, but it is still the same problem with no sound, weied zero spawn and the single counter-rotating prop. Not a big deal, but I'll continue to look around.
No mate, I meant the SAFE_DLLS, replacements for mg_snd.dll and  mg_snd_sse.dll, which go in your main Il2 directory.  They seem to have gone AWOL recently, here's a link to mine.  Test them after backing up the originals.

https://www.mediafire.com/?lczyio1w8u7c9ua

Thanks to SAS~CirX for putting these up originally and they worked for me, buggered if can find that post now though...
Title: Re: The Full Monty
Post by: fabianfred on October 13, 2012, 06:30:56 PM
WTF!!
I tried uninstalling part 11,12,13 in JSGME to see if mine was like the other guy's....no joy.

I then uninstalled all the Full Monty packs in JSGME..... and tried to run .

It froze at 95% and then required a hard reset of the computer to get out!!

Checkiong in the DBW folder shows it still full of shit....not back to the clean configuration when i started!!??

I am downloading the torrents for part 11,12,13 again...but have my doubts if this will fix it for me.

Question...should it run OK with only Full Monty part 01 pack installed??
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 13, 2012, 06:57:02 PM
WTF!!
I tried uninstalling part 11,12,13 in JSGME to see if mine was like the other guy's....no joy.

I then uninstalled all the Full Monty packs in JSGME..... and tried to run .

It froze at 95% and then required a hard reset of the computer to get out!!

Checkiong in the DBW folder shows it still full of shit....not back to the clean configuration when i started!!??

I am downloading the torrents for part 11,12,13 again...but have my doubts if this will fix it for me.

Question...should it run OK with only Full Monty part 01 pack installed??
Yes it will, or start with a clean #DBW folder from backup.  We can be sure its good for everyone from Monty-01 to Monty-10, onwards from there some people may need the INI patch.
Title: Re: The Full Monty
Post by: fabianfred on October 13, 2012, 07:11:50 PM
sorry I didn't check to see if you had changed the torrents for 11-13 yet?

Thanks for all your quick replies Monty... you are a really dedicated guy who cares.
Title: Re: The Full Monty
Post by: nuke11 on October 13, 2012, 07:22:56 PM
A follow-up with my sound problems. The sounds are now fully functional. Now the only thing I really did was play with the OpenGL settings for my NVIDIA display card from this forum post http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678

Once I made these changes to my config.ini and my NVIDIA control panel the game graphics are amazing and all of the sounds came back!

The sounds are just amazing for fly-by's now, they all sound just like when I'm at an air-show watching these fly.

Monty, I'll download the DLL's and see what they might acomplish for me.

Thank you.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 13, 2012, 07:37:48 PM
A follow-up with my sound problems. The sounds are now fully functional. Now the only thing I really did was play with the OpenGL settings for my NVIDIA display card from this forum post http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678

Once I made these changes to my config.ini and my NVIDIA control panel the game graphics are amazing and all of the sounds came back!

The sounds are just amazing for fly-by's now, they all sound just like when I'm at an air-show watching these fly.

Monty, I'll download the DLL's and see what they might acomplish for me.

Thank you.
As a mate of mine says: "Now we are all singing from the same sheet".  ;D

With regard to the Spitfire PR XIX  - can't get to the original thread right now. Let's consider it a place-holder for now until we work out a fix or a replacement.  There should be answer, usually is, eventually!
Title: Re: The Full Monty
Post by: chupag72 on October 13, 2012, 10:02:24 PM
Dear Monty, you've done a great job so that's all right. We are still friends. I'm not offended. And it should be.
Title: Re: The Full Monty
Post by: fabianfred on October 13, 2012, 10:16:58 PM
I got the basic DBW to run OK...then after I added Full Monty 01 it crashes at 5%..
Title: Re: The Full Monty
Post by: chupag72 on October 13, 2012, 10:28:38 PM
I got the basic DBW to run OK...then after I added Full Monty 01 it crashes at 5%..

Install all packages
Title: Re: The Full Monty
Post by: pilotpimpf on October 14, 2012, 01:31:14 AM
I got the basic DBW to run OK...then after I added Full Monty 01 it crashes at 5%..

likewise
 i have reinstalled Il2 three times using different methods of updating , the one pack , each indivudual updates and then DBW
,DBW runs fine but adding monty 01 goes to 5% crash
changed DBW folder and still crashes
As it took nearly all day on torrent to download monty01 will it need another download again , could the original be corrupted, it had 2.09 gb

at a total loss as what to do like fabian fred (welcome back FF)

And even though I cannot get it working yet, thanks for all the hard work you are putting in to this Simon.
Title: Re: The Full Monty
Post by: fabianfred on October 14, 2012, 04:13:46 AM
I am slowly installing all the 13 parts again in the JSGME and will wait and see what happens then...
Title: Re: The Full Monty
Post by: mac1 on October 14, 2012, 04:31:52 AM
Delighted that the air.ini fix works for everyone. I believe those 109's were removed during slot consolidation when dbw 1.7 was being packed.

key to figuring out problems like this Funky Zefrs is the logfile. gives an air.ini error? comment it out and move on to the next one... it took a while but it worked :P Now time to enjoy this pack :) yussss
Title: Re: The Full Monty
Post by: Flying H on October 14, 2012, 06:14:43 AM
Hi Monty, GREAT set you (and mates) have brought to us "simple flyers", but there´s one, for me, annoying thing. After doing the "slash-out 109 tapdance" getting all to work I find some mysterious entries in my log.list:
Code: [Select]
Ship: Value of [ItalPoetiDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:224)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:302)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:475)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:11)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1603)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalPoetiDD
Ship: Value of [ItalNavigatoriDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:224)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:302)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:475)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:12)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1603)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalNavigatoriDD
*** err1: AnglesRange(30.0,360.0)
*** err1: AnglesRange(30.0,360.0)
*** err1: AnglesRange(30.0,360.0)
*** err1: AnglesRange(30.0,360.0)
*** err1: AnglesRange(30.0,360.0)
*** err1: AnglesRange(30.0,360.0)
*** err1: AnglesRange(30.0,360.0)
*** err1: AnglesRange(30.0,360.0)
these are the first missing and those are the last
Code: [Select]
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$JU_87B1'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$KI_43_IIIKO'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$N1K3A'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$WAGEN'
according to the log.
Q, what are those entries referring to and where should they be found? Ie what Monty pack? Or do they reside somewhere else? There are quite a few "BigShips" missing references + a few panzers so I wonder what they are and where to find them. The game itself isn´t affected as far as I can see but the missing objects would be nice to have at least for the sakeof having a "clean" log.lst.
Again a great BIG THX for your work!! ;D
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 14, 2012, 06:28:53 AM
No need for any tapdance mate, the straight fix is posted on the first page. 

There are many new addon objects, aircraft, ships, buildings, vehicles, even new functions...  They are designed to show up in campaigns and missions and if you are familiar with FMB or fly the Monty27 campaigns, you will encounter them.  Thousands of lines were added for the INI edits.  Testing for compatibility and various fixes has inevitably 'muddied some of the waters' with regard to the object lists and there may be the odd space in a list, but the stuff is there.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 14, 2012, 06:30:41 AM
...When I fly the Spitfire PR XIX CRP only 1 set of the propellers are spinning...
Really pleased that the Spitfire PR XIX is fixed in the up-coming Monty-14.
Title: Re: The Full Monty
Post by: Paulo Hirth on October 14, 2012, 07:00:15 AM
  Thank you Monty27! Very good find all that links in a single place too.
Title: Re: The Full Monty
Post by: fabianfred on October 14, 2012, 07:44:34 AM
It works!!!

All those lovely new vehicles....and tanks and ships etc...... makes a mission builder drool..

Could do with the new IJN battleship and cruiser in the next pack.
Title: Re: The Full Monty
Post by: nuke11 on October 14, 2012, 07:54:13 AM
...When I fly the Spitfire PR XIX CRP only 1 set of the propellers are spinning...
Really pleased that the Spitfire PR XIX is fixed in the up-coming Monty-14.
That is good to hear! Now I was going to be making a small plane add-on package for myself today, but if you are adding new planes I could wait.

I'm looking to add the Spitfire FR Mk XIVe and Huricane Ex Series (Bubbletop).
Title: Re: The Full Monty
Post by: fabo28 on October 14, 2012, 10:16:58 AM
A follow-up with my sound problems. The sounds are now fully functional. Now the only thing I really did was play with the OpenGL settings for my NVIDIA display card from this forum post http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678

Once I made these changes to my config.ini and my NVIDIA control panel the game graphics are amazing and all of the sounds came back!

The sounds are just amazing for fly-by's now, they all sound just like when I'm at an air-show watching these fly.

Monty, I'll download the DLL's and see what they might acomplish for me.

Thank you.
As a mate of mine says: "Now we are all singing from the same sheet".  ;D

With regard to the Spitfire PR XIX  - can't get to the original thread right now. Let's consider it a place-holder for now until we work out a fix or a replacement.  There should be answer, usually is, eventually!


This works! I got the flyby sounds back!! ;D ;D ;D

Thank you all
Title: Re: The Full Monty
Post by: nuke11 on October 14, 2012, 11:07:08 AM
...When I fly the Spitfire PR XIX CRP only 1 set of the propellers are spinning...
Really pleased that the Spitfire PR XIX is fixed in the up-coming Monty-14.
That is good to hear! Now I was going to be making a small plane add-on package for myself today, but if you are adding new planes I could wait.

I'm looking to add the Spitfire FR Mk XIVe and Huricane Ex Series (Bubbletop).

It looks like I'll be add the Piper PA-48 Enforcer (Air Force and Naval) and the Spitfire MK XIV CRP as well if these are in the Monty 14 pack.
Title: Re: The Full Monty
Post by: nuke11 on October 14, 2012, 11:08:26 AM
A follow-up with my sound problems. The sounds are now fully functional. Now the only thing I really did was play with the OpenGL settings for my NVIDIA display card from this forum post http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678

Once I made these changes to my config.ini and my NVIDIA control panel the game graphics are amazing and all of the sounds came back!

The sounds are just amazing for fly-by's now, they all sound just like when I'm at an air-show watching these fly.

Monty, I'll download the DLL's and see what they might acomplish for me.

Thank you.
As a mate of mine says: "Now we are all singing from the same sheet".  ;D

With regard to the Spitfire PR XIX  - can't get to the original thread right now. Let's consider it a place-holder for now until we work out a fix or a replacement.  There should be answer, usually is, eventually!


This works! I got the flyby sounds back!! ;D ;D ;D

Thank you all
I'm glad I stumbled across this and posted it. I was surprised when it worked for me as well.
Title: Re: The Full Monty
Post by: fabianfred on October 14, 2012, 06:48:30 PM
Are all those strange new trucks and horse drawn vehicles a part of DBW or TFM?
some of them do not work or can only be seen as shadows...
perhaps my conf.ini settings need adjusting..
Title: Re: The Full Monty
Post by: RogCBrand on October 14, 2012, 08:11:49 PM
Since The Full Monty came out I've struggled to get it to work.  I've uninstalled IL-2 a number of times, and very carefully followed the directions.  Time after time I'd find my computer hitting a hard freeze when I'd try to run TFM, using JSGME, so I tried Total Modder, which would also not work- but then on a new start it worked!  But there were none of the new aircraft, etc.  So after trying any solutions hinted at here, I went back to JSGME, and it really did work with everything!

I've found, time, after time, over many years of modding IL-2, that sometimes I'm doing something wrong and the light bulb will go off when I notice what it is and things finally work.  But sometimes I'll do EXACTLY the same thing, with failure the first time- sometimes the first many times- then finally it works, even though I've done the same procedure.

Modded IL-2 has grown gargantuan!  It can make it very fussy and cause astronomical frustration, but I've found that instead of letting that frustration get to me, I just keep plugging away, and I've always managed to succeed in the end.  So, if anyone is still having trouble, don't give in to the urge to throw your computer out the window.  Even after more than a week of trying, it can all come together and work- no guarantees but it definitely won't work if you just give up.
Title: Re: The Full Monty
Post by: macias13_84 on October 15, 2012, 01:47:21 AM
:P OK, the fix for Monty-11/12/13 is up and the rogue INI entries will disappear in any case by Monty-14, which I just tested, works perfectly and contains more lovely goodies.  Those who fixed this themselves and pointed it out to me were not always received with open arms.  I hope you can understand where I was coming from and appreciate that despite the disparity and mysterious CTDs we did not abandon you or go quite.

Instead we have, good naturedly I think, butted heads until the issue was solved for all, which was my goal.

GOOD WORK - For those interested, finding this issue was down to reading the LOG file after the CTD, after which, remming the Air.INI entries solved the CTD.

CREDIT FOR THIS PARTICULAR MONTY FIX - Goes to those applied this method with persistence and were good enough to post here, despite the fact that I was seeing something else entirely and getting conflicting reports.

chupag72
Gerson
macias13_84
mac1
saab_ja26
Funky Zefrs


Hope we are still friends...
 :)

Thanks Monty, When I will back in home, I will try install your fix,
Thanks you for your patience and endurance for our problems
Greetings from Poland
Title: Re: The Full Monty
Post by: SAS~Anto on October 15, 2012, 05:50:30 AM
Thanks Monty for these packs :) They are a good interrim until the next DBW is out.

For those interested, indeed there hasn't been much news in relation to an update to DBW. It has been worked on for a while but we are waiting on a few key things before release. For now, Monty's pack should keep you busy and up to date.
Title: Re: The Full Monty
Post by: chupag72 on October 15, 2012, 06:27:21 AM
Dear MONTY is not yet a big problem. It is not your fault. I drew this a long time ago. This is due HE-60. When you fly on a plane I-16 type 29,1940 when you look through the windshield, it's dark. Such a feeling as if looking through a pair of sunglasses. Could you fix it.Sorry for my English
Title: Re: The Full Monty
Post by: pilotpimpf on October 15, 2012, 12:32:04 PM
woooohooo

It took all day with lots of nail biting, will it or will it not work but at last its up and running and its really worth it.

Theres so much "stuff" its going to take many more enjoyable days just looking let alone flying it all.

Thanks to Monty 27 and all the many many mod makers.

Will this sim ever die?
Never with people modding it like this, from WWI to almost the present day, amazing.
Title: Re: The Full Monty
Post by: flugkapitan on October 15, 2012, 01:27:27 PM
OK, I must be one of the exceptions.

I can not get this supermod to work. I have followed the instructions and have been trying for two days - no luck.

Here's what is happening:

1. I downloaded and extracted (using WinRar) all the files as per the instructions.
2. Started JSGME and removed all mods that I had enabled.
3. I backed up my original #DBW and then installed the clean #DBW from the link provided in this thread.
4. Downloaded v9.7 of the Buttons and made sure it was installed in the proper place.
5. Compared the Monty file sizes against the list on the first page of this thread - all are of the proper size except #10. I've downloaded it 3 times, but the file states it's size is 399MB as opposed to 402MB as per the listing.
6. Using JSGME I installed Monty01 and then launched IL2/DBW with the selector - success.
7. Using JSGME I installed Monty02 and then launched IL2/DBW with the selector - success.
8. Using JSGME I installed Monty03 and then launched IL2/DBW with the selector - Crash at 70%.

I'm open to any suggestions, but I'm about ready to give up.

Regards,
Scott
Title: Re: The Full Monty
Post by: pilotpimpf on October 15, 2012, 01:57:29 PM
This is how I managed it;

Load a clean copy of IL2 4.07 patch to DBW 1.71( the all inclusive patch) and run.
Use clean #DBW folder downloaded previously and load, deleteing original folder first and run.

Load all Full Monty up to#10 in the JGSME folder (took hours!).
Then enable with no other mods at all in JGSME ( again took hours)
I did not run the sim until all mods loaded to #10.
Then start Sim and wait very patiantly for it all to load.... go to pub for a drink , walk the dog and then come back to it.

Thats it!

I did not load 11,12,13 as I did not understand all the procedure to get it working.

Hope that helps.
Title: Re: The Full Monty
Post by: fabianfred on October 15, 2012, 02:59:24 PM
Mine would not run when i only had Monty 01 installed..so i added all the rest up to 13 and then it ran OK.............. but..........this was my main Win7..... when i booted into my old WinXP which I used to use fine for my il2 installs previously.....crash at 70% again....??? very odd!!
Title: Re: The Full Monty
Post by: flugkapitan on October 15, 2012, 03:07:39 PM
Thanks for the replies. I was installing the mods one by one and then launching the game at each mod install to see where any problems might be. I didn't think that they all had to be installed for the mods to work, i.e., I thought they were independent of one another, other than they have to be installed in the proper numerical order.

I'm installing my other DBW mods now and will try flying the sim with Monty 01 & 02 and see what happens.

Scott
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 15, 2012, 04:55:03 PM
Thanks Monty for these packs :) They are a good interrim until the next DBW is out.

For those interested, indeed there hasn't been much news in relation to an update to DBW. It has been worked on for a while but we are waiting on a few key things before release. For now, Monty's pack should keep you busy and up to date.
8) Thanks Anto, that was EXACTLY the purpose and the reason why I thought we could easily chuck them into JSGME and then chuck them out again with DBW1.8!  While I didn't want a lot of fuss I do think this may have helped a few people, new and old to modding, and I have certainly learned a great deal. :P
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 15, 2012, 05:10:37 PM
OK, I must be one of the exceptions.

I can not get this supermod to work. I have followed the instructions and have been trying for two days - no luck.

Here's what is happening:

1. I downloaded and extracted (using WinRar) all the files as per the instructions.
2. Started JSGME and removed all mods that I had enabled.
3. I backed up my original #DBW and then installed the clean #DBW from the link provided in this thread.
4. Downloaded v9.7 of the Buttons and made sure it was installed in the proper place.
5. Compared the Monty file sizes against the list on the first page of this thread - all are of the proper size except #10. I've downloaded it 3 times, but the file states it's size is 399MB as opposed to 402MB as per the listing.
6. Using JSGME I installed Monty01 and then launched IL2/DBW with the selector - success.
7. Using JSGME I installed Monty02 and then launched IL2/DBW with the selector - success.
8. Using JSGME I installed Monty03 and then launched IL2/DBW with the selector - Crash at 70%.

I'm open to any suggestions, but I'm about ready to give up.

Regards,
Scott
Scott, good buddy - this kind of talk doesn't build empires!  Fact is 70% crash is a missing aircraft, static aircraft or other object so there is no mystery just some missing file or INI entry.  First step - Locate the mystery by reading your LOGFile after a CTD - Then we can solve it.

Also-Each pack is designed to run cumulatively up to that point, although as each one builds on the next sometimes obstacles get solved...
Title: Re: The Full Monty
Post by: soldaten on October 15, 2012, 06:04:15 PM

Some of us are getting a 5% crash while testing pack 1.
We can work around this crash by ignoring the %5 crash
and enabling all the packs up to 10 at which
point, the 5% crash vanishes and the game loads
successfully.

But, installing this way is contrary to
the admonition to test
after enabling each and every pack.

This is where some of the confusion lay.
And, furthermore it underlines a discrepancy
between

A) those who can test launch pack 1 successfully

and

B) those who must enable packs 1-10 before before getting
a successful launch.

Why does this discrepancy between A and B exist?

Things are working for me and its GREAT.

I am still baffled though, why I must enable 1-10
before the 5% crash goes away.
Title: Re: The Full Monty
Post by: flugkapitan on October 15, 2012, 06:19:50 PM
Hi Monty,

I thought I had my config ini set to produce a log file - but I messed up and didn't have an zero set to a one....arrrgh!

Anyway, I have switched things back to my original settings so I could get some simming in this evening. I'll try tomorrow before work to get the Monty files installed again and generate a log file for you to look at.

Thanks for your help!

Scott

Title: Re: The Full Monty
Post by: SAS~Monty27 on October 15, 2012, 06:49:22 PM
Hi Monty,

I thought I had my config ini set to produce a log file - but I messed up and didn't have an zero set to a one....arrrgh!

Anyway, I have switched things back to my original settings so I could get some simming in this evening. I'll try tomorrow before work to get the Monty files installed again and generate a log file for you to look at.

Thanks for your help!

Scott
Thanks mate, we will fix it!
Title: Re: The Full Monty
Post by: flugkapitan on October 15, 2012, 08:10:44 PM
Hi Monty,

Decided to have a go again. Here's the log file:

Code: [Select]
[16.10.2012 2:04:42] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 560/PCIe/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_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 (SSE2)
[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
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Spawn.get( com.maddox.il2.objects.air.Do17Z_0 ): com.maddox.il2.objects.air.Do17Z_0
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Do17Z_0
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.Do17Z_2 ): com.maddox.il2.objects.air.Do17Z_2
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Do17Z_2
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.FW_190A3SANI ): com.maddox.il2.objects.air.FW_190A3SANI
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190A3SANI
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.FW_190A3SANI1 ): com.maddox.il2.objects.air.FW_190A3SANI1
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190A3SANI1
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.FW_190A4142ATA ): com.maddox.il2.objects.air.FW_190A4142ATA
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190A4142ATA
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.FW_190A5142ATA ): com.maddox.il2.objects.air.FW_190A5142ATA
....
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190F9PB
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.TA_152B ): com.maddox.il2.objects.air.TA_152B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TA_152B
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.TA_152C0 ): com.maddox.il2.objects.air.TA_152C0
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TA_152C0
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.TA_152C1 ): com.maddox.il2.objects.air.TA_152C1
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TA_152C1
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.TA_152C3 ): com.maddox.il2.objects.air.TA_152C3
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TA_152C3
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.TA_152H ): com.maddox.il2.objects.air.TA_152H
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TA_152H
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.SPITFIREPR19CRP ): com.maddox.il2.objects.air.SPITFIREPR19CRP
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.SPITFIREPR19CRP
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.B_26B ): com.maddox.il2.objects.air.B_26B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.B_26B
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F4U1cage ): com.maddox.il2.objects.air.F4U1cage
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F4U1cage
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F4U_4 ): com.maddox.il2.objects.air.F4U_4
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F4U_4
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F4U_4B ): com.maddox.il2.objects.air.F4U_4B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F4U_4B
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F4U_5 ): com.maddox.il2.objects.air.F4U_5
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F4U_5
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F4U_5N ): com.maddox.il2.objects.air.F4U_5N
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F4U_5N
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.AU_1 ): com.maddox.il2.objects.air.AU_1
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.AU_1
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.P_61A_10 ): com.maddox.il2.objects.air.P_61A_10
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.P_61A_10
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.P_61B_15 ): com.maddox.il2.objects.air.P_61B_15
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.P_61B_15
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.TBD1 ): com.maddox.il2.objects.air.TBD1
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TBD1
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.D4Y3 ): com.maddox.il2.objects.air.D4Y3
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.D4Y3
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.D4Y3S ): com.maddox.il2.objects.air.D4Y3S
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.D4Y3S
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.D4Y2 ): com.maddox.il2.objects.air.D4Y2
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.D4Y2
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.D4Y2S ): com.maddox.il2.objects.air.D4Y2S
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.D4Y2S
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.KI_45_HEI ): com.maddox.il2.objects.air.KI_45_HEI
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.KI_45_HEI
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.KI_45_TEI ): com.maddox.il2.objects.air.KI_45_TEI
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.KI_45_TEI
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F6C4Hawk ): com.maddox.il2.objects.air.F6C4Hawk
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F6C4Hawk
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = null
...
s1 = flightmodels/ar-234b-2.fmd
s = FlightModels/Ar-234B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234c.fmd
s = FlightModels/Ar-234C.fmd
m_lastFMFile = gui/game/buttons
com.maddox.il2.objects.air.Do17Z_0
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Do17Z_0
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.Do17Z_2
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Do17Z_2
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-1.fmd
s = FlightModels/Do217K-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-3.fmd
s = FlightModels/Fw-190A-3.fmd
m_lastFMFile = gui/game/buttons
com.maddox.il2.objects.air.FW_190A3SANI
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190A3SANI
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.FW_190A3SANI1
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190A3SANI1
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-4.fmd
s = FlightModels/Fw-190A-4.fmd
m_lastFMFile = gui/game/buttons
com.maddox.il2.objects.air.FW_190A4142ATA
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190A4142ATA
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5.fmd
s = FlightModels/Fw-190A-5.fmd
m_lastFMFile = gui/game/buttons
com.maddox.il2.objects.air.FW_190A5142ATA
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190A5142ATA
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.FW_190A5158ATA
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.FW_190A5158ATA
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.b
Title: Re: The Full Monty
Post by: macdkinfe on October 15, 2012, 10:09:57 PM
loaded form a new dbw install
loaded monty 1-13 it took 4 days to get them loaded now i
get 20% crash
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 15, 2012, 11:53:06 PM
loaded form a new dbw install
loaded monty 1-13 it took 4 days to get them loaded now i
get 20% crash
JSGME, roll em back till it doesn't-read log file-get data.  Also how you use your time is your affair, but it takes just over a couple of hours real time to fire them up on JSGME, not 96.
Title: Re: The Full Monty
Post by: Boelcke on October 16, 2012, 12:35:18 AM
it took 5 or 6 hours for me to dl all the stuff with torrent

important is to add pack after pack with JSGME to Il 2 and always start the game after adding a new  pack, so you are able to find out which pack causes the problems
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 16, 2012, 01:27:54 AM
it took 5 or 6 hours for me to dl all the stuff with torrent

important is to add pack after pack with JSGME to Il 2 and always start the game after adding a new  pack, so you are able to find out which pack causes the problems
Not too shabby for the size of these, 12GB+.  Glad the torrents are working well Boelcke, seed 'em for a bit buddy!
Title: Re: The Full Monty
Post by: macdkinfe on October 16, 2012, 04:21:31 AM
rooled them all back get a 5%crash on #1
Title: Re: The Full Monty
Post by: Boelcke on October 16, 2012, 04:28:59 AM
according to this explanation

https://www.sas1946.com/main/index.php/topic,22.0.html

a 5% crash indicates that a SFS file is missing or corrupt, in pack 1 the only SFS files are from the Fw 190 pack from clymore - looks like the downloaded file is damaged and you have to dl it again
Title: Re: The Full Monty
Post by: krakacha on October 16, 2012, 05:47:04 AM

               Bonjour à tous,

  - J' en suis à la page n° 7. Je suis complètement perdu  !!!
  - A quel endroit puis-je télécharger gratuitement les 13 fichiers du FULL MONTY, SVP ? ? ?

                                          :(
Title: Re: The Full Monty
Post by: Mick on October 16, 2012, 07:12:39 AM
... page 1, tu as tout ce qu'il te faut avec pour chaque partie le mot :

DOWNLOAD ... suivi du lien en question ...

... par ex :

DOWNLOAD -               http://speedy.sh/TtghS/DBW-MONTY-01Part01.rar
Title: Re: The Full Monty
Post by: krakacha on October 16, 2012, 07:41:57 AM
       Bonjour Mick,

 Vu, mais comme les autres, çà ne fonctionne pas avec speedy.sh.
 Aussi, je suis drôlement ennuyé  ! ! ! !
Title: Re: The Full Monty
Post by: krakacha on October 16, 2012, 08:01:24 AM
 Je vais voir avec le lien "axies-and-allies"  ......

                                                 :-[
Title: Re: The Full Monty
Post by: Boelcke on October 16, 2012, 08:11:55 AM
       Bonjour Mick,

 Vu, mais comme les autres, çà ne fonctionne pas avec speedy.sh.
 Aussi, je suis drôlement ennuyé  ! ! ! !

check these links for torrent download, much better:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2547


Title: Re: The Full Monty
Post by: django333 on October 16, 2012, 08:35:03 AM
When activating the mods I got a conflict between #DBW_MONTY-01 and #DBW_MONTY-03, is that normal?
Title: Re: The Full Monty
Post by: flybywire on October 16, 2012, 08:40:10 AM
 ;)

After a bit of time and effort I am grateful to announce that I have a Full Monty Il2 installation.

Thanks so very much for all of the modders as well as advice on this thread.

I do have 1 question however. My flyby sounds are not really working. The funny thing is that I installed the DLL's mentioned and also tried the flyby fix final for DBW. My jets flyby sounds are working however.

Any ideas how to get the other aircraft flybys functioning?
Title: Re: The Full Monty
Post by: macias13_84 on October 16, 2012, 08:48:34 AM
When activating the mods I got a conflict between #DBW_MONTY-01 and #DBW_MONTY-03, is that normal?

Everything is correct, earlier files are always overwrite by files with highest number
Title: Re: The Full Monty
Post by: krakacha on October 16, 2012, 10:50:52 AM
                        Bonjour à tous,

 - Comment avez-vous réussi à télécharger les 13 fichiers ? ! ! !

 - Impossible de trouver, même chez axies-and-allies = problème avec speedy.sh

 - Pouvez-vous me communiquer la solution, SVP ?

                                                                          :-[

Title: Re: The Full Monty
Post by: fabo28 on October 16, 2012, 12:28:13 PM
                        Bonjour à tous,

 - Comment avez-vous réussi à télécharger les 13 fichiers ? ! ! !

 - Impossible de trouver, même chez axies-and-allies = problème avec speedy.sh

 - Pouvez-vous me communiquer la solution, SVP ?

                                                                          :-[

Vous allez au fond du premier post du Monty `s, il ya 13 liens du torrents Dowloads (j'utilise Utorrent juste au cas où u n'avez pas un logiciel torrent) traduit avec google translate! excusez-moi d'imperfections dans la traduction :)
Title: Re: The Full Monty
Post by: lam on October 16, 2012, 03:15:33 PM
whoever is putting these up on mediafire as an alternative download source - THANK YOU!  8)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 16, 2012, 04:03:47 PM
When activating the mods I got a conflict between #DBW_MONTY-01 and #DBW_MONTY-03, is that normal?
I think you may be misinterpreting the JSGME instructions.  It will warn you that the subsequent Pack you are about to activate will overwrite files in an earlier Pack.  This is normal, since it is a cumulative build.

Say YES to overwrite and you will then notice that in the JSGME list the previous Pack mentioned is 'greyed out', so that must be removed in a specific order too.  Not all Packs will be 'greyed out', indicating that these options are independent of one another, but most Packs add something to, and are based on, the previous ones, so you will be warned about overwrite, say YES, no worries!
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 16, 2012, 04:07:17 PM
whoever is putting these up on mediafire as an alternative download source - THANK YOU!  8)
Hello lam,

Haven't seen you for a while mate, and you're welcome.  ;)  The initial torrents are on Mediafire, and there are more of us seeding them now too, so it works pretty well.

Simon(Monty27)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 16, 2012, 04:11:46 PM
                        Bonjour à tous,

 - Comment avez-vous réussi à télécharger les 13 fichiers ? ! ! !

 - Impossible de trouver, même chez axies-and-allies = problème avec speedy.sh

 - Pouvez-vous me communiquer la solution, SVP ?

                                                                          :-[
Gardez le défilement à la base de la page et obtenir les torrents!
Title: Re: The Full Monty
Post by: C2Aaircrew on October 16, 2012, 04:15:56 PM
Monty27, please check your pm's.

Thanks,
C2
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 16, 2012, 04:23:07 PM
according to this explanation

https://www.sas1946.com/main/index.php/topic,22.0.html

a 5% crash indicates that a SFS file is missing or corrupt, in pack 1 the only SFS files are from the Fw 190 pack from clymore - looks like the downloaded file is damaged and you have to dl it again
An excellent explanation.  These files may also have been incorrectly placed by the user as they sit OUTSIDE the #DBW folder.  Monty-01 should look like this:

(https://www.mediafire.com/conv/50ae7d371d827167c34b7f077d9a0710a9394d48556270ddb09143124035ee346g.jpg)

Also, as Boelcke is hinting I think, it would not hurt to read the whole section on mods:
https://www.sas1946.com/main/index.php/board,4.0.html
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 16, 2012, 04:51:42 PM

Some of us are getting a 5% crash while testing pack 1.
We can work around this crash by ignoring the %5 crash
and enabling all the packs up to 10 at which
point, the 5% crash vanishes and the game loads
successfully.

But, installing this way is contrary to
the admonition to test
after enabling each and every pack.

This is where some of the confusion lay.
And, furthermore it underlines a discrepancy
between

A) those who can test launch pack 1 successfully

and

B) those who must enable packs 1-10 before before getting
a successful launch.

Why does this discrepancy between A and B exist?

Things are working for me and its GREAT.

I am still baffled though, why I must enable 1-10
before the 5% crash goes away.
Soldaten

The causes of various types of CTD are well understood and clearly explained here on SAS1946.com, which has the best body of knowledge about modding Il2 on the entire internet.  The dedicated sections on using mods and trouble-shooting are wonderful resources to visit regularly.

What makes it more complex is the sheer number of files and potential slip ups, as well as possible errors in written entries.

In the case of 'The Full Monty' you may rule out written errors, since these JSGME packs have already been tested on a clean system.  What remains are odd incompatibilities that still crop up for some players.

The quickest way to hunt these down is to check your error_log, the text file in your main install generated by a CTD.  At the point of the CTD the file that caused the CTD is recorded, giving us a good place to look for the problem.

However, the overwhelming evidence so far is that these packs will run, as built, over a clean DBW 1.71, activated in number order.  It would be interesting to read that error_log, personally I suspect that some little mod or part of a mod is lurking in your #DBW folder, which is over-written and fixed by Monty-10.

The point is, 'baffled' is not a great place to be.  ???  While it is complex in the number of parts, JSGME or Total Modder is really simple in principle.  The tools, and the answers are there.  :)

Simon(Monty27)
Title: Re: The Full Monty
Post by: macdkinfe on October 16, 2012, 04:56:06 PM
i give up 5 trys to get part 1 every time i get the same error
on the 190 pack
evin if i take it off the error stays i luse all my fw190s as well as meney more
aircraft
i coud never ger the fw 190 pack to work before so im not suprized it didnt work here
i like thw idea but if i cant get monty to work its of no use to me
it took me w week to get every thing to unpack 4 days to get it loaded thin it kills my game and i have to reload the game allover agin
im just going to load the mods one by one

Title: Re: The Full Monty
Post by: SAS~Monty27 on October 16, 2012, 05:33:29 PM
i give up 5 trys to get part 1 every time i get the same error
on the 190 pack
evin if i take it off the error stays i luse all my fw190s as well as meney more
aircraft
i coud never ger the fw 190 pack to work before so im not suprized it didnt work here
i like thw idea but if i cant get monty to work its of no use to me
it took me w week to get every thing to unpack 4 days to get it loaded thin it kills my game and i have to reload the game allover agin
im just going to load the mods one by one
Mate, you're doing it wrong.  How long to reset to a totally Vanilla DBW 1.71 after a complete SNAFU? - About 10 SECONDS, or as long as it takes to replace/rename the #DBW folder.  You really should read this:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewforum.php?26

and get this too:

https://www.mediafire.com/view/?9mby8vbwyybjf7s

It takes longer to activate the packs sure, but the Vanilla DBW 1.71 is the starting point, you must get this right and it takes seconds to achieve.  Once you see it there is no looking back and its so simple.  Its also simple to fail, since its the little details that trip us up.

If you can't work this on JSGME I certainly do NOT recommend that you should try any other method!  :o

You on Skype?  I can take you through the install in a one hour call, done it many times, guaranteed. :)
Title: Re: The Full Monty
Post by: flybywire on October 16, 2012, 05:44:52 PM
 Just reposting this earlier request as I'm lost at a solution.

After a bit of time and effort I am grateful to announce that I have a Full Monty Il2 installation.

Thanks so very much for all of the modders as well as advice on this thread.

I do have 1 question however. My flyby sounds are not really working. The funny thing is that I installed the DLL's mentioned and also tried the flyby fix final for DBW. My jets flyby sounds are working however.

Any ideas how to get the other aircraft flybys functioning?
Title: Re: The Full Monty
Post by: nuke11 on October 16, 2012, 06:04:21 PM
Just reposting this earlier request as I'm lost at a solution.

After a bit of time and effort I am grateful to announce that I have a Full Monty Il2 installation.

Thanks so very much for all of the modders as well as advice on this thread.

I do have 1 question however. My flyby sounds are not really working. The funny thing is that I installed the DLL's mentioned and also tried the flyby fix final for DBW. My jets flyby sounds are working however.

Any ideas how to get the other aircraft flybys functioning?
What kind of video card do you have? I didn't have any fly-by sounds as well until I configured my video card correclty with this forum entry:
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678

It might work for you as well.
Title: Re: The Full Monty
Post by: nuke11 on October 16, 2012, 06:06:52 PM
Monty;

Are the Monty Radio Sounds packs included in TFM pack?

Also I've managed to add 7 more aircraft by creating my own supplementary mod pack. It is really easy once you get TFM going.
Title: Re: The Full Monty
Post by: flybywire on October 16, 2012, 06:29:33 PM
I have an ATI video card.
Title: Re: The Full Monty
Post by: macdkinfe on October 16, 2012, 07:38:48 PM
im going to give it one more try dbw works  if this time i get the same problum im done
it will be a wasted week
it takes 2 hr to unpack each tornt 2 hr each to put them in il2 thats 4 hr each trying  to get tham to work them
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 16, 2012, 10:56:13 PM
Monty;

Are the Monty Radio Sounds packs included in TFM pack?

Also I've managed to add 7 more aircraft by creating my own supplementary mod pack. It is really easy once you get TFM going.
Nope, full explanation here:
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewforum.php?26
Title: Re: The Full Monty
Post by: macias13_84 on October 17, 2012, 02:28:44 AM
When can we expect a new package monty-14 and what you plan insert in him.
I ask because in this moment when i try add new planes like IK-3 or VG-33 and others that don't there are in existing add-ons, I have error in 60%
Some of this like CR-714 works correctly.

Maybe I doing some mistake when I put them in game folder
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 17, 2012, 06:18:16 AM
When can we expect a new package monty-14 and what you plan insert in him.
I ask because in this moment when i try add new planes like IK-3 or VG-33 and others that don't there are in existing add-ons, I have error in 60%
Some of this like CR-714 works correctly.

Maybe I doing some mistake when I put them in game folder
It won't be long now, some updates and fixes and more addons.  Can you include the link when you post a request?  It would make it a bit quicker and easier to check them out.

Also: I know we are all mad plane collectors and the modders who create them are brilliant poeple.  However, NO single install could encompass every aircraft. 

I am more focussed on better campaigns for the period of WWII up to Korea and perhaps a little further on.  The enhancement of campaigns and missions, new objects and functions.  I would love to have every odd plane that everyone comes up with, but would really tend to keep a lookout for some more key aircraft, a Whirlwind, a Helldiver, a Short Stirling perhaps?  If we are not careful we shall clutter up the hangar and lose cohesion.  Now, if you wrote a campaign for it...

Many players have a several different sets and installs for particular niches, we have managed to cram a lot into this one though!
Title: Re: The Full Monty
Post by: Radicalfizzbin on October 17, 2012, 07:58:49 AM

Some of us are getting a 5% crash while testing pack 1.
We can work around this crash by ignoring the %5 crash
and enabling all the packs up to 10 at which
point, the 5% crash vanishes and the game loads
successfully.

But, installing this way is contrary to
the admonition to test
after enabling each and every pack.

This is where some of the confusion lay.
And, furthermore it underlines a discrepancy
between

A) those who can test launch pack 1 successfully

and

B) those who must enable packs 1-10 before before getting
a successful launch.

Why does this discrepancy between A and B exist?

Things are working for me and its GREAT.

I am still baffled though, why I must enable 1-10
before the 5% crash goes away.
Soldaten

The causes of various types of CTD are well understood and clearly explained here on SAS1946.com, which has the best body of knowledge about modding Il2 on the entire internet.  The dedicated sections on using mods and trouble-shooting are wonderful resources to visit regularly.

What makes it more complex is the sheer number of files and potential slip ups, as well as possible errors in written entries.

In the case of 'The Full Monty' you may rule out written errors, since these JSGME packs have already been tested on a clean system.  What remains are odd incompatibilities that still crop up for some players.

The quickest way to hunt these down is to check your error_log, the text file in your main install generated by a CTD.  At the point of the CTD the file that caused the CTD is recorded, giving us a good place to look for the problem.

However, the overwhelming evidence so far is that these packs will run, as built, over a clean DBW 1.71, activated in number order.  It would be interesting to read that error_log, personally I suspect that some little mod or part of a mod is lurking in your #DBW folder, which is over-written and fixed by Monty-10.

The point is, 'baffled' is not a great place to be.  ???  While it is complex in the number of parts, JSGME or Total Modder is really simple in principle.  The tools, and the answers are there.  :)

Simon(Monty27)


Simon,

I suspect the reason that some people are seeing issues with the first pack (#DBW_MONTY-01) is that it contains a change in the ".rc" files that requires the tigersounds_1.sfs and  tigersounds_2.sfs be loaded.

The ".rc" file included with the #DBW_MONTY-01 pack appears to add the following lines to the .rc file included in the clean DBW 1.71 install:

.
.
.

@sfs MOUNT fb410_clay01.sfs
@sfs MOUNT fb410_clay02.sfs

@sfs MOUNT tigersounds_1.sfs
@sfs MOUNT tigersounds_2.sfs

.
.
.


However, since the tigersounds_1.sfs and tigersounds_2.sfs do not appear to be not part of a clean DBW 1.71 install, getting an error at the 5% load point would be expected.

I noted that #DBW_MONTY-10  contains those "missing" tigersounds_1.sfs and tigersounds_2.sfs, so it doesn't seem surprising that loading packs 1 through 10 would solve the 5% crash issue.

Stan (RadicalFizzbin)


Title: Re: The Full Monty
Post by: macias13_84 on October 17, 2012, 08:08:03 AM

Also: I know we are all mad plane collectors and the modders who create them are brilliant poeple.  However, NO single install could encompass every aircraft. 


I know that feeling, realy, realy well, when you look in your list of airplanes, and your mind tell to you that enough... Ok it's fine to me.

But you see new baby and he says to you: install me, please, I'm pretty and I excellent fly

It's like madman dream ???

I realy suspect that everyone of our band has that same freak :P
Title: The Full Monty ! ! !
Post by: krakacha on October 17, 2012, 11:12:52 AM

                    Bonjour à toute l'équipe,

    - Pouvez-vous m'indiquer la méthode de téléchargement des 13 parties avec les 13 uTorrents, SVP  ?  (J'y suis depuis 17h !)

                                                                                   >:(
Title: Re: The Full Monty
Post by: macias13_84 on October 17, 2012, 12:51:23 PM
Please use at least translator
http://translate.google.pl/#fr/en/

not everyone knows the French
Title: Re: The Full Monty
Post by: lam on October 17, 2012, 05:30:02 PM
whoever is putting these up on mediafire as an alternative download source - THANK YOU!  8)
Hello lam,

Haven't seen you for a while mate, and you're welcome.  ;)  The initial torrents are on Mediafire, and there are more of us seeding them now too, so it works pretty well.

Simon(Monty27)

Hello Monty27,
Thank YOU!
Yes, I've been trying to balance out life with family and work  ;)
Alas, where i am, I can't use torrents  :-[, so will depend on mediafire full downloads (that speedyshare place says "This file can only be downloaded with SpeedyShare Premium."), but no worries mate, I'm already so darn grateful for all the other stuff that I can get!
lam

edit: oh hang on...just saw on page 2 of this forum that others could download this by clicking the top link...

edit2: hmmm...clicking the top link itself doesn't download it, only seems to reload the page...oh well...
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 18, 2012, 12:47:41 AM

Some of us are getting a 5% crash while testing pack 1.
We can work around this crash by ignoring the %5 crash
and enabling all the packs up to 10 at which
point, the 5% crash vanishes and the game loads
successfully.

But, installing this way is contrary to
the admonition to test
after enabling each and every pack.

This is where some of the confusion lay.
And, furthermore it underlines a discrepancy
between

A) those who can test launch pack 1 successfully

and

B) those who must enable packs 1-10 before before getting
a successful launch.

Why does this discrepancy between A and B exist?

Things are working for me and its GREAT.

I am still baffled though, why I must enable 1-10
before the 5% crash goes away.
Soldaten

The causes of various types of CTD are well understood and clearly explained here on SAS1946.com, which has the best body of knowledge about modding Il2 on the entire internet.  The dedicated sections on using mods and trouble-shooting are wonderful resources to visit regularly.

What makes it more complex is the sheer number of files and potential slip ups, as well as possible errors in written entries.

In the case of 'The Full Monty' you may rule out written errors, since these JSGME packs have already been tested on a clean system.  What remains are odd incompatibilities that still crop up for some players.

The quickest way to hunt these down is to check your error_log, the text file in your main install generated by a CTD.  At the point of the CTD the file that caused the CTD is recorded, giving us a good place to look for the problem.

However, the overwhelming evidence so far is that these packs will run, as built, over a clean DBW 1.71, activated in number order.  It would be interesting to read that error_log, personally I suspect that some little mod or part of a mod is lurking in your #DBW folder, which is over-written and fixed by Monty-10.

The point is, 'baffled' is not a great place to be.  ???  While it is complex in the number of parts, JSGME or Total Modder is really simple in principle.  The tools, and the answers are there.  :)

Simon(Monty27)


Simon,

I suspect the reason that some people are seeing issues with the first pack (#DBW_MONTY-01) is that it contains a change in the ".rc" files that requires the tigersounds_1.sfs and  tigersounds_2.sfs be loaded.

The ".rc" file included with the #DBW_MONTY-01 pack appears to add the following lines to the .rc file included in the clean DBW 1.71 install:

.
.
.

@sfs MOUNT fb410_clay01.sfs
@sfs MOUNT fb410_clay02.sfs

@sfs MOUNT tigersounds_1.sfs
@sfs MOUNT tigersounds_2.sfs

.
.
.


However, since the tigersounds_1.sfs and tigersounds_2.sfs do not appear to be not part of a clean DBW 1.71 install, getting an error at the 5% load point would be expected.

I noted that #DBW_MONTY-10  contains those "missing" tigersounds_1.sfs and tigersounds_2.sfs, so it doesn't seem surprising that loading packs 1 through 10 would solve the 5% crash issue.

Stan (RadicalFizzbin)
Thanks Stan,

Yes that is correct - will alter the .RC file for Monty-01 in future uploads.

#DBW_MONTY-01 - PATCH.rar    
DOWNLOAD -              https://www.mediafire.com/?trcf57ckf0p86tj
The is to replace the .RC file in Monty-01 so that it will work without Tiger33 Sounds.  the Sounds are added, and the .RC file altered accordingly, in Monty-10.

We are soon going to see the Monty-Packs hosted as complete Single Parts, on new links with no premium account restrictions.  When these links go the few patches and fixes will also be added to the single downloads.

Simon(Monty27)
Title: Re: The Full Monty
Post by: soldaten on October 18, 2012, 01:27:29 AM
I am seeing these graphic glitches among the crewmen of the B-17e, B-17f and B-17g models

They appear fine while testing pack 10

When I enable pack 11 and test
that is when some of the crew morph into strange looking figures.
(And I made sure to include the hotfix for pack 11 before enabling it)


Anyone else seeing it in their install?

(http://img.photobucket.com/albums/v359/DriveMeMild/headsup1.jpg)

(http://img.photobucket.com/albums/v359/DriveMeMild/head2.jpg)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 18, 2012, 05:02:43 PM
Yeah I noticed this and don't have an answer yet, sure a fix will come up eventually.

Meanwhile its easy to resolve by disabling the effected folders...

#DBW/_0-Better pilots-v1/3do/Plane/ - disable folders beginning with B-17

-B-17E(Multi1)
-B-17E(USA) etc

We will keep an eye on this one - Better Pilots, a wonderful effort from barnesy12 https://www.sas1946.com/main/index.php/topic,25209.0.html is still very much a work in progress.  It is a tremendously large project that does not as yet fix every plane.  For this reason, the Better Pilots mod is on its own in Monty-07. 

Monty-07 may also be easily disabled or re-enabled without effecting the rest of the TFM install.  This is why, in JSGME, the lettering for Monty-07 remains black and not greyed out, as it is not effected by the other packs.  Therefore you may de-install this pack and the Better Pilots mod for the time being until we have a more comprehensive application of it. 

I imagine with a little more work and time it will be either replaced or patched, I just didn't notice the B-17 pilots until way too late.  barnesy12 already has a fix for the JU52 pilots and I recommend people go and take a look at the thread and see how its going.

You can always rem-out particular folders as shown above (there are only a couple of aircraft that didn't work well I think), or just take it out, your choice.
Title: Re: The Full Monty
Post by: alphasephirot on October 18, 2012, 08:31:00 PM
Hi, im running this great mod compilation, and im a bit new with this. How can i know if the mods are working??

I mean, for example i saw that there is now a yamato battleship in the mods but in game i try to find it in the view object and i cant see it. Tried with other ships like ARA comandante rivadavia or something like that (i search for ships because they are few) and i dont see them in game. Dont know if i activated the mods properly...
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 18, 2012, 11:23:55 PM
Hi, im running this great mod compilation, and im a bit new with this. How can i know if the mods are working??

I mean, for example i saw that there is now a yamato battleship in the mods but in game i try to find it in the view object and i cant see it. Tried with other ships like ARA comandante rivadavia or something like that (i search for ships because they are few) and i dont see them in game. Dont know if i activated the mods properly...
First off, if they are all in the Right-Hand window of JSGME and you launched OK, then they are in there.  You will encounter new objects and missions most commonly with new and imaginatively written campaigns that feature these items.  You can go into FMB and take a look for yourself.  The Yamoto, for example, a beautiful new ship model by Diving_Hawk (https://www.sas1946.com/main/index.php/topic,21754.0.html) may be found under 'ships' and 'stationary ships' from the object menu in FMB.  Take a look at the size of your #DBW folder, well over 12GB now.

Ships in DBW + TFM are no longer 'few', they are 'plentiful', 'many' a great deal indeed!

If you are referring to 'View Object' in the main menu, well that's a bit of frippery from the old original game.  It is of little use in the modded game and will only show up the original objects.

Why not open up FMB and get to the real beating heart of this simulation?  The toybox in there is now full to bursting...
Title: Re: The Full Monty
Post by: CWMV on October 18, 2012, 11:36:01 PM
The toybox in there is now full to bursting...

...and a pain in the ass to navigate!!!!
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 18, 2012, 11:49:32 PM
Naaaa piece of cake!  There was a mod though, that put your entire Static.INI onto a pdf, which helped a lot.  Must look that up again...

Otherwise its just good brain exercise to remember all those little object numbers.

The trouble is that static.ini is messed about with a lot, it gets 'entered' by map modders, object and effect modders quite a lot, poor thing!
Title: Re: The Full Monty
Post by: macias13_84 on October 20, 2012, 02:08:12 AM
I solved my problem with missing values of class air.BF_109F-1/F-3/F4-1.32ATA/K-6.
The solution is not the most elegant I've ever seen, but what is important... works perfect

Solution:
I just re-installed the mod of BF-109 UltraPack. Put this pack in your #DBW folder
https://storebror.it.cx/sas/archive/sas2/Anto/Ultimate_Bf109s_v31.7z
And now you may delete /// of your air.ini file
Code: [Select]
Bf-109F-0         air.BF_109F0 2                                g01   WINTER
///Bf-109F-1         air.BF_109F1 2                                g01   WINTER
Bf-109F-2         air.BF_109F2 2                                g01   WINTER
Bf-109F-2U        air.BF_109F2U 2                               g01   WINTER
///Bf-109F-3         air.BF_109F3 2                                g01   WINTER
///BF-109F-4_1.3ATA  air.BF_109F413ATA 2                           g01   SUMMER
Bf-109F-4         air.BF_109F4 2                                g01   WINTER
Bf-109F-4MSTL     air.BF_109F4MSTL 2           NOQUICK  NOINFO  g01   SUMMER
Bf-109F-4Z        air.BF_109F4Z 2                                g01   WINTER
Bf-109G-1      air.BF_109G1 2               NOINFO  g01   SUMMER
Bf-109G-2         air.BF_109G2 2                                g01   SUMMER
Bf-109G-3      air.BF_109G3 2               NOINFO  g01   SUMMER
Bf-109G-4         air.BF_109G4 2                        NOINFO  g01   SUMMER 
Bf-109G-5   air.BF_109G5 2 NOINFO g01   SUMMER
Bf-109G-5AS      air.BF_109G5AS 2   NOINFO g01   SUMMER
Bf-109G-6_1.3ATA  air.BF_109G613ATA 2                               g01   SUMMER
Bf-109G-6         air.BF_109G6 2                                g01   SUMMER
Bf-109G-6_Erla   air.BF_109G6Erla 2 NOINFO g01   SUMMER
Bf-109G-6_Mid   air.BF_109G6Mid 2 NOINFO g01   SUMMER
Bf-109G-6_Late    air.BF_109G6Late 2                    NOINFO  g01   SUMMER
Bf-109G-6AS       air.BF_109G6AS 2                              g01   SUMMER
Bf-109G-10        air.BF_109G10 2                               g01   SUMMER
Bf-109G-10_Erla   air.BF_109G10Erla 2                           g01   SUMMER
Bf-109G-10C3      air.BF_109G10C3 2                             g01   SUMMER
Bf-109G-14        air.BF_109G14 2                               g01   SUMMER
Bf-109G-14AS      air.BF_109G14AS 2                             g01   SUMMER
Bf-109K-4         air.BF_109K4 2                                g01   SUMMER
Bf-109K-4C3       air.BF_109K4C3 2                      NOINFO  g01   SUMMER
///Bf-109K-6         air.BF_109K6 2                                g01   SUMMER
Bf-109K-14         air.BF_109K14 2                                g01   SUMMER

to

Code: [Select]
Bf-109F-0         air.BF_109F0 2                                g01   WINTER
Bf-109F-1         air.BF_109F1 2                                g01   WINTER
Bf-109F-2         air.BF_109F2 2                                g01   WINTER
Bf-109F-2U        air.BF_109F2U 2                               g01   WINTER
Bf-109F-3         air.BF_109F3 2                                g01   WINTER
BF-109F-4_1.3ATA  air.BF_109F413ATA 2                           g01   SUMMER
Bf-109F-4         air.BF_109F4 2                                g01   WINTER
Bf-109F-4MSTL     air.BF_109F4MSTL 2           NOQUICK  NOINFO  g01   SUMMER
Bf-109F-4Z        air.BF_109F4Z 2                                g01   WINTER
Bf-109G-1      air.BF_109G1 2               NOINFO  g01   SUMMER
Bf-109G-2         air.BF_109G2 2                                g01   SUMMER
Bf-109G-3      air.BF_109G3 2               NOINFO  g01   SUMMER
Bf-109G-4         air.BF_109G4 2                        NOINFO  g01   SUMMER 
Bf-109G-5   air.BF_109G5 2 NOINFO g01   SUMMER
Bf-109G-5AS      air.BF_109G5AS 2   NOINFO g01   SUMMER
Bf-109G-6_1.3ATA  air.BF_109G613ATA 2                               g01   SUMMER
Bf-109G-6         air.BF_109G6 2                                g01   SUMMER
Bf-109G-6_Erla   air.BF_109G6Erla 2 NOINFO g01   SUMMER
Bf-109G-6_Mid   air.BF_109G6Mid 2 NOINFO g01   SUMMER
Bf-109G-6_Late    air.BF_109G6Late 2                    NOINFO  g01   SUMMER
Bf-109G-6AS       air.BF_109G6AS 2                              g01   SUMMER
Bf-109G-10        air.BF_109G10 2                               g01   SUMMER
Bf-109G-10_Erla   air.BF_109G10Erla 2                           g01   SUMMER
Bf-109G-10C3      air.BF_109G10C3 2                             g01   SUMMER
Bf-109G-14        air.BF_109G14 2                               g01   SUMMER
Bf-109G-14AS      air.BF_109G14AS 2                             g01   SUMMER
Bf-109K-4         air.BF_109K4 2                                g01   SUMMER
Bf-109K-4C3       air.BF_109K4C3 2                      NOINFO  g01   SUMMER
Bf-109K-6         air.BF_109K6 2                                g01   SUMMER
Bf-109K-14         air.BF_109K14 2                                g01   SUMMER


I do not know exactly which files are responsible for specific classes, if anyone knows please let me know, maybe you only need to put only those files in the # DBW to F-1 and other planes had already begun to work
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 20, 2012, 02:20:10 AM
It is a great pack and the many features and improvements that SAS~Anto, Sani, Monguse, Muas, Huninthesun, Charliechap, SAS~Cirx, Josse, Radar, Wolfighter, Karaya, Danzigzag and HaDeS put together are in DBW 1.71 already, except for those 4 extra 109 slots.

I just patched the Air.INI in the Monty Packs to fix the issue of the extra/missing 109s, and later when the patch is merged to the new complete downloads (see first page) the four extra 109s will not be available.  The Full Monty Install will not be compatible with this pack unless we do it properly and include them in a subsequent pack.
Title: Re: The Full Monty
Post by: macias13_84 on October 20, 2012, 03:35:00 AM
That's why I wrote that my solution is not elegant. :P
You, too, have done an excellent piece of work, gathering it all together in one outstanding mod. I understand that it is not easy to connect everything without creating problems. Glory to you for the time you spend on it. I know how hard this job is annoying.
I'm just looking for their own way to solve the errors occurring, although sometimes it is a way to work around and not a solution.

One more time I want to thank you

P.S. I think you will find the best solution to achieve with that add-on
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 20, 2012, 04:27:49 AM
That's why I wrote that my solution is not elegant. :P
You, too, have done an excellent piece of work, gathering it all together in one outstanding mod. I understand that it is not easy to connect everything without creating problems. Glory to you for the time you spend on it. I know how hard this job is annoying.
I'm just looking for their own way to solve the errors occurring, although sometimes it is a way to work around and not a solution.

One more time I want to thank you

P.S. I think you will find the best solution to achieve with that add-on
What do you think though, stick the 109 pack in the next Monty set?
Title: Re: The Full Monty
Post by: pilotpimpf on October 20, 2012, 05:01:58 AM
What do you think though, stick the 109 pack in the next Monty set?
  Oh, yes please Monty
Title: Re: The Full Monty
Post by: macias13_84 on October 20, 2012, 05:37:05 AM
Hmm ... class for the Bf-109, if it is necessary for the campaign I would(In your place) try to compile it, if not necessary ... four in this or that way :P, without distinction.
Of course, it will be nice to have it, ::)

I try to add the missing classes due to the belief that they will be gone for sure just when they are needed. That is how my luck works :'(

Maybe I'm wrong, I want this to happen (When you see cheese, I see only a holes in it - I hope you understand what I mean - my English is poor)
Title: Re: The Full Monty
Post by: Boelcke on October 20, 2012, 07:18:19 AM
what campaign uses a F1 or F3? and the K6 is implemented in the K4C3 from DBW ... so i don't think it isn't worth to blow up the plane list
Title: Re: The Full Monty
Post by: flybywire on October 20, 2012, 11:07:19 AM
Question, so I find the new campaigns in the Full Mission selection or somewhere else.

When I select the "new career" tab on the front screen it looks like campaigns are the same.
Title: Re: The Full Monty
Post by: Boelcke on October 20, 2012, 01:42:10 PM
no campaigns included in Monty´s packs - it´s a pack with mods
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 20, 2012, 08:24:56 PM
Question, so I find the new campaigns in the Full Mission selection or somewhere else.

When I select the "new career" tab on the front screen it looks like campaigns are the same.
No campaigns included but notice the name above; 'Boelcke', IMHO he and Juri_JS make the best DGen mod campaigns you can get.  With 'TFM you will not have to look for any mods and the campaigns will look great.

My own scripted campaigns, which only work with TFM, are here on SAS under DBW and I have my own area at Axis and Allies Paintworks, along with Boelcke and Juri_JS.  Check it out:

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewforum.php?25
Title: Re: The Full Monty
Post by: Hardcard on October 20, 2012, 09:11:20 PM
Hi everyone.

First of all I want to thank Monty27 for his hard work.
I've read every post in this thread, I've read Monty's instructions several times and I'm still unable to get through "Monty -02".
I'm using IL2MODer, since it allows me to load Monty's packs far more faster than jsme. My problem seems very weird to me, I'm able to succesfully mount and play "Monty -01", but when I load "Monty -02" the CTD crashes at 30%. I'm unable to play anything other than "Monty -01", every other part crashes at 30%...
I'm loading them in the correct order ("monty -1" at the bottom, then the next one on top of it and so on...)   
I guess my DBW installation is clean and correct, since "Monty -01" works just fine.

Anyone has any idea of what could be the problem?  I've been trying to find the error log inside my gamedir but I failed!

Thanks in advance!




Title: Re: The Full Monty
Post by: SAS~Monty27 on October 20, 2012, 10:02:23 PM
Hi everyone.

First of all I want to thank Monty27 for his hard work.
I've read every post in this thread, I've read Monty's instructions several times and I'm still unable to get through "Monty -02".
I'm using IL2MODer, since it allows me to load Monty's packs far more faster than jsme. My problem seems very weird to me, I'm able to succesfully mount and play "Monty -01", but when I load "Monty -02" the CTD crashes at 30%. I'm unable to play anything other than "Monty -01", every other part crashes at 30%...
I'm loading them in the correct order ("monty -1" at the bottom, then the next one on top of it and so on...)   
I guess my DBW installation is clean and correct, since "Monty -01" works just fine.

Anyone has any idea of what could be the problem?  I've been trying to find the error log inside my gamedir but I failed!

Thanks in advance!
Dunno yet mate, strikes me it might be quicker in the long run to activate with JSGME.  At least try, bet ya less than 45 minutes will at least get you up to Monty-03.
Title: Re: The Full Monty
Post by: macdkinfe on October 20, 2012, 11:46:27 PM
im useing jsgme and i get the 30% crash on monty-02
as well
what is a 30% crash
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 21, 2012, 12:24:21 AM
Logfile anyone?

https://www.sas1946.com/main/index.php/topic,13457.0.html

and

https://www.sas1946.com/main/index.php/topic,19308.0.html

[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=logfile.txt
LOGKEEP=0
Title: Re: The Full Monty
Post by: macdkinfe on October 21, 2012, 02:23:48 AM
still cant find what a 30% crash is the bloodly log file donst work eather
iv spent 2 bloodly weeks tring to get this to work i finly get monty -01 two work only to have montys02 to fale
till this gets fix im done a wast of  bloodly time
time i coud have been playing il2
im bloodly done with this i will go back to loading new planes one at a time
at lest i can drop the ones that dont work
and it donst mess up my game!!!!!
Title: Re: The Full Monty
Post by: El_Marta on October 21, 2012, 03:47:15 AM
Does anybody have a link for the Torrent of part 1?
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 21, 2012, 04:57:01 AM
Does anybody have a link for the Torrent of part 1?
https://www.mediafire.com/?nfrh29s4a5olqz1
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 21, 2012, 05:06:55 AM
still cant find what a 30% crash is the bloodly log file donst work eather
iv spent 2 bloodly weeks tring to get this to work i finly get monty -01 two work only to have montys02 to fale
till this gets fix im done a wast of  bloodly time
time i coud have been playing il2
im bloodly done with this i will go back to loading new planes one at a time
at lest i can drop the ones that dont work
and it donst mess up my game!!!!!
Well I'm sure we shall all greatly miss your sage council...
Title: Re: The Full Monty
Post by: Boelcke on October 21, 2012, 05:10:23 AM
still cant find what a 30% crash is the bloodly log file donst work eather
iv spent 2 bloodly weeks tring to get this to work i finly get monty -01 two work only to have montys02 to fale
till this gets fix im done a wast of  bloodly time
time i coud have been playing il2
im bloodly done with this i will go back to loading new planes one at a time
at lest i can drop the ones that dont work
and it donst mess up my game!!!!!

this attitude is making me more and more tired to share my work ... you spend countless hours with creating something interesting, you share your work and frequently encoutering reactions like these ...

if you don't like it go on and try other, no one is pressing you to use it and you didn't have to pay for it - and there is never ever any reason to offend anyone

i just want to encourage the admins of this site to contact these people to clear their language in the future, that is not the way to act in my opinion
Title: Re: The Full Monty
Post by: alphasephirot on October 21, 2012, 06:03:48 AM
Hey Monty, just passing-by to say that i reinstalled the mods and yout aces campaign and its all working ok. My first installation was wrong. Everything ok now, both the mods and the campaign.

Impressive piece of work!! Im eagerly waiting for your next packs of mods/campaigns or whatever. Thanks for this and keep up with the good work!
Title: Re: The Full Monty
Post by: flybywire on October 21, 2012, 08:28:55 AM
Thanks so very much. I have never understood what DGEN campaigns are or how I find/start one. Your comments and amazing work is truly greatly appreciated.
Title: Re: The Full Monty
Post by: dpeters95 on October 21, 2012, 09:21:02 AM
still cant find what a 30% crash is the bloodly log file donst work eather
iv spent 2 bloodly weeks tring to get this to work i finly get monty -01 two work only to have montys02 to fale
till this gets fix im done a wast of  bloodly time
time i coud have been playing il2
im bloodly done with this i will go back to loading new planes one at a time
at lest i can drop the ones that dont work
and it donst mess up my game!!!!!

this attitude is making me more and more tired to share my work ... you spend countless hours with creating something interesting, you share your work and frequently encoutering reactions like these ...

if you don't like it go on and try other, no one is pressing you to use it and you didn't have to pay for it - and there is never ever any reason to offend anyone

i just want to encourage the admins of this site to contact these people to clear their language in the future, that is not the way to act in my opinion

Boelcke,
   Please do not get that idea...  For every one of those type people there are thousands of us out here that truly appreciate what you and all the other modders do for the community.  You can't let the 1/10th of 1% out there effect the whole user base!  Remember, "you can't please all the people all the time"...

   Thanks to all the modders and their hard work.  Long live IL2!
Title: Re: The Full Monty
Post by: Korrigan on October 21, 2012, 12:33:54 PM
still cant find what a 30% crash is the bloodly log file donst work eather
iv spent 2 bloodly weeks tring to get this to work i finly get monty -01 two work only to have montys02 to fale
till this gets fix im done a wast of  bloodly time
time i coud have been playing il2
im bloodly done with this i will go back to loading new planes one at a time
at lest i can drop the ones that dont work
and it donst mess up my game!!!!!
macdkinfe please, mind your language. I've just achieved a "Full Monty" install on a clean DBW simply by following Monty's instructions. It can't be simpler so I assume the problem is precisely located between your chair and your computer  >:(
By the way, Monty, it's a fantastic job you have done with this pack, thank you very much. My next step will be to try your special edition campaigns  ;)
Title: Re: The Full Monty
Post by: macdkinfe on October 21, 2012, 01:05:58 PM
i wount to make my self clear im not mad at montyore any moder
with out them this game woud have gone stale a long time ago
just fustred on it not working for me

please keep moding every one mods in the game give it new life and it any one can fix the 30% crash all the better till thin i cant play montys  mods
the stress of takeing two weeks trying to get it to work got to me
and belive me i was waching my language there were a lot more i sed to my computer

montys mods are great just dont work on my computer its not me  i followed his instructions to the letter thats why i dont understand the problum i have

Title: Re: The Full Monty
Post by: CWMV on October 21, 2012, 01:24:07 PM
i wount to make my self clear im not mad at montyore any moder
with out them this game woud have gone stale a long time ago
just fustred on it not working for me

please keep moding every one mods in the game give it new life and it any one can fix the 30% crash all the better till thin i cant play montys  mods
the stress of takeing two weeks trying to get it to work got to me
and belive me i was waching my language there were a lot more i sed to my computer

montys mods are great just dont work on my computer its not me  i followed his instructions to the letter thats why i dont understand the problum i have

You need to watch your tone-its inappropriate.
And there is NOTHING wrong with the pack. Lots of us have had it running from release day.
If you have a problem it lies between the keyboard and the chair.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 21, 2012, 04:55:02 PM
still cant find what a 30% crash is the bloodly log file donst work eather
iv spent 2 bloodly weeks tring to get this to work i finly get monty -01 two work only to have montys02 to fale
till this gets fix im done a wast of  bloodly time
time i coud have been playing il2
im bloodly done with this i will go back to loading new planes one at a time
at lest i can drop the ones that dont work
and it donst mess up my game!!!!!
macdkinfe please, mind your language. I've just achieved a "Full Monty" install on a clean DBW simply by following Monty's instructions. It can't be simpler so I assume the problem is precisely located between your chair and your computer  >:(
By the way, Monty, it's a fantastic job you have done with this pack, thank you very much. My next step will be to try your special edition campaigns  ;)
Thanks mate, the campaigns are the whole point of the exercise for many of us, hope you enjoy all the stuff going on in there!
Title: Re: The Full Monty
Post by: rollnloop on October 21, 2012, 06:51:00 PM
Hello gents, thanks a lot Monty for sharing with us this "ready to go" compilation.

I alas fail somewhere, get a CTD at 70% launching  game with #DBW_MONTY-01 activated. Plain DBW 1.71 launches.

Hopefully someone will be able to help reading my log ?

Code: [Select]
[22.10.2012 0:59:15] ------------ BEGIN log session -------------
[0:59:15] OpenGL provider: Opengl32.dll
[0:59:15] OpenGL library:
[0:59:15]   Vendor: NVIDIA Corporation
[0:59:15]   Render: GeForce GTX 470/PCIe/SSE2
[0:59:15]   Version: 4.2.0
[0:59:15]   Extensions: GL_AMD_multi_draw_indirect 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_atomic_float 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
[0:59:15] Size: 1680x1050
[0:59:15] ColorBits: 32
[0:59:15] DepthBits: 24
[0:59:15] StencilBits: 8
[0:59:15] isDoubleBuffered: true
[0:59:15]
[0:59:15] *** Looking for Advanced CPU Instructions...
[0:59:15] [x] PentiumPro
[0:59:15] [x] Multimedia (MMX)
[0:59:15] [x] 3D (SSE2)
[0:59:15] [x] 3D (SSE2)
[0:59:15] [-] 3D (3DNow)
[0:59:15] ColourBits 32, ABits 0, ZBits 24
[0:59:15]
[0:59:15] *** Looking for Render API Extensions ...
[0:59:15] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[0:59:15] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[0:59:15] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[0:59:15] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[0:59:15] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[0:59:15] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[0:59:15] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[0:59:15] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[0:59:15] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[0:59:15] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[0:59:15] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[0:59:15] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[0:59:15] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[0:59:15]
[0:59:15] Maximum texture size : 16384
[0:59:15] Maximum simultaneous textures :4
[0:59:15] MaxAnisotropic (1.0 = none) : 16.000000
[0:59:16] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[0:59:16] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[0:59:17] sFMDir = gui/game/buttons
[0:59:17] s1 = flightmodels/fw-190d-14.fmd
[0:59:17] s = FlightModels/Fw-190D-14.fmd
[0:59:17] m_lastFMFile = null
[0:59:17] opening new fm file gui/game/buttons
[0:59:17] Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
[0:59:17] Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
[0:59:17] sFMDir = gui/game/buttons
[0:59:17] s1 = flightmodels/fw-190d-15.fmd
[0:59:17] s = FlightModels/Fw-190D-15.fmd
[0:59:17] m_lastFMFile = gui/game/buttons
[0:59:17] Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
[0:59:19] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[0:59:19] INI: HotKey 'timeFirstStep' is unknown
[0:59:19] INI: HotKey 'deltaZ' is unknown
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/s-199.fmd
[0:59:20] s = FlightModels/S-199.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/generic.fmd
[0:59:20] s = FlightModels/Generic.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109b-1sas.fmd
[0:59:20] s = FlightModels/Bf-109B-1SAS.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109b-2sas.fmd
[0:59:20] s = FlightModels/Bf-109B-2SAS.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109c-1sas.fmd
[0:59:20] s = FlightModels/Bf-109C-1SAS.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109d-1sas.fmd
[0:59:20] s = FlightModels/Bf-109D-1SAS.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109e-1.fmd
[0:59:20] s = FlightModels/Bf-109E-1.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109e-3.fmd
[0:59:20] s = FlightModels/Bf-109E-3.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109e-4.fmd
[0:59:20] s = FlightModels/Bf-109E-4.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109e-4b.fmd
[0:59:20] s = FlightModels/Bf-109E-4B.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109e-4n.fmd
[0:59:20] s = FlightModels/Bf-109E-4N.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109e-7.fmd
[0:59:20] s = FlightModels/Bf-109E-7.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109e-7nz.fmd
[0:59:20] s = FlightModels/Bf-109E-7NZ.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109e-7n.fmd
[0:59:20] s = FlightModels/Bf-109E-7N.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109f-2_mod.fmd
[0:59:20] s = FlightModels/Bf-109F-2_Mod.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109f-2.fmd
[0:59:20] s = FlightModels/Bf-109F-2.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109f-4.fmd
[0:59:20] s = FlightModels/Bf-109F-4.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109f-4z.fmd
[0:59:20] s = FlightModels/Bf-109F-4Z.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-1.fmd
[0:59:20] s = FlightModels/Bf-109G-1.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-2trop.fmd
[0:59:20] s = FlightModels/Bf-109G-2trop.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-3.fmd
[0:59:20] s = FlightModels/Bf-109G-3.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-4.fmd
[0:59:20] s = FlightModels/Bf-109G-4.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-5.fmd
[0:59:20] s = FlightModels/Bf-109G-5.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-6asn.fmd
[0:59:20] s = FlightModels/Bf-109G-6ASN.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-6early.fmd
[0:59:20] s = FlightModels/Bf-109G-6Early.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-6erla.fmd
[0:59:20] s = FlightModels/Bf-109G-6Erla.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-6mid.fmd
[0:59:20] s = FlightModels/Bf-109G-6Mid.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-6late.fmd
[0:59:20] s = FlightModels/Bf-109G-6Late.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-10.fmd
[0:59:20] s = FlightModels/Bf-109G-10.fmd
[0:59:20] m_lastFMFile = gui/game/buttons
[0:59:20] sFMDir = gui/game/buttons
[0:59:20] s1 = flightmodels/bf-109g-10erla.fmd
....
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 21, 2012, 10:01:18 PM
Hello gents, thanks a lot Monty for sharing with us this "ready to go" compilation.

I alas fail somewhere, get a CTD at 70% launching  game with #DBW_MONTY-01 activated. Plain DBW 1.71 launches.

Hopefully someone will be able to help reading my log ?

:-\ No need to read the log, and this isn't an error log BTW, an error log after a CTD is a short text file.

70% CTD with Monty-01 is down to the wrong .RC included with the pack.

1-Disable Monty-01 in JSGME
2-Download and add the patch to Monty-01
3-Re-enable in JSGME.

#DBW_MONTY-01 - PATCH.rar   
DOWNLOAD -              https://www.mediafire.com/?trcf57ckf0p86tj
The is to replace the .RC file in Monty-01 so that it will work without Tiger33 Sounds.  The Sounds are added, and the .RC file altered accordingly, in Monty-10, so if you activate everything up to 10 and beyond you are OK, if you want to test beforehand, you need to add the patch for Monty-01.

 ;D
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 22, 2012, 01:12:57 AM
Hey Monty, just passing-by to say that i reinstalled the mods and yout aces campaign and its all working ok. My first installation was wrong. Everything ok now, both the mods and the campaign.

Impressive piece of work!! Im eagerly waiting for your next packs of mods/campaigns or whatever. Thanks for this and keep up with the good work!
Another sim-pilot joins us! Good news mate, will keep you posted.
Title: Re: The Full Monty
Post by: rollnloop on October 22, 2012, 03:11:18 AM


70% CTD with Monty-01 is down to the wrong .RC included with the pack.

1-Disable Monty-01 in JSGME
2-Download and add the patch to Monty-01
3-Re-enable in JSGME.

#DBW_MONTY-01 - PATCH.rar   
DOWNLOAD -              https://www.mediafire.com/?trcf57ckf0p86tj
The is to replace the .RC file in Monty-01 so that it will work without Tiger33 Sounds.  The Sounds are added, and the .RC file altered accordingly, in Monty-10, so if you activate everything up to 10 and beyond you are OK, if you want to test beforehand, you need to add the patch for Monty-01.

 ;D


Thank you very much for info.

Alas, i had already patch applied. Without patch it was a 5%CTD, with patch 70%CTD.

I understand i won't have any info in the log ? Pretty stuck there then i guess ?
Title: Re: The Full Monty
Post by: chupag72 on October 22, 2012, 04:17:23 AM


70% CTD with Monty-01 is down to the wrong .RC included with the pack.

1-Disable Monty-01 in JSGME
2-Download and add the patch to Monty-01
3-Re-enable in JSGME.

#DBW_MONTY-01 - PATCH.rar   
DOWNLOAD -              https://www.mediafire.com/?trcf57ckf0p86tj
The is to replace the .RC file in Monty-01 so that it will work without Tiger33 Sounds.  The Sounds are added, and the .RC file altered accordingly, in Monty-10, so if you activate everything up to 10 and beyond you are OK, if you want to test beforehand, you need to add the patch for Monty-01.

 ;D


Thank you very much for info.

Alas, i had already patch applied. Without patch it was a 5%CTD, with patch 70%CTD.

I understand i won't have any info in the log ? Pretty stuck there then i guess ?

You either have installed the package. With the help of JSGM or Total Moder?
Title: Re: The Full Monty
Post by: rollnloop on October 22, 2012, 04:23:09 AM
I used JSGME, thanks for asking.

Title: Re: The Full Monty
Post by: chupag72 on October 22, 2012, 04:29:11 AM
I used JSGME, thanks for asking.

Send me in a PM your full log file. I had a problem too 70%
Title: Re: The Full Monty
Post by: rollnloop on October 22, 2012, 05:00:13 AM
Done, thanks for interest.

For info, last line is

[9:07:47]   s = FlightModels/MiG-17PF.fmd
[9
Title: Re: The Full Monty
Post by: sirrover on October 22, 2012, 05:22:17 AM
I've successfully activated packs 1-5. After I activate pack 6 and onwards up to 13 (sequentially) I get a CTD at 70% regardless of the patch application. What do you think that could mean? Thank you
Title: Re: The Full Monty
Post by: chupag72 on October 22, 2012, 06:02:08 AM
I've successfully activated packs 1-5. After I activate pack 6 and onwards up to 13 (sequentially) I get a CTD at 70% regardless of the patch application. What do you think that could mean? Thank you

What you have in your log file?
Title: Re: The Full Monty
Post by: sirrover on October 22, 2012, 06:26:38 AM
Oh, thanks for asking. I hoped you will reply because it's the same thing you reported

This is what I have:

Main begin: PlMisAir: class 'air.Mk6' not found
java.lang.RuntimeException: PlMisAir: class 'air.Mk6' not found
   at com.maddox.il2.builder.PlMisAir.configure(PlMisAir.java:572)
   at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:150)
   at com.maddox.il2.builder.Builder.<init>(Builder.java:2161)
   at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
   at com.maddox.il2.gui.GUI.create(GUI.java:164)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:420)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[22.10.2012 12:12:42] -------------- END log session -------------

I renamed the Air_ZZBü-181 folder as you suggested but now I don't know where to add the missing classfiles. I guess you know exactly what to do. Please help me. Thanks

update:

ok, I renamed the folder and I didn't add any classes but the log shows something different now.

GUIQuick: class 'air.BF_109F1' not found
Main begin: PlMisAir: class 'air.BF_109F1' not found
java.lang.RuntimeException: PlMisAir: class 'air.BF_109F1' not found

Does it look familiar to you?
Title: Re: The Full Monty
Post by: chupag72 on October 22, 2012, 08:00:46 AM
Oh, thanks for asking. I hoped you will reply because it's the same thing you reported

This is what I have:

Main begin: PlMisAir: class 'air.Mk6' not found
java.lang.RuntimeException: PlMisAir: class 'air.Mk6' not found
   at com.maddox.il2.builder.PlMisAir.configure(PlMisAir.java:572)
   at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:150)
   at com.maddox.il2.builder.Builder.<init>(Builder.java:2161)
   at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
   at com.maddox.il2.gui.GUI.create(GUI.java:164)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:420)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[22.10.2012 12:12:42] -------------- END log session -------------

I renamed the Air_ZZBü-181 folder as you suggested but now I don't know where to add the missing classfiles. I guess you know exactly what to do. Please help me. Thanks

update:

ok, I renamed the folder and I didn't add any classes but the log shows something different now.

GUIQuick: class 'air.BF_109F1' not found
Main begin: PlMisAir: class 'air.BF_109F1' not found
java.lang.RuntimeException: PlMisAir: class 'air.BF_109F1' not found

Does it look familiar to you?

All the fixes on the first page. If there are problems write to lichku.I had this. If that will help
Title: Re: The Full Monty
Post by: slipper on October 22, 2012, 02:42:45 PM
Monty

Having great fun with this mod pack, really well done. I have managed to add a few planes to my install to try out, maybe you would consider adding them some time in the future mate?

MIG-19 V1.2 (19/10/2012)
A7A Corsair II
Nike and SA-2 SAMs as stationary objects
Fire Bombs + Flares
OV-1 and OV-10
F-86C

https://www.sas1946.com/main/index.php/topic,26313.0.html

A-26 Invader B/C/K (Franken) V2
Aviaskin's CR-32 (with birdmans fixes)

https://www.sas1946.com/main/index.php/topic,26353.0.html

Just a few ideas for you.

regards

slipper

@edit: Dead links removed
Title: Re: The Full Monty
Post by: eyler on October 22, 2012, 08:02:41 PM
Have 01 through 13 up and running.  Has anyone encountered an issue firing .50 cal?  After letting up on the trigger, muzzle flashes cease, but sounds continue for several seconds.  This does not occur with other weapons.  I have a separate install with DBW 1.17 and the JSGME Clean Mod Packs.  When shooting .50 cal on it, the sounds cease when they are supposed to.
Title: Re: The Full Monty
Post by: csvousden on October 22, 2012, 08:38:02 PM
The air.ini

Not to nitpick, but I like to start my air.ini with this:
S-199             air.S_199 2                           NOINFO  g01   SUMMER

I have noticed that the schmittfire is now listed twice and this Israeli 109 has been taken out.  Any particular reason?
It seems to work fine when I reintroduce it.
Title: Re: The Full Monty
Post by: csvousden on October 22, 2012, 08:39:37 PM
Oh and I wanted to ask if the SAS FBDSM skin files could be added without screwing my (now) perfectly full montied version of the game.

Any tried to add them?

C
Title: Re: The Full Monty
Post by: soldaten on October 22, 2012, 08:57:00 PM
I am using the FBDSM packs and have not noticed anything unusual.

Just recall that FBDSM pack 6 (for Zeroes) is by default, incompatible
with the Japan Cat Zeroes in DBW so it should be skipped.

Title: Re: The Full Monty
Post by: csvousden on October 22, 2012, 09:01:28 PM
Thanks sodaten:  did you have them installed before you added the full monty?  I do not, adding them now will be interesting.  I look forward to the result.
Title: Re: The Full Monty
Post by: soldaten on October 22, 2012, 09:28:31 PM
This was with a fresh install of everything. The FBDSM packs were the last thing I added.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 22, 2012, 10:57:17 PM
The air.ini

Not to nitpick, but I like to start my air.ini with this:
S-199             air.S_199 2                           NOINFO  g01   SUMMER

I have noticed that the schmittfire is now listed twice and this Israeli 109 has been taken out.  Any particular reason?
It seems to work fine when I reintroduce it.
??? Oops! No sorry, I didn't realise it was gone! - Re-instated now, will do a mini-patch pack or roll it on into Monty-18!

Edit: 
The Air.INI between Monty-14 to Monty-17 needs a few fixes actually, these are now in the mini-pack Monty-18, which adds a couple more bonus aircraft too!  So why not patch and build at the same time!  :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 23, 2012, 12:21:33 AM
Monty

Having great fun with this mod pack, really well done. I have managed to add a few planes to my install to try out, maybe you would consider adding them some time in the future mate?

MIG-19 V1.2 (19/10/2012)
A7A Corsair II
Nike and SA-2 SAMs as stationary objects
Fire Bombs + Flares
OV-1 and OV-10
F-86C

https://www.sas1946.com/main/index.php/topic,26313.0.html

A-26 Invader B/C/K (Franken) V2
Aviaskin's CR-32 (with birdmans fixes)

https://www.sas1946.com/main/index.php/topic,26353.0.html

Just a few ideas for you.

regards

slipper

@edit: Dead links removed
Nice work Slipper, a really good list.

I had to make a few small corrections to the current (17/18) Air.INI, so have added the F-86C and CR32 as well, to make a small mini-pack patch/addon. #DBW_Monty-18.

I am busy with campaigns right now but would like to see how you combined those other features, the SAMs etc.  Would you like to make a follow-on to #DBW_Monty-18 with the other items on your list (taking out the F-86C and CR32)?  If it tests OK (built on the STD from Monty-18) lets make it the follow on, #DBW_Monty-19.  :)

Simon(Monty27)
Title: Re: The Full Monty
Post by: slipper on October 23, 2012, 02:05:10 AM
Alright mate, will do

I tested it last after modpack 13, so will do a retest under 17 and send it over to you.

Cheers Monty

slipper
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 23, 2012, 02:26:58 AM
Alright mate, will do

I tested it last after modpack 13, so will do a retest under 17 and send it over to you.

Cheers Monty

slipper
Good-onya!  Welcome to Team Monty!  ;D

...need you to get #DBW Monty-18 in first - then the new set...

#DBW_MONTY-18.rar - https://www.mediafire.com/?wrcfxqh4qrfmn4q
Title: Re: The Full Monty
Post by: slipper on October 23, 2012, 04:23:40 AM
Alright mate, will do.

Probably take me a few days with work and that, is that ok?

Thanks again

Regards

Slipper
Title: Re: The Full Monty
Post by: csvousden on October 23, 2012, 07:06:04 AM
I am only up to 15, but was wondering if the guns on these planes had been checked out and fixed:

L-139C_159C     air.L139C_159 1                 r01 SUMMER
L-139N_159N     air.L139N_159N 1                 r01 SUMMER

I would post a picture but I don't no how to do so.  The guns point perpindicular to the aircraft itself.  Maybe this is addressed in later packs?

Title: Re: The Full Monty
Post by: SAS~Monty27 on October 23, 2012, 06:36:56 PM
I am only up to 15, but was wondering if the guns on these planes had been checked out and fixed:

L-139C_159C     air.L139C_159 1                 r01 SUMMER
L-139N_159N     air.L139N_159N 1                 r01 SUMMER

I would post a picture but I don't no how to do so.  The guns point perpindicular to the aircraft itself.  Maybe this is addressed in later packs?
Weird one this, it works fine for me, the cannons look right. So at this point we are looking for a conflict or odd setting.  Luckily one of my skype connected testers has the same error so we have a better chance of finding the cause.
Title: Re: The Full Monty
Post by: nuke11 on October 23, 2012, 07:01:24 PM
I'm using Total Modder to add TFM packs. It is all working with TFM 1-13, but when I add Monty-14 pack to get a crash at 70%.

I enabled the loging, this is at the end of the log file. I think the problem is the 2 not found errors. Where in the pack should these files be found?

Code: [Select]
[0:54:26] Main begin: PlMisStatic: class 'vehicles.planes.ParasolStatic$D510' not found
[0:54:26] java.lang.RuntimeException: PlMisStatic: class 'vehicles.planes.ParasolStatic$D510' not found
[0:54:26] at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:537)
[0:54:26] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:206)
[0:54:26] at com.maddox.il2.builder.Builder.<init>(Builder.java:2819)
[0:54:26] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[0:54:26] at com.maddox.il2.gui.GUI.create(GUI.java:164)
[0:54:26] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
[0:54:26] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
[0:54:26] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[0:54:26] at com.maddox.il2.game.Main.exec(Main.java:420)
[0:54:26] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[24.10.2012 0:54:26] -------------- END log session -------------

Thank you.
Title: Re: The Full Monty
Post by: csvousden on October 23, 2012, 09:04:34 PM
Thanks Monty for all your work.

Any reason the following plane was dropped from the top of the air.ini file?
S-199             air.S_199 2                           NOINFO  g01   SUMMER

Just asking. And thanks for checking into the L-139 guns.  They fire forward, but hang below and sideways.  Wierd.

CV
Title: Re: The Full Monty
Post by: pierre1946 on October 24, 2012, 02:34:30 AM
Hi, Monty!

Untill now I've been very quiet.

I'm very impressed, looking at the amount of work you put into this monument.

Oh, by the way: everything works, without fail.

I even got the radio to work.....

Thank you!

I'm enjoying myself immensely.

Outstanding work and astounding.

Greetings,
pierre1946
Title: Re: The Full Monty
Post by: alphasephirot on October 24, 2012, 03:52:15 AM
Just a piece of advice!

The gurner Fx are awesome with TFM but for the people like me whose computer struggles to run it all theres a 10km vision version of the long view mod included in the gurner fx.
I recommend this, is great and has less fps hit, works like charm.

https://www.mediafire.com/?27mls4sz9gpat7c  This is the download of the files for the 10 km version, just overwrite the right files.

Cheers!
Title: Re: The Full Monty
Post by: flybywire on October 24, 2012, 02:09:07 PM
What is TFM?

I am sorry to ask but have installed the full Monty to#18 and it works...thanks so much. This is truly a terrific work. I'm running this on an old computer, Pent 4 3.2 GHz, Xp Pro with 3.25 GB ram and a 512 ATI Radeon HD 3850 video card.

As a real world pilot (747 Captain with around 20,000 hours and flown several WW2 aircraft) I can say this game in allot of fun.

It would be great to try a campaign but dont know where to begin. Monty suggested TFM but I don't know what that is. HELP?
Title: Re: The Full Monty
Post by: RogCBrand on October 24, 2012, 02:34:07 PM
T.F.M. - The Full Monty
Title: Re: The Full Monty
Post by: WindWpn on October 24, 2012, 03:30:48 PM
Excellent work Monty!!   :) :)

Grabbed 7B, 14 - 18 and loaded it into my "custom TFM" config effortlessly and it all fired up on the first try with TotalModder!

Only thing that I had issues with was low FPS with GurnersFX (though need to test in some other scenarios and study java console errors), however, with that mod off, fps was back up and locked at/around 60.

All the new stuff is great, and nice to see the angled carriers in there along basically the IL2 modded "Full Monty!"   :)

~S~
wind
Title: Re: The Full Monty
Post by: nuke11 on October 24, 2012, 06:19:32 PM
I'm using Total Modder to add TFM packs. It is all working with TFM 1-13, but when I add Monty-14 pack to get a crash at 70%.

I enabled the loging, this is at the end of the log file. I think the problem is the 2 not found errors. Where in the pack should these files be found?

Code: [Select]
[0:54:26] Main begin: PlMisStatic: class 'vehicles.planes.ParasolStatic$D510' not found
[0:54:26] java.lang.RuntimeException: PlMisStatic: class 'vehicles.planes.ParasolStatic$D510' not found
[0:54:26] at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:537)
[0:54:26] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:206)
[0:54:26] at com.maddox.il2.builder.Builder.<init>(Builder.java:2819)
[0:54:26] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[0:54:26] at com.maddox.il2.gui.GUI.create(GUI.java:164)
[0:54:26] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
[0:54:26] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
[0:54:26] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[0:54:26] at com.maddox.il2.game.Main.exec(Main.java:420)
[0:54:26] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[24.10.2012 0:54:26] -------------- END log session -------------

Thank you.

Ok I got it all working with TFM. I redownloaded 14 parts1/2, 17 and 18 it looks like my first set of files was bad some how. The Spitfire PR Mk.XIX-CRP is now working correctly as well.

The only Spitfire I see that might be added next is the Spitfire MK XIV CRP @edit: Dead link removed


The only problems I have noticed is the sounds from the guns are not that loud, but I can live with that for now.

How do I add the skins for the P47D-30/40 in thru a MOD package?
Title: Re: The Full Monty
Post by: csvousden on October 24, 2012, 07:23:45 PM
Regarding the perpindicular facing gun on the

L-139C_159C     air.L139C_159 1                 r01 SUMMER
L-139N_159N     air.L139N_159N 1                 r01 SUMMER

I have all mods enabled.  But I did put 7B in last--would that make a difference?  There are no tother mods on my game.

CV
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 25, 2012, 12:06:56 AM
Excellent work Monty!!   :) :)

Grabbed 7B, 14 - 18 and loaded it into my "custom TFM" config effortlessly and it all fired up on the first try with TotalModder!

Only thing that I had issues with was low FPS with GurnersFX (though need to test in some other scenarios and study java console errors), however, with that mod off, fps was back up and locked at/around 60.

All the new stuff is great, and nice to see the angled carriers in there along basically the IL2 modded "Full Monty!"   :)

~S~
wind
Thanks Wind

I also find GurnersFX still stings a bit, but as a separate pack that's OK.  This was a LOT of material to compile and upload so there were bound to be some issues to fix.  It is great to get such positive feedback.  :)

We don't have steam cats for all of those angle-deckers yet, but reading through SAS, it looks like they are on their way, and I will be ready.

ATB
Simon(Monty27)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 25, 2012, 12:09:55 AM
Just a piece of advice!

The gurner Fx are awesome with TFM but for the people like me whose computer struggles to run it all theres a 10km vision version of the long view mod included in the gurner fx.
I recommend this, is great and has less fps hit, works like charm.

https://www.mediafire.com/?27mls4sz9gpat7c  This is the download of the files for the 10 km version, just overwrite the right files.

Cheers!
8) Oooooh nice work thanks!  Lets do a Gurner LITE pack perhaps?  I run a mean Quadcore with a ton of RAM but still struggle in some situations.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 25, 2012, 12:14:25 AM
Hi, Monty!

Untill now I've been very quiet.

I'm very impressed, looking at the amount of work you put into this monument.

Oh, by the way: everything works, without fail.

I even got the radio to work.....

Thank you!

I'm enjoying myself immensely.

Outstanding work and astounding.

Greetings,
pierre1946
Thanks pierre1946

You were there at the beginning with the first DBW campaigns, so its good this new approach works for you too.  Updating the campaigns, with new skin-packs too, (plus 3 new campaigns) is now my main priority.

I have done very little though, only compiling the work of many great modders with the tools we have available.  I think of TFM as a tribute to them.
 ;D
ATB
Simon(Monty27)
Title: Re: The Full Monty
Post by: Hawkman on October 25, 2012, 06:48:19 AM
Hi Monty

I'm downloading this as I write and looking forward to trying this out - this looks to be the best way to add mods, now that they are so many out there and adding different mods can sometimes be so risky, trying to avoid conflicts with other mods and making sure ini & properties file are properly edited.

So, a big thankyou for your work in bringing all those great mods together - and taking the pain out of intalling mods for the rest of us ;D

Hawkers :)
Title: Re: The Full Monty
Post by: Flying H on October 25, 2012, 02:59:10 PM
Hi Monty, I had the 1 - 13 running flawlessly so I thought "what the hell..." and installed the rest one by one, testing inbetween....... and holy crap, it went on without a hitch!!!!!!!!!!!! Only problem is with FPS with the Gurner FX. I had that running with 30 km in my last install (which I had to delete for other reasons) and that ran at 40 - 70 frames so I guess I´ll have to do some tweaking. THX for your efforts to lighten our burdon on installing all therse gooooodies! BTW I use Pablos TM and everything just flows!! (and flyes)
Title: Re: The Full Monty
Post by: slipper on October 27, 2012, 05:29:05 AM
Monty

check your pm's please mate. I have sent you a link.

regards

slipper
Title: Re: The Full Monty
Post by: dpeters95 on October 27, 2012, 06:57:20 AM
Just a piece of advice!

The gurner Fx are awesome with TFM but for the people like me whose computer struggles to run it all theres a 10km vision version of the long view mod included in the gurner fx.
I recommend this, is great and has less fps hit, works like charm.

https://www.mediafire.com/?27mls4sz9gpat7c  This is the download of the files for the 10 km version, just overwrite the right files.

Cheers!
8) Oooooh nice work thanks!  Lets do a Gurner LITE pack perhaps?  I run a mean Quadcore with a ton of RAM but still struggle in some situations.

Monty,
   Just a quick question... With Plutonium Universal Max Effects being loaded in Pack 10, isn't the Gurner's Effects mod loading over the top?  Should it be "either/or" effects package?

Title: Re: The Full Monty
Post by: Hawkman on October 27, 2012, 08:20:44 AM
Most impressive!  :) It took a while to activate all the packs in JGSME, but what a great package - I take my hat off to you. :)

One possible suggestion for a future pack:

DixieCapt's excellent South Vietnam 1968 map :)

Many Thanks, Monty :)

Hawkers :)
Title: Re: The Full Monty
Post by: nuke11 on October 27, 2012, 08:28:35 AM
What do I need to modify in the TFM packs to get this MOD in? JapanCats Bf-109 3D model Improvement MODS Beta v2012.10.21, it says to modify one of PA_Jeronimo fixes, but I don't see them in pack 17, or is it in another pack?

https://www.sas1946.com/main/index.php/topic,29193.0.html (https://www.sas1946.com/main/index.php/topic,29193.0.html)

Is this in the TFM packs as well? 250Kg Japanese army bomb https://www.sas1946.com/main/index.php/topic,17940.0.html (https://www.sas1946.com/main/index.php/topic,17940.0.html)

Thank you.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 27, 2012, 09:13:25 AM
Just a piece of advice!

The gurner Fx are awesome with TFM but for the people like me whose computer struggles to run it all theres a 10km vision version of the long view mod included in the gurner fx.
I recommend this, is great and has less fps hit, works like charm.

https://www.mediafire.com/?27mls4sz9gpat7c  This is the download of the files for the 10 km version, just overwrite the right files.

Cheers!
8) Oooooh nice work thanks!  Lets do a Gurner LITE pack perhaps?  I run a mean Quadcore with a ton of RAM but still struggle in some situations.

Monty,
   Just a quick question... With Plutonium Universal Max Effects being loaded in Pack 10, isn't the Gurner's Effects mod loading over the top?  Should it be "either/or" effects package?
Hi Dennis, yes it is - totally outside and an optional extra.

Simon
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 27, 2012, 09:21:30 AM
What do I need to modify in the TFM packs to get this MOD in? JapanCats Bf-109 3D model Improvement MODS Beta v2012.10.21, it says to modify one of PA_Jeronimo fixes, but I don't see them in pack 17, or is it in another pack?

https://www.sas1946.com/main/index.php/topic,29193.0.html (https://www.sas1946.com/main/index.php/topic,29193.0.html)

Is this in the TFM packs as well? 250Kg Japanese army bomb https://www.sas1946.com/main/index.php/topic,17940.0.html (https://www.sas1946.com/main/index.php/topic,17940.0.html)

Thank you.
JapanCats new 109G is lovely, but in TFM we already went with PA_Jeronimo's mesh improvements, including the new spinners.  It is difficult to 'retro-fit' parts of TFM.  Feel free to look at the mesh upgrades for yourself, they start in Monty-06, but I am happy with the 109s in TFM at this point.

The 'Japanese army bomb' looks like a tidy little upgrade to drop in there though, will take a look.
Title: Re: The Full Monty
Post by: nuke11 on October 27, 2012, 05:04:08 PM
What do I need to modify in the TFM packs to get this MOD in? JapanCats Bf-109 3D model Improvement MODS Beta v2012.10.21, it says to modify one of PA_Jeronimo fixes, but I don't see them in pack 17, or is it in another pack?

https://www.sas1946.com/main/index.php/topic,29193.0.html (https://www.sas1946.com/main/index.php/topic,29193.0.html)

Is this in the TFM packs as well? 250Kg Japanese army bomb https://www.sas1946.com/main/index.php/topic,17940.0.html (https://www.sas1946.com/main/index.php/topic,17940.0.html)

Thank you.
JapanCats new 109G is lovely, but in TFM we already went with PA_Jeronimo's mesh improvements, including the new spinners.  It is difficult to 'retro-fit' parts of TFM.  Feel free to look at the mesh upgrades for yourself, they start in Monty-06, but I am happy with the 109s in TFM at this point.

The 'Japanese army bomb' looks like a tidy little upgrade to drop in there though, will take a look.
Thanks, but that would be a lot of hacking apart and who knows what happens with the next packs.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 27, 2012, 05:19:06 PM
What do I need to modify in the TFM packs to get this MOD in? JapanCats Bf-109 3D model Improvement MODS Beta v2012.10.21, it says to modify one of PA_Jeronimo fixes, but I don't see them in pack 17, or is it in another pack?

https://www.sas1946.com/main/index.php/topic,29193.0.html (https://www.sas1946.com/main/index.php/topic,29193.0.html)

Is this in the TFM packs as well? 250Kg Japanese army bomb https://www.sas1946.com/main/index.php/topic,17940.0.html (https://www.sas1946.com/main/index.php/topic,17940.0.html)

Thank you.
JapanCats new 109G is lovely, but in TFM we already went with PA_Jeronimo's mesh improvements, including the new spinners.  It is difficult to 'retro-fit' parts of TFM.  Feel free to look at the mesh upgrades for yourself, they start in Monty-06, but I am happy with the 109s in TFM at this point.

The 'Japanese army bomb' looks like a tidy little upgrade to drop in there though, will take a look.
Thanks, but that would be a lot of hacking apart and who knows what happens with the next packs.
Exactly, that's what I mean by 'retro-fit'.  As a cumulative build its easy to add stuff, but not so easy to take away, without a load of complex instructions that will confound everyone.  Also, we have to draw a line at some point and complete The Full Monty, at least as far as I am concerned.  :P

TFM is not a collection of everything, it can't be.  It is an interim pack until the release of DBW 1.8.  TFM allows mission/campaign builders to be a bit more adventurous and include more items for a wider audience, especially non-modders, or the more conservative.  We now have a larger scope for everything from SCW to KTO in there.  ;D

The Final packs, Monty-19 and Monty-20, comprise a French Aircraft update and Air.ini section for FRANCE, plus some more RAF/RN addons and a few tweaks.  Thanks to Boelcke, macias13_84, Mac1, and Slipper for these, coming soon...  :)
Title: Re: The Full Monty
Post by: csvousden on October 27, 2012, 10:13:58 PM
How about the catalonia map?  Will it load?  Any ideas for those of us who get a blank screen on it?

C
Title: Re: The Full Monty
Post by: csvousden on October 27, 2012, 10:24:37 PM
the screen says that the map2d section cannot be found in maps/ag_catalonia/load.ini

Any ideas? 
Title: Re: The Full Monty
Post by: CWMV on October 28, 2012, 01:52:42 PM
Well just did a fresh download and its all up and running, first time go with the Total Modder.
Only issue: Gurners effects causes extreem fps lag when the horizon is in view.
Problem is caused by the main view distance classfile 8A318408BB7C513E
Comment out this classfile in gurners effects and it runs without any FPS impact. But this is an issue dating back to the first run of the TFM.
Not really an issue just a needed fix.
Title: Re: The Full Monty
Post by: Camman on October 29, 2012, 07:16:45 AM
hello, I can not get the game to load with total modder, I get the Mission loading failed:Mesh 3do/humans/paratroopers/russian/mono.sim not created error, but can get it to load with jsgme after 2.5 hours of borringness lol. Any ideas there?

also, This file for gurners. I noticed that the fps hit comes after adding monty 6. Everything before that with gurners enabled i get 70-100 fps, after monty 6 I get 10-30 fps. Where exactly is this classfile you speak of? Sorry I am extremely new to modding. Thank you for you help. I found the classfile, I commented it out, and now my fps are great! Thanks! now If I could only get the total modder thing sorted out I would be very happy
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 29, 2012, 07:51:29 AM
I can't comment on Total Modder yet, I built TFM for JSGME, which is simpler for Non-Modders, and once loaded I tend to leave it alone.  It may be that you are trying to walk before you can run, but that's OK, there are a lot of good people here who can help.

At least your first error is well known and thoroughly understood.  The solution is here:

https://www.sas1946.com/main/index.php/topic,20964.msg226871.html#msg226871
Title: Re: The Full Monty
Post by: Camman on October 29, 2012, 07:55:07 AM
Thank you for your excellent pack! It is awesome!! It works wonderfully in jsgme like you intended. I tried the fix you link too but it does not work for me. Thanks!
Title: Re: The Full Monty
Post by: nuke11 on October 29, 2012, 03:08:14 PM
It looks like some interesting MODS are out today.

The one-stop solution 3do folder (use to replace Tiger33 UV3 3do folder) https://www.sas1946.com/main/index.php/topic,30047.0.html (https://www.sas1946.com/main/index.php/topic,30047.0.html)
NEW full throttle & start up engine flammes mod (V2) https://www.sas1946.com/main/index.php/topic,30046.0.html (https://www.sas1946.com/main/index.php/topic,30046.0.html)

Now alot of this looks liek it is in TFM packs, so I'm guessing an update?
Title: Re: The Full Monty
Post by: flugkapitan on October 29, 2012, 06:13:33 PM
Greetings! I was one of the people who was having problems getting the Monty Packs to work prior to the repackaging. I had the day off today, so this afternoon while cleaning house I installed the new Monty Packs. I am now "Full Montied" through pack 18...and the game looks great!  :)

Many thanks to all the people who created the mods and a big thanks to Monty for all the hard work he has done to make these packs available.

I have flown one mission after installing the mods, on the Eastern Front, in the "Drang Noch Ost" campaign. The only things wrong I noticed is that when I'm in fly by view (F3) there is no engine noise. Also when I was in external view looking at an I-153 there was no engine noise coming from that airplane. However, when I viewed their escorts, LaGG-3's, engine sounds were coming from the LaGG's. Kinda strange...any fixes for this?

Regards,
Scott
Title: Re: The Full Monty
Post by: nuke11 on October 29, 2012, 07:24:06 PM
Greetings! I was one of the people who was having problems getting the Monty Packs to work prior to the repackaging. I had the day off today, so this afternoon while cleaning house I installed the new Monty Packs. I am now "Full Montied" through pack 18...and the game looks great!  :)

Many thanks to all the people who created the mods and a big thanks to Monty for all the hard work he has done to make these packs available.

I have flown one mission after installing the mods, on the Eastern Front, in the "Drang Noch Ost" campaign. The only things wrong I noticed is that when I'm in fly by view (F3) there is no engine noise. Also when I was in external view looking at an I-153 there was no engine noise coming from that airplane. However, when I viewed their escorts, LaGG-3's, engine sounds were coming from the LaGG's. Kinda strange...any fixes for this?

Regards,
Scott

As strange as it might sound, I had the same issues until I modified my video card settings according to this forum post http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678 (http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678). Once I did this the sounds where there for fly-bys and have not stopped since.

It might work for you as well.
Title: Re: The Full Monty
Post by: flugkapitan on October 29, 2012, 08:01:33 PM
Thanks, I will check that out.

Cheers,
Scott
Title: Re: The Full Monty
Post by: BravoFxTrt on October 30, 2012, 06:36:47 AM
New Install procedure, (I tried and worked) 8). Bypass JSGME and installed each Monty Folder and relevant Text.Doc to #DBW Folder, SFS Files in Root Folder. But its permanent and Mods can only be added to. I dont plan on deactivating any of the Mods, it wouldn't work any way. Very cool, and a hell of allot faster to "Monty Up" this way. ;)

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2910201215-02-00.jpg)

Lol's :P
Title: Re: The Full Monty
Post by: sirrover on October 30, 2012, 07:48:05 AM
Honestly, I dedicated some time and magnificent Mr. chupag72 helped me (thank you!!!) to work it out with Total Modder and now it takes around 10 seconds to switch between DBW, stock and whatever you want versions. Adding new mods has never been simpler than now. No copying, no mess. Perfect!!! Now I only have to spend my time to enjoy the splendid Monty Packs (thank you Mr.Monty!!!!) and no time is wasted on copying them to the right place (thank you Mr. benitomuso!!!!)
Title: Re: The Full Monty
Post by: FroggyCanuck on October 30, 2012, 08:52:25 AM
Hey SAS community! Might as well make this my first post.

First off, I just wanted to say a huge congrats to all you modders and Monty for putting this together. I have had Il-2 since it first came out, but never had the time (or courage :-[) to mod it until a few weeks ago. I started modding it with a few items, but then discovered the TFM. All I can say is WOW!  :o This has opened up a whole new world for me! It's incredible! Better late than never I guess! Now I know most of you have been modding for several years, but I just thought you'd like a fresh outside perspective and a huge congrats!

A quick question. I have familiarized myself with the file structure for DWB, reinstalled a vanilla version from scratch to avoid conflicts, read TFM guide (and a few other guides), checked my download sizes, and activated all TFM packs. Everything seems to work great! Superb!

Thing is, I wanted to start a mission in the QMB with the Lancaster, a fav of mine, but I get the "mission loading null" error just before it should start. I checked, and I seem to be missing some class files from the root air-Lancaster folder, which also seem to be absent from Monty_15. I have noticed this for Monty_15 : #DBW_MONTY-15 - 5] UPGRADE Ranwers Lancaster.

I do not see Ranwers' Lancaster in the previous Monty packs 1-14. Does this mean I have to add Ranwers' Lancaster? I'm pretty sure TFM packs were all-inclusive, so am I missing some files?

Thanks!
 

Title: Re: The Full Monty
Post by: Gerson on October 30, 2012, 10:05:02 AM
Hi Monty
Everything is fine except for the radio beacon. when I hit the next beacon the game freezes.
I think it is related to cockpit sounds mod as it is explained in this thread (https://www.sas1946.com/main/index.php/topic,19887.48.html).
Im going to remove it from the Monty 17 pack and test again.
Once again thanks for your wonderful gift.
All the best
Gerson
Title: Re: The Full Monty
Post by: sirrover on October 30, 2012, 10:32:11 AM
Same happens to me Gerson. It just freezes, then crashes and nothing in the log to be proud of enough to show here))
Please let us (I suspect we're not alone here) know if you find plausible solution.

Thank you
Title: Re: The Full Monty
Post by: Gerson on October 30, 2012, 10:36:57 AM
Hi sirrover
I just removed the cockpit sounds from Monty pack 17 and now everything is working perfectly.
For sure there is a compatibility issue between cockpit sounds and radio beacons.
Untill this problem is fixed, the best solution is to remove cockpit sounds from the Monty pack 17.
All the best
Gerson
Title: Re: The Full Monty
Post by: Sonny Tucson on October 30, 2012, 11:45:11 AM
Hello Monty , hello guys

I am a little puzzled and I need some advise from you or anybody who's got his Full Monty 18 running.

I was running Full Monty 14 with great pleasure untill I installed the 15-16-17 and 18.
All I got from this last install was a 70% crash.
It kept crashing till I reverted to 14.( 18-17-16 and 15 all ended with 70% crash ).
So , I took a closer look to my different Monty's packs in my Jsgmemod and noticed that  MONTY 10 showed only 399Mb instead of 402.
So went on Mediafire and redownloaded MONTY_10 and got the right number this time for this pack in my JSGME mod. All the others were O.K.

So went to disable all the FM packs through JSGME and reinstalled them , taking care of having 11-12 and 13 patched and 14 well merged.

That took a little bit of time and nerves but I was quite convinced that it was the best way to get all that fuss fixed .

No need to tell you all that I nearly got my tower through the window when I got this dreadfull 70% crash again.

I can't tell the reason as although I have

[Console]

HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1 // 0
LOGTIME=1 // 0
LOGFILE=logfile.txt
// LOGFILE=log.lst
LOGKEEP=0 

no log file will show in my root directory .

I installed Full Monty " By the book " with the "Clean #DBW".

The 18 packs (with 07B) were enabled through JSGME from 1 to 18 after having enabled

#DBW_MissionPro Combo by PAL.
#DBW_Small_Font_Mod 4 FMB Maps.
#DBW_6dofTrackIR_ClassFiles.
#DBW_Ecran Wide for 4.101.
and
#DBW_Forgotten Countries Full.


I am in a bad mood...everybody is having fun except me... and all you guys who are going to take a little bit of your funtime to help me !  :D

Thanks again to you Monty for this FM, simply gorgeous when working ! ;)

Heeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeelp

Sonny Tucson  :)

Intel I7
Radeon 6970 Lightning 2Gb.
8Gb RAM.
Windows 7-64

Title: Re: The Full Monty
Post by: sirrover on October 30, 2012, 12:04:02 PM
Hello Sonny,
Don't be desperate, you'll have your fun soon.

Try to put 1 after LOGKEEP:

LOGKEEP=1

It works in my case
After you get your log please copypaste its last lines here and the solution will come very quickly.


To Gerson,

You're my saviour. It's a pity that these two wonderful mods conflict. Hopefully this will be resolved soon. I love them both.

Thank you
Title: Re: The Full Monty
Post by: fabo28 on October 30, 2012, 12:36:55 PM
Hi,

Anyone having problems with Typhoons not showing? Were there till Monty 10!
Title: Re: The Full Monty
Post by: FroggyCanuck on October 30, 2012, 02:29:38 PM
Hi,

Anyone having problems with Typhoons not showing? Were there till Monty 10!

Hey Fabo28,

The Typhoons are showing up for me (activated up to Monty 18), although I only tried them in QMB. Are they absent there too for you?
Title: Re: The Full Monty
Post by: fabo28 on October 30, 2012, 02:56:34 PM
Hi,

Anyone having problems with Typhoons not showing? Were there till Monty 10!

Hey Fabo28,

The Typhoons are showing up for me (activated up to Monty 18), although I only tried them in QMB. Are they absent there too for you?

Hi FroggyCanuck,

Yes, in QMB and I also had a campaign running,  nothing there either  :(
Title: Re: The Full Monty
Post by: sunburst on October 30, 2012, 03:23:44 PM
Hello,

I just tried these packs and did a full JSGME monty 1-18 install, i first deleted all mods from the DBW folder (i was using clean mod packs plus Gurners) and did a clean install with the provided default DBW folders.
The game just loaded fine and did some QMB's without any problems and i was very happy with the result and work put in these packs.
So next i thought i continue my DCG Korean Campaign, well that was just impossible as i was getting around 15-25 FPS and heavy stutters.

I figured i might start a new campaing to test low FPS to make sure (this time a default crimean campaign), but nothing helped and was getting 15-25 FPS max and heavy stutters again.

My previous DBW install gave me constant 60 FPS with Vsync on (16AA, 16AF) and Gurners FX with the 10km vis. file

My previous DBW install with mods:
Clean JSGME DBW mod packs
Gurner FX (10km)
Tigers UV sound
DCG DBW modpack
Hi res skins mod
plus some extra small stuff

So with Monty i get half the FPS+ horrible stutters and i even disabled Gurners FX and before that i deleted the long visability class file but nothing helped.
I even optimised the config.ini a bit for Nvidia cards but no gain..
I must be doing something wrong and disabled them one by one and from Monty-3 onwards FPS are starting to get horrible...but what mod i dont know.

Anyone else having very low FPS in DCG campaigns compared to the old DWB install (even without Gurners)?

Thanks for the help!

My rig.
I7 2700K @5 GHZ
GTX580 OC'd
16Gb Ram


Title: Re: The Full Monty
Post by: SAS~Monty27 on October 30, 2012, 03:57:52 PM
New Install procedure, (I tried and worked) 8). Bypass JSGME and installed each Monty Folder and relevant Text.Doc to #DBW Folder, SFS Files in Root Folder. But its permanent and Mods can only be added to. I dont plan on deactivating any of the Mods, it wouldn't work any way. Very cool, and a hell of allot faster to "Monty Up" this way. ;)

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2910201215-02-00.jpg)

Lol's :P
Bravo, this is the quickest and simple way if you trust me from the outset!  Also, with a backup of an original #DBW folder, anyone could do it this way really quick! 

I guess when building it at first we were finding our way through the mine-field and the JSGME approach helped me, and all the contributors here, nail a few bugs and fixes, by identifying problem areas quickly.  :P

Like you say, it all works so why not just throw it all in a CLEAN #DBW folder - brilliant!  ;D

~S~
Simon
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 30, 2012, 04:13:23 PM
Hey SAS community! Might as well make this my first post.

First off, I just wanted to say a huge congrats to all you modders and Monty for putting this together. I have had Il-2 since it first came out, but never had the time (or courage :-[) to mod it until a few weeks ago. I started modding it with a few items, but then discovered the TFM. All I can say is WOW!  :o This has opened up a whole new world for me! It's incredible! Better late than never I guess! Now I know most of you have been modding for several years, but I just thought you'd like a fresh outside perspective and a huge congrats!

A quick question. I have familiarized myself with the file structure for DWB, reinstalled a vanilla version from scratch to avoid conflicts, read TFM guide (and a few other guides), checked my download sizes, and activated all TFM packs. Everything seems to work great! Superb!

Thing is, I wanted to start a mission in the QMB with the Lancaster, a fav of mine, but I get the "mission loading null" error just before it should start. I checked, and I seem to be missing some class files from the root air-Lancaster folder, which also seem to be absent from Monty_15. I have noticed this for Monty_15 : #DBW_MONTY-15 - 5] UPGRADE Ranwers Lancaster.

I do not see Ranwers' Lancaster in the previous Monty packs 1-14. Does this mean I have to add Ranwers' Lancaster? I'm pretty sure TFM packs were all-inclusive, so am I missing some files?

Thanks!
 
Hi mate

You READ guides and posts and even whole threads?  No wonder it works!  I sometime wish more people would do the same!  ;D

The Lanc IS in there, I don't do QMB much, have a campaign in the works but we need some better skins, even if you do fly mostly at night and practically solo, or at least strung out over several miles.

However, it does also work in QMB, try a strike on a north Europe map.  No other answers at this point, suggest keep searching QMB threads.  :-[

If you can't resolve that straight away go into FMB and set up a test flight or even build a mission.  You can be flying it in five minutes.  Of course you may want to go back and do the scenery around the airfield and add some more aircraft...  ;)

My friend Boelcke, the DGen genius (and skinner!), has also looked at the Lanc alongside the new modded DGen.  I believe we shall also see it in there eventually...

Simon(Monty27)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 30, 2012, 04:43:43 PM
Hi sirrover
I just removed the cockpit sounds from Monty pack 17 and now everything is working perfectly.
For sure there is a compatibility issue between cockpit sounds and radio beacons.
Untill this problem is fixed, the best solution is to remove cockpit sounds from the Monty pack 17.
All the best
Gerson
Thanks Gerson and Sirrover - a good find.

****************

00_PAL-CockpitSounds
The issue with 00_PAL-CockpitSounds is LOAD ORDER - For '00_PAL-CockpitSounds' to work with TFM you need to firstly make sure that you have activated the #DBW_AIMod.

Users should also go into #DBW_MONTY-17/#DBW/ and RENAME '00_PAL-CockpitSounds' to 'VTD PAL-CockpitSounds'

and if already activated: Il2 Main Install/#DBW/ and RENAME '00_PAL-CockpitSounds' to 'VTD PAL-CockpitSounds'

Do NOT rename the AI Mod or you will break the Steam Cats, Definitely rename 00_PAL-CockpitSounds to load last.

Of course this also means that if you disable the DBW-AI mod, because of some early carrier ops for example (Midway campaign is coming), then you must also remember to disable VTD PAL-CockpitSounds, and vice versa.  - Posted on the front now too.

****************

Thanks again, jeez, you learn something every day!  I love the Cockpit sounds mod (Thanks Pablo) and now I have my beacon sounds too!
Title: Re: The Full Monty
Post by: FroggyCanuck on October 30, 2012, 05:28:36 PM
Hey SAS community! Might as well make this my first post.

First off, I just wanted to say a huge congrats to all you modders and Monty for putting this together. I have had Il-2 since it first came out, but never had the time (or courage :-[) to mod it until a few weeks ago. I started modding it with a few items, but then discovered the TFM. All I can say is WOW!  :o This has opened up a whole new world for me! It's incredible! Better late than never I guess! Now I know most of you have been modding for several years, but I just thought you'd like a fresh outside perspective and a huge congrats!

A quick question. I have familiarized myself with the file structure for DWB, reinstalled a vanilla version from scratch to avoid conflicts, read TFM guide (and a few other guides), checked my download sizes, and activated all TFM packs. Everything seems to work great! Superb!

Thing is, I wanted to start a mission in the QMB with the Lancaster, a fav of mine, but I get the "mission loading null" error just before it should start. I checked, and I seem to be missing some class files from the root air-Lancaster folder, which also seem to be absent from Monty_15. I have noticed this for Monty_15 : #DBW_MONTY-15 - 5] UPGRADE Ranwers Lancaster.

I do not see Ranwers' Lancaster in the previous Monty packs 1-14. Does this mean I have to add Ranwers' Lancaster? I'm pretty sure TFM packs were all-inclusive, so am I missing some files?

Thanks!
 
Hi mate

You READ guides and posts and even whole threads?  No wonder it works!  I sometime wish more people would do the same!  ;D

The Lanc IS in there, I don't do QMB much, have a campaign in the works but we need some better skins, even if you do fly mostly at night and practically solo, or at least strung out over several miles.

However, it does also work in QMB, try a strike on a north Europe map.  No other answers at this point, suggest keep searching QMB threads.  :-[

If you can't resolve that straight away go into FMB and set up a test flight or even build a mission.  You can be flying it in five minutes.  Of course you may want to go back and do the scenery around the airfield and add some more aircraft...  ;)

My friend Boelcke, the DGen genius (and skinner!), has also looked at the Lanc alongside the new modded DGen.  I believe we shall also see it in there eventually...

Simon(Monty27)

Thanks for the reply Monty! Much appreciated! I knew you'd like the bit where I specified I read the manuals and several threads!  :D

Just to be clear, the Lanc folder in DBW should not have any classfiles in it's root (i.e. only the 3do folder is present in the root)? I see that all the other aircraft have some classfiles with the 3do folder... (sorry again, total noob at this)...

I'll make a couple of other tests as you suggest and get back with the results...
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 30, 2012, 05:30:48 PM
No that's right, because the Lanc is already there in DBW.  The Full Monty one is Ranwers updated Mesh and a few fixes, no new classfiles.
Title: Re: The Full Monty
Post by: Sonny Tucson on October 30, 2012, 06:51:43 PM
Hi sirrover
I just removed the cockpit sounds from Monty pack 17 and now everything is working perfectly.
For sure there is a compatibility issue between cockpit sounds and radio beacons.
Untill this problem is fixed, the best solution is to remove cockpit sounds from the Monty pack 17.
All the best
Gerson
Thanks Gerson and Sirrover - a good find.

****************

00_PAL-CockpitSounds
The issue with 00_PAL-CockpitSounds is LOAD ORDER - To work with TFM you need to firstly make sure that you have activated the #DBW_AIMod.

Users should also go into #DBW_MONTY-17/#DBW/ and RENAME '00_PAL-CockpitSounds' to 'VTD PAL-CockpitSounds'

and if already activated: Il2 Main Install/#DBW/ and RENAME '00_PAL-CockpitSounds' to 'VTD PAL-CockpitSounds'

Do NOT rename the AI Mod or you will break the Steam Cats, Definitely rename 00_PAL-CockpitSounds to load last.

Of course this also means that if you disable the DBW-AI mod, because of some early carrier ops for example (Midway campaign is coming), then you must also remember to disable VTD PAL-CockpitSounds, and vice versa.  - Posted on the front now too.

****************

Thanks again, jeez, you learn something every day!  I love the Cockpit sounds mod (Thanks Pablo) and now I have my beacon sounds too!


Hello everybody , Hello Monty

"To work with TFM you need to firstly make sure that you have activated the #DBW_AIMod."

I thought that #DBW_AIMod was already part of DBW 1.71 ... :-[

Am I wrong , and if yes why isn't it in the "Clean #DBW " ?

I think this all is driving me completely nuts !

For SIRROVER

No way with Logkeep=1.

My game keeps on crashing at 70% after Monty 13.

I decided to restart from crash , may God gives me the patience ! ;)

Thanks a lot to all of you .

Sonny Tucson  :)
Title: Re: The Full Monty
Post by: FroggyCanuck on October 30, 2012, 07:45:53 PM
Sorry, no dice with the Lancaster Monty. I tried using FMB, and the Lanc doesn't even come up in the view screen or the aircraft customization screen (either blank screen or fully pink Lancaster).

I remember reading something about pink Lancasters in Ranwers' download thread (post 225 and more). Might be something with my video setup or skins, or the recent patches, I'm not sure...  :(
https://www.sas1946.com/main/index.php/topic,4359.216.html
Title: Re: The Full Monty
Post by: sirrover on October 30, 2012, 10:41:13 PM
To Sonny,

What about the rest of the lines?
Do they look like this?

[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=1
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 30, 2012, 11:58:12 PM
Hi sirrover
I just removed the cockpit sounds from Monty pack 17 and now everything is working perfectly.
For sure there is a compatibility issue between cockpit sounds and radio beacons.
Untill this problem is fixed, the best solution is to remove cockpit sounds from the Monty pack 17.
All the best
Gerson
Thanks Gerson and Sirrover - a good find.

****************

00_PAL-CockpitSounds
The issue with 00_PAL-CockpitSounds is LOAD ORDER - To work with TFM you need to firstly make sure that you have activated the #DBW_AIMod.

Users should also go into #DBW_MONTY-17/#DBW/ and RENAME '00_PAL-CockpitSounds' to 'VTD PAL-CockpitSounds'

and if already activated: Il2 Main Install/#DBW/ and RENAME '00_PAL-CockpitSounds' to 'VTD PAL-CockpitSounds'

Do NOT rename the AI Mod or you will break the Steam Cats, Definitely rename 00_PAL-CockpitSounds to load last.

Of course this also means that if you disable the DBW-AI mod, because of some early carrier ops for example (Midway campaign is coming), then you must also remember to disable VTD PAL-CockpitSounds, and vice versa.  - Posted on the front now too.

****************

Thanks again, jeez, you learn something every day!  I love the Cockpit sounds mod (Thanks Pablo) and now I have my beacon sounds too!


Hello everybody , Hello Monty

"To work with TFM you need to firstly make sure that you have activated the #DBW_AIMod."

I thought that #DBW_AIMod was already part of DBW 1.71 ... :-[

Am I wrong , and if yes why isn't it in the "Clean #DBW " ?

I think this all is driving me completely nuts !

For SIRROVER

No way with Logkeep=1.

My game keeps on crashing at 70% after Monty 13.

I decided to restart from crash , may God gives me the patience ! ;)

Thanks a lot to all of you .

Sonny Tucson  :)
OK, to be clearer - we were talking about the cockpit sounds mods.  For '00_PAL-CockpitSounds' to work with TFM you need to firstly make sure that you have activated the #DBW_AIMod.

#DBW_AIMod is ONE of the JSGME OPTIONS with DBW, which means you can switch it ON of OFF.  So if you want the Cockpit sounds mod to work properly make sure it is ON (this info is all on Pablo's thread BTW).

Otherwise, there is a CLEAN #DBW folder at the front of this thread.  Rename your old one with a - sign to disable it, (This is called a 'rem') and replace with the CLEAN #DBW, you are back to a fresh install in about 30 seconds!  As Bravo suggested, one quick way is just to copy the contents of the packs to this new #DBW, its done, real quick.  You always have a backup #DBW folder online here, so nothing is messed with or irretrievably lost, almost everything goes into #DBW, in a specific order, except for four sfs files, and they do not have the power to load and change anything unless they are told to by the RC file, also in the #DBW folder.

People have found genuine conflicts and things broken in the downloads, and one mistake (RC file), which was all at the early stages and have been tidied up.  Anyone having bigger problems at this stage is probably messing up the file structure or not starting with a clean #DBW. - Not a criticism, just trying to point to solutions, or at least where to look...
Title: Re: The Full Monty
Post by: sirrover on October 31, 2012, 12:54:17 AM
Sounds clear enough to me, except I remember deleting the #DBW_AIMod folder from my DBW installation just like CirX advised upon 1.7 release. Haven't seen this folder ever since.
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 31, 2012, 01:48:11 AM
Sounds clear enough to me, except I remember deleting the #DBW_AIMod folder from my DBW installation just like CirX advised upon 1.7 release. Haven't seen this folder ever since.
In which case best thing at the moment is to disable the folder 00_PAL-CockpitSounds if you want beacons.
Title: Re: The Full Monty
Post by: Sonny Tucson on October 31, 2012, 06:16:32 AM
Sounds clear enough to me, except I remember deleting the #DBW_AIMod folder from my DBW installation just like CirX advised upon 1.7 release. Haven't seen this folder ever since.
In which case best thing at the moment is to disable the folder 00_PAL-CockpitSounds if you want beacons.

Hello Monty

I think the confusion comes from the fact that most of us have installed or are going to install TFM upon a SAS-Il2 1946_407m to DBW 1.71 SuperPack install. In this Superpack install there is NO MORE "#DBW_AIMod" in the jsgmemods folder.

Am I right if I take again this" #DBW_AIMod" from the DBW Build1.6  jsgmemods folder and put it back in my TFM jsgmemods folder.?
From there I can enable it or not .

Also GURNER developped his FX mod for installs with or without #DBW_AIMod ,( just to add to the present confusion. ;)) "V4.1 - This is for DBW with the AI mod or DBW 1.7/1.71."
I understand that in his last version (Gurner FX 4.3 ) there is no more question of the #DBW_AIMod.

Is "DBW171-AI-SAS AI, Engines, Hotkeys & Carriers Mod v2.3 " now replacing this #DBW_AIMod ?

I may also have been puzzled because of the 2d page of the TFM Readme " JSGME FOR SAFETY and BACKUP " where there is a  picture of the GME with the #DBW_AIMod enabled .

So it would maybe be advisable to update this when you edit this readme for the following versions.

Please forgive me for the length of this answer but I'd like to get the things clearer and clearer in my mind .

Thanks a lot for all the efforts you put in these threads.

Sonny Tucson  :)

For SIRROVER
Yes man , exactly the same !

Thanks for you support !

Sonny  :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 31, 2012, 06:55:45 AM
Hi Sonny,

Its getting to the point where the more we add the more there is to break.  Personally I would delete or rem 00_PAL-CockpitSounds for now, because asking it to work alongside Tiger33 sounds looks like too much right now and I want my beacons to work.  Including it was a mistake at this stage, because I did not test it thoroughly enough.  So that's what I would recommend.  No need to mess with AI mod, best to leave that out as well.

I think the crucial breakthrough and success for TFM is in establishing so much compatibility, getting the steam cats in there, thanks to Pablo again, and so many new objects and maps, a shedload of new aircraft and effects and so few problems to install.  Now we seem to be pushing it.

Things I think we can update safely, I'm in the process, are a nice French aircraft upgrade and a proper Air.INI section for them, Crazyflaks flame mod, which I can't live without and has just been upgraded, and a few other bits and pieces like Griefs new cockpits and trains.

So I think 00_PAL-CockpitSounds should be removed for now, as it will need some special attention and a lot more testing before applying to a TFM install.


Simon
Title: Re: The Full Monty
Post by: Sonny Tucson on October 31, 2012, 07:11:15 AM
Hi Simon

O.K. Thanks for this answer. I will follow your advise !.

I'll keep you posted as soon as my new install is ready.
I was just waiting for your answer before proceeding.

Sonny :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 31, 2012, 07:14:11 AM
Hi Simon

O.K. Thanks for this answer. I will follow your advise !.

I'll keep you posted as soon as my new install is ready.
I was just waiting for your answer before proceeding.

Sonny :)
Sonny

If you have not yet activated Monty-17, delete 00_PAL-CockpitSounds from there. (Monty-17/#DBW/00_PAL-CockpitSounds).  Apart from that it will be fine, loads of great stuff!

Simon  ;D
Title: Re: The Full Monty
Post by: Sonny Tucson on October 31, 2012, 07:19:51 AM
Hi Simon

WILCO !

I still hesitate between the install through GME Enabler or the "direct " Monty 18 packs in  #DBW " install .
I understand that the " direct " one is quickier , but maybe less safe ?
I have to re-read the thread about it !.

Thanks

Sonny :)
Title: Re: The Full Monty
Post by: FroggyCanuck on October 31, 2012, 12:50:36 PM
Monty, your PM box is full, tried sending you a message...    ;D
Title: Re: The Full Monty
Post by: pied on October 31, 2012, 01:28:29 PM
Froggy,

Don't know if you solved the 'missing' Tiffies issue you reported earlier, but I found a second instance of Crazyflak's Typhoons and Tempests in Monty 17, they were already installed in on of the earlier packs..

I put a '-' in front of the second instance and the Typhoons re-appeared.


pied
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 31, 2012, 03:28:54 PM
Monty, your PM box is full, tried sending you a message...    ;D
oops housekeeping...
Title: Re: The Full Monty
Post by: Gerson on October 31, 2012, 04:09:18 PM
Hello
I need a litlle help.
After leaving the game paused for a long time , after returning to the game the image was out of the center , and I decide to quit the game and restart it.
And theres come the trouble...
After hitting Il2fb.exe the game doent start anymore.
I Know that it has some to do with the Il2 selector, and the Wrapper it creates.
Any solutions....
Thanks
Title: Re: The Full Monty
Post by: Camman on October 31, 2012, 04:47:33 PM
Hi,
   
      First a big thank you to everyone who worked on the mods in this pack and Monty for putting it together for our enjoyment. Second, my question. I have a i7 2600k @4.5ghz and a gtx480. Windows 7. With the full monty installed, with gurners fx mod also installed, on "the black death" track I get about 10-15 fps. When I change the resolution from 1920x1080 to something smaller the fps doesnt go up so its not my graphics card holding me back. Does this sound right? Thats a bummer because gurners fx once on, is like crack and I don't want to play without it lol. The link for the 10k file is broken so I have no idea if that would work, but it doesn't seem like I have a "marginal" system. Thank you!

Mike
Title: Re: The Full Monty
Post by: FroggyCanuck on October 31, 2012, 06:23:48 PM
Froggy,

Don't know if you solved the 'missing' Tiffies issue you reported earlier, but I found a second instance of Crazyflak's Typhoons and Tempests in Monty 17, they were already installed in on of the earlier packs..

I put a '-' in front of the second instance and the Typhoons re-appeared.


pied

Salut pied!

I actually had no issues with the Typhoons/Tempest, I think it was Fabo28. Mine are accounted for!  :)

My bug is the Lancaster not loading (it's present in the selection, but doesn't load or cannot be viewed in the FMB object screen/QMB aircraft customization). I still need to check a few things out though...
Title: Re: The Full Monty
Post by: sphantom on October 31, 2012, 06:57:51 PM
Well I put a minus sign in front of the DBW then Did a DBW with only the monty packs up it came next I am planning to try the special packs of the AVG and the ace of spades. will let you know on how it goes.
                                                                                         Thanks
Title: Re: The Full Monty
Post by: SAS~Monty27 on October 31, 2012, 09:14:31 PM
Well I put a minus sign in front of the DBW then Did a DBW with only the monty packs up it came next I am planning to try the special packs of the AVG and the ace of spades. will let you know on how it goes.
                                                                                         Thanks
Good, quick efficient way to go. Because they were big uploads to manage and I can't tweak them afterward, so there are a few minor fixes worth looking at too.  Highlighted in RED on the front of post, delete one classfile, delete one folder, perfection, now we can fly...  ;D
Title: Re: The Full Monty
Post by: CWMV on October 31, 2012, 09:37:36 PM
Hi,
   
      First a big thank you to everyone who worked on the mods in this pack and Monty for putting it together for our enjoyment. Second, my question. I have a i7 2600k @4.5ghz and a gtx480. Windows 7. With the full monty installed, with gurners fx mod also installed, on "the black death" track I get about 10-15 fps. When I change the resolution from 1920x1080 to something smaller the fps doesnt go up so its not my graphics card holding me back. Does this sound right? Thats a bummer because gurners fx once on, is like crack and I don't want to play without it lol. The link for the 10k file is broken so I have no idea if that would work, but it doesn't seem like I have a "marginal" system. Thank you!

Mike

Your rig is almost identical to mine, even the OC ghz, except I have a 580.
Try commenting out 8A318408BB7C513E classfile in gurners effects. Should go from this: 8A318408BB7C513E to this: -8A318408BB7C513E

Title: Re: The Full Monty
Post by: Camman on October 31, 2012, 10:31:07 PM
Hi,
   
      First a big thank you to everyone who worked on the mods in this pack and Monty for putting it together for our enjoyment. Second, my question. I have a i7 2600k @4.5ghz and a gtx480. Windows 7. With the full monty installed, with gurners fx mod also installed, on "the black death" track I get about 10-15 fps. When I change the resolution from 1920x1080 to something smaller the fps doesnt go up so its not my graphics card holding me back. Does this sound right? Thats a bummer because gurners fx once on, is like crack and I don't want to play without it lol. The link for the 10k file is broken so I have no idea if that would work, but it doesn't seem like I have a "marginal" system. Thank you!

Mike

Your rig is almost identical to mine, even the OC ghz, except I have a 580.
Try commenting out 8A318408BB7C513E classfile in gurners effects. Should go from this: 8A318408BB7C513E to this: -8A318408BB7C513E


Awesome rig you have there brother ;). Thank you I have read alot and saw you say that earlier, so I have commented that file, although I changed it to 8A318408BB7C513E.FPS_Killer. The only problem is it seems to me there is much less smoke this way. The way I verified it was to take only dbw 1.71 and use gurners fx, where I get like 70fps on the black death at the beginning. At the end, it shows the il2 flying away from the airfield just bombed, and there is much more smoke in the vanilla 1.71 with stock gurners as opposed to TFM with the modified gurners. I know I am being lame but I have spent like a day trying to figure out how to fix it =D. So far what I have found is the problem pops up in monty 6 in the std folder, if I remove the std folder from monty 6 activated its normal fps. The problem then pops up again sometime between 8 and 12 but i got tired of testing. I still have to start playing ace of spades lol.
Title: Re: The Full Monty
Post by: CWMV on October 31, 2012, 11:18:02 PM
Boils down to the fact that there is a LOT packed in to TFM.
That classfile is the primary distance classfile. As far as I know it has no effect on smoke amount or type-or so said gurner when I asked him.

I removed that classfile and haven't had any issues, but I haven't run TBD for a while. Im going to fire it up right now...
EDIT: Just ran it and it looks fine.
Boils down to this: there is a fundamental conflict between this and something else in TFM. Choice is to run it neutered and get some of the effects, or none at all.
Title: Re: The Full Monty
Post by: Sharkzz on November 01, 2012, 12:19:39 AM
 :P
bloody hell ,, Awsomely huge.. Think i will wait for it all to come out in  DBW 1.8 (I hope)  :D
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 01, 2012, 12:23:15 AM
:P
bloody hell ,, Awsomely huge.. Think i will wait for it all to come out in  DBW 1.8 (I hope)  :D
Wait?  Fighter pilots don't wait, what is this word wait?  :P

Seriously, use the opportunity, familiarise yourself with the new stuff, be ready.  :)
Title: Re: The Full Monty
Post by: Sonny Tucson on November 01, 2012, 09:02:36 AM
Hello Simon

I do not know what to do or what kind of angel to invoke !
I have a "Full Dispair Monty ".

Whatever I can do , my Full Monty won't go further than Monty_14.
Whatever I can do Monty_15 leads to a 70% crash.
Whatever I can do , can't get a logfile even with this in my conf.ini

[Console]

HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1 // 0
LOGTIME=0
//LOGFILE=logfile.txt
LOGFILE=log.lst
LOGKEEP=0 // 1 or 0 makes no difference for me !

Here follows the detail of my Full Monty install procedure.

1- SAS-Il2 1946_407m to DBW 1.71 SuperPack
2- #DBW from the above replaced by "DBW-MONTY-DBWclean."
3- GME Enabled
    #DBW_MissionPro Combo by PAL
    #DBW_Ecran Wide for 4.101
    #DBW_6dof TrackIR_ClassFiles
    #DBW_Forgotten Countries Full
    #DBW_MONTY-01
      through to
    #DBW_MONTY-14

I didn't patch #DBW_MONTY-01
I didn't patched the #DBW_MONTY-11-12 and 13 as I had no difficulties with them running my game.
I must admit that I do not quite understand your explanations about these MONTY-11-12 and 13 retro patches. ( I am sorry but English is not my mothertongue and some of Shakespeare subtilities may just flyby my head ! ;))

Pease could you help me getting a logfile cause without that I understand that my successive crashes may be difficult to be investigated on .

What do you think of the way I proceeded for my install?

I'll wait for your advise before going any further .

Thanks a lot for your support.
Sonny Tucson. :)

Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 CPUs), ~3.4GHz
             Memory: 8192MB RAM
             Available OS Memory: 8168MB RAM
             Page File: 2772MB used, 13560MB available
             Windows Dir: C:\Windows
             DirectX Version: DirectX 11
Card name: AMD Radeon HD 6900 Series (6970 Lightning MSI)
             Display Memory: 1762 MB
             Dedicated Memory: 2030 MB
             Shared Memory: 3827 MB
             Current Mode: 1920 x 1080 (32 bit) (120Hz)
Monitor Name: Moniteur Plug-and-Play générique
             Monitor Model: S27A950D
             Monitor Id: SAM079D
             Native Mode: 1920 x 1080(p) (60.000Hz) 
Title: Re: The Full Monty
Post by: sirrover on November 01, 2012, 09:54:33 AM
Dear Sonny,

It's very difficult to diagnose you without your log but at least you can try and rem (put minus "-" in the beginning of mod folders) pack 15 mods one by one until you find what causes the crash. Just rem the mod folder, start the game, see how it goes. If it still crashes - go back and remove the minus, then put it in the beginning of another folder. Thus you can track the wrong folder.
Hopefully this works although I would rely on the log file first and maybe finding out where the log is will help you avoid this awkward procedure. BTW, what's your mothertongue?
Title: Re: The Full Monty
Post by: sphantom on November 01, 2012, 10:12:55 AM
It worked great with the campaigns made for the monty packs. And yes it did give my rig a workout.
Twin 3rd gen. I7 chips 100 gig ram 3ter. HD 55" flat screen tv keep up the good work.
P.S.
My cooling system is cryo it generates a lot of heat.
Title: Re: The Full Monty
Post by: Sonny Tucson on November 01, 2012, 11:01:53 AM
Dear Sonny,

It's very difficult to diagnose you without your log but at least you can try and rem (put minus "-" in the beginning of mod folders) pack 15 mods one by one until you find what causes the crash. Just rem the mod folder, start the game, see how it goes. If it still crashes - go back and remove the minus, then put it in the beginning of another folder. Thus you can track the wrong folder.
Hopefully this works although I would rely on the log file first and maybe finding out where the log is will help you avoid this awkward procedure. BTW, what's your mothertongue?

Hi Sirrover.

Welcome back to the Helpdesk ! and thanks for taking care of my problems !
Normally my Logfile should appear in my Full Monty root directory , shouldn't it ?

So , if I got it right you instruct me to enable Monty-15 Pack through GME and then to rem each mod (one by one ) from that -15 Pack that are listed in my Full Monty ROOT/#DBW folder , and that untill my game start .

I already began this method but I stopped thinking that my problems were related to Pack 01-11-12-13 not having been patched .

As far as the Logfile is concerned I also tried PAL Instant logfile but with no result.

Now , for my mothertongue . Try to imagine what kind of a mothertongue a guy living in a little North central European country alongside the North Sea could speak ( without taking into account that in this country we are used to speak three different official languages)

I'll keep you posted . Back to MONTY install. :)

Sonny  :D
Title: Re: The Full Monty
Post by: Sonny Tucson on November 01, 2012, 01:16:34 PM
Hi Sirrover.

Just gave up , no way to make this game starts when MONTY_15 is enabled.
Remmed mod by mod in the ROOT/#DBW trying to start the game between each rem but only  got successive 70% crash.

Still no log although I have installed Mike's INSTANT LOG and edit my conf.ini [console]accordingly.

Can you tell me if I have to rem also inside the ROOT/#DBW/STD folder.?

Thanks.

Sonny  :(
Title: Re: The Full Monty
Post by: fabo28 on November 01, 2012, 03:25:16 PM
Froggy,

Don't know if you solved the 'missing' Tiffies issue you reported earlier, but I found a second instance of Crazyflak's Typhoons and Tempests in Monty 17, they were already installed in on of the earlier packs..

I put a '-' in front of the second instance and the Typhoons re-appeared.


pied

Salut pied!

I actually had no issues with the Typhoons/Tempest, I think it was Fabo28. Mine are accounted for!  :)

My bug is the Lancaster not loading (it's present in the selection, but doesn't load or cannot be viewed in the FMB object screen/QMB aircraft customization). I still need to check a few things out though...

Thank you Pied and Froggy, applied what Pied said (I deactivated packs from 18 to 16, put minus sign in front of Crazyflak`Thyphoons in Monty pack 16 (not 17) reloaded again et voila, my Thyphoons are back!)
Just in case someone else is having same problem this works,


Title: Re: The Full Monty
Post by: SAS~Monty27 on November 01, 2012, 04:23:46 PM
Just to be clear.  It is NOT 'a second instance of Crazyflak's Typhoons and Tempests in Monty 17' - The individual plane folder sizes are clearly larger and far fewer.  This is an update which adds the Typhoon Mk1a.  They are all there.  The confusion in several recent posts over folder names is often down to a failure to understand the structure of these packs.

For the record, folder names from modders have sometimes been changed for compatibility and load order functions within TFM.  For the list of what should be there, check the front of post.  Seeing a folder twice does not necessarily indicate a repeat or error.  Likewise, not seeing an expected folder name also does not necessarily mean a mod isn't there, that's not how it works.

It appears the most people have 'no issues with the Typhoons/Tempest' - so something else is going on.

If it works for you - fine.  But I can't post a fix or suggestion if I don't see a problem or have any hard data.

(https://www.mediafire.com/conv/6983343ca8199c41c3febe906e33ce2e0608937b8ce4278aae00cf4f9ae2ba026g.jpg)
Title: Re: The Full Monty
Post by: Sonny Tucson on November 01, 2012, 05:08:42 PM
Hi Sirrover , Hi Monty

Just had a fresh download of MONTY'S 15 and installed it . I compared it with the one I used and they had the same size and... same result , crash at 70%.

Please is there another way to get a logfile , this stuff is driving me mad. I am trying hard since 3 days to get it to work . Look at my earlier posts , I did everything by the book and it looks like I am the sole to have problems.

Sonny. :(

Title: Re: The Full Monty
Post by: 352nd_Hoss on November 01, 2012, 06:00:44 PM
Hi Sirrover , Hi Monty

Just had a fresh download of MONTY'S 15 and installed it . I compared it with the one I used and they had the same size and... same result , crash at 70%.

Please is there another way to get a logfile , this stuff is driving me mad. I am trying hard since 3 days to get it to work . Look at my earlier posts , I did everything by the book and it looks like I am the sole to have problems.

Sonny. :(



Why don't you ask Simon to send you his air.ini file from Monty 15 and compare it to yours, that's where the problem lies, and the air.ini is easy as hell to email.  Get WinMerg program and compare the two files, put in your's what Simon has in his and you should be good to go. 
Title: Re: The Full Monty
Post by: csvousden on November 01, 2012, 08:50:36 PM
I have to admit that I also had a problem with the typhoons and the Junkers 87s after adding the 15th pack.  Also my L-139 had a strange phenomenon with the gun.  I can live without the Typhoon MkIa if that is the problem. 

I have not reloaded 15 or up just yet.

CV
Title: Re: The Full Monty
Post by: Sonny Tucson on November 01, 2012, 09:14:15 PM
SOLVED  :D


Hi Sirrover , Monty and AG-51

I finally got my packs 15-16-17 and 18 installed and running at 03.30AM .

Something very weird has happened.
As you know my game was running fine till enabling PACK 15.
The problem arised when enabling Pack 15. I always got a 70% crash. Not having a logfile I couldn't spot the problem. Whatever I could do ( redownload the pack 15 etc etc... ) the crash was still there. All this time I didn't have a look at my root directory but well in my ROOT/#DBW directory to check all the mods installing themselves.


The problem was that my GME ( for a reason that I still ignore ) had placed  #DBW_MONTY-14 in my root directory without transferring  his content in my ROOT/#DBW folder and without inducing a 70% crash at the game start !.Moreover in my GME #DBW_MONTY-14 was well on the right side (enabled).
I suppose that the game was in fact running the DBW_MONTY-13 !
As soon as I noticed that I took the content of #DBW_MONTY-14 and put it in my ROOT/#DBW folder allowing overwriting. The sole folder that I left in my root DBW_MONTY-14 was the "documentation" cause I didn't know where to put it !.
Then I enabled MONTY-15 and my game finally started !-
After that I proceeded to PACKS 16-17 and 18 checking if GME had not placed these packs again in my Root folder.
I had no problem with these installs.
My game is now running.
In my excitement I forgot to disable PAL COCKPIT SOUNDS from Pack 17 !
In my GME on the Enable list , MONTY 14 is still in black ( not greyed ).
Maybe because of the documentation that was left in the pack 14 folder ?

Thanks for your help.

I still do not know how such a thing could have  happened !.

Sony  :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 01, 2012, 11:31:23 PM
SOLVED  :D


Hi Sirrover , Monty and AG-51

I finally got my packs 15-16-17 and 18 installed and running at 03.30AM .

Something very weird has happened.
As you know my game was running fine till enabling PACK 15.
The problem arised when enabling Pack 15. I always got a 70% crash. Not having a logfile I couldn't spot the problem. Whatever I could do ( redownload the pack 15 etc etc... ) the crash was still there. All this time I didn't have a look at my root directory but well in my ROOT/#DBW directory to check all the mods installing themselves.


The problem was that my GME ( for a reason that I still ignore ) had placed  #DBW_MONTY-14 in my root directory without transferring  his content in my ROOT/#DBW folder and without inducing a 70% crash at the game start !.Moreover in my GME #DBW_MONTY-14 was well on the right side (enabled).
I suppose that the game was in fact running the DBW_MONTY-13 !
As soon as I noticed that I took the content of #DBW_MONTY-14 and put it in my ROOT/#DBW folder allowing overwriting. The sole folder that I left in my root DBW_MONTY-14 was the "documentation" cause I didn't know where to put it !.
Then I enabled MONTY-15 and my game finally started !-
After that I proceeded to PACKS 16-17 and 18 checking if GME had not placed these packs again in my Root folder.
I had no problem with these installs.
My game is now running.
In my excitement I forgot to disable PAL COCKPIT SOUNDS from Pack 17 !
In my GME on the Enable list , MONTY 14 is still in black ( not greyed ).
Maybe because of the documentation that was left in the pack 14 folder ?

Thanks for your help.

I still do not know how such a thing could have  happened !.

Sony  :)
Well bugger me!  ;D The JSGME INI file controls where it goes, that must have been altered at some point.  Never mind, good result.

Having used JSGME to build and test TFM it seems that TotalModder is more successful in terms of speed and profile switching.  Even better though I prefer SAS~BravoFxTrt's solution, and Hoss does a similar thing, just get a clean #DBW folder and throw it all in there yourself, in order!  The Tiger33 and Claymore sfs files go in the main install directory (the only exception) and there it is!

Do this with Monty-19 and Monty-20, the final packs have some too nice mods we can't live without...

Do delete 00_PAL cockpit Sounds from you current #DBW and Monty-17 then you won't have to mess around with anything else.

One more thing, it was rough on some of you, piece of cake for most, but a LOT of people are now a hell of lot more modded than before TFM, however you got there!

Simon(Monty27)
Title: Re: The Full Monty
Post by: Gerson on November 02, 2012, 11:26:14 AM
Hi Monty
I could solve my problems and now the game is loading succesfully.
I changed to TotalModder and TFM loads fine and works in just a few seconds
I encourage everyone to give it a try.
You just have to copy some sfs files into the roots game directory and everything runs fine.
All the Best
Gerson
Title: Re: The Full Monty
Post by: nuke11 on November 02, 2012, 12:14:55 PM
Just to be clear.  It is NOT 'a second instance of Crazyflak's Typhoons and Tempests in Monty 17' - The individual plane folder sizes are clearly larger and far fewer.  This is an update which adds the Typhoon Mk1a.  They are all there.  The confusion in several recent posts over folder names is often down to a failure to understand the structure of these packs.

For the record, folder names from modders have sometimes been changed for compatibility and load order functions within TFM.  For the list of what should be there, check the front of post.  Seeing a folder twice does not necessarily indicate a repeat or error.  Likewise, not seeing an expected folder name also does not necessarily mean a mod isn't there, that's not how it works.

It appears the most people have 'no issues with the Typhoons/Tempest' - so something else is going on.

If it works for you - fine.  But I can't post a fix or suggestion if I don't see a problem or have any hard data.


What pack is the Typhoon Mk1a added from? As I don't have a Typhoon 1a in my install and I have upto Monty18 installed and working.

Thank you.
Title: Re: The Full Monty
Post by: sirrover on November 02, 2012, 12:17:07 PM
To support Mr. Gerson's appeal to use TotalModder I'd like to share one secret weapon that magnificent Mr. chupag72 taught me when I was just an egg.
Okay, here's the procedure before you start using TotalModder:
1. Go to your jsgmemods folder and create a folder called smth like (not relevant) DBW_Root or smth like that
2. Find the following files in Monty packs and copy (or cut and paste) them to this folder

(http://i4.imageban.ru/out/2012/11/02/9be3ed686368ffd867ec6283ea590be0.jpg)

Contents of 0_BACKUP folder

(http://i5.imageban.ru/out/2012/11/02/a4c0a425fa6d48941e3979e026c48c4e.jpg)

Contents of Paintschemes/Skins folder

(http://i4.imageban.ru/out/2012/11/02/bb740d68ba3c0e10a969ce90fb897271.jpg)

Don't ask me why - I only know that it works perfectly.

3. Activate this folder in your JSGME activator.

After this is done you can safely proceed with classic TotalModder installation described in details in corresponding threads. And even somewhere here, I guess.

After this procedure you can forget about JSGME and neverending copying and deactivating of huge modpacks. Just one click and all 18 packs can be activated in 5 seconds.

Thanks to Pablo, Monty and chupag72 (who showed me how the stuff works + some other tricks  :P)
Title: Re: The Full Monty
Post by: Gerson on November 02, 2012, 12:41:38 PM
Hi sirrover, this procedure is necessary because Total Modder dont copy folders in the games root, and this is where those files need to be copied.
So you have to copy these files with the jsgme, and AFTER that proceed with the activation of the packs through Total Modder.
All the Best
Gerson
Title: Re: The Full Monty
Post by: Camman on November 02, 2012, 01:03:19 PM
As a complete noob myself I would say TotalMODder is the way to go, you dont have to overwrite anything at all, it loads super fast, your up and running super fast, and it makes activating and deactivating pmods a snap. Troubleshooting is much much easier with totalMODder, it keeps your install small, you can have multiple instances, it really is just plain awesome.

I also load my monty campaigns through jsgme as well just in case lol.
Title: Re: The Full Monty
Post by: sirrover on November 02, 2012, 01:24:54 PM
Hi Gerson, what if I want to switch to UP? Won't there be any trouble with extra files in my root? I'm asking simply because I don't really know the answer. Thank you
Title: Re: The Full Monty
Post by: WindWpn on November 02, 2012, 01:26:25 PM
Yes, I use Total Modder now for Full Monty and as noted, all content across all TFM packs which is not in "#DBW" folder must be packaged separately in its own jsgme folder, and activated via GME.  Thus as noted, you activate one pack in JSGME (I call mine "MONTY ROOT" which contains all stuff outside "#DBW" across all the Monty packs - I simply navigated though each monty pack and cut out all non #DBW content and pasted it into my MONTY ROOT pack), and then once that pack is active in JSGME, I load up Total Modder and activate my TFM profile.  NOTE, in your TFM packs all the content outside #DBW directory should also be deleted from all TFM packs (you have that stuff in MONTY ROOT and activated via JSGME).  Thus, your TFM packs would only contain "#DBW" and "documentation" folders.

As a refresher here is the post with screen shot of my setup (https://www.sas1946.com/main/index.php/topic,28809.msg308736.html#msg308736) using the GME/TM combo to load TFM quickly and efficiently.

There are some other tweaks like creating the separate "MONTY INIS" folder which contains the ini files per highest pack numbers (rather than storing iterative duplicates within each progressive pack), but this is for more experienced config tweakers who want to tidy up the set (sounds though like there are a lot of tweakers using TFM!).

Note, a key reason I use TM is of course speed in ability to switch from say UP3 to DBW TFM, or better..., from DBW 1916 to TFM (literally less than 2 minutes).  I can fly a few of Monty's excellent WWI DBW 1916 campaign missions, and then easily switch the same code base over to TFM to fly with AVG in Burma all within the same hour, spending much more time in the virtual skies as compared to watching "paint dry" (2.5hrs+ on my rig when I used to switch using GME) as TFM loaded traditionally in JSGME.

~S~
wind

PS:  one additional tip:  If you use TrackIR for 6DOF, and switch between say 1916 or UP, etc... in GME, and TFM in TM, be sure to reset the Total Modder Executable Selector by opening the dialog and saving.  I have found that when I run say, 1916 via GME using the SAS selector, and then decide to go visit TFM via Total Modder, I have to reset the TM Selector to get 6DOF to work.  Not a big deal, just one step to do if you get into TFM via TM and find that 6DOF is not working (of course also sure Shift-F1 is not set).



Title: Re: The Full Monty
Post by: SAS~Monty27 on November 02, 2012, 06:36:28 PM
Thanks Wind, the next step, noted - and its all down to what you started!  :P
Title: Re: The Full Monty
Post by: sphantom on November 02, 2012, 07:31:47 PM
When I put the minus sign in front of the dbw and installed the clean dbw with the packs in the dbw I can still switch between the dbw and 1916 not using the tbf. In other words got a complete install that is with the monty packs alone and another with the dbw. having fun.
Title: Re: The Full Monty
Post by: csvousden on November 02, 2012, 11:09:04 PM
Forgive this question, but is UP3.0 installed before the Full Monty?  Why don't I see those mods in the pictures of TFM in the pdf install instructions?

Does that present conflicts?  If it is not there, how do you get DBW 1.71 started?

Just asking, and always grateful.  I am wondering if that is an issue creator for some of us.
Title: Re: The Full Monty
Post by: barnesy12 on November 02, 2012, 11:57:19 PM
From the hier file of the beaufighter pilot mod packed into 7b of your mod
//BETTER PILOTS MOD HIER EDITED BY BARNESY NOT FOR REPACKING BY ANYONE WITHOUT PERMISSION AT LEAST FREAKIN ASK FIRST BEFORE YOU DO!!!!!!!!

                                 
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 03, 2012, 12:12:37 AM
From the hier file of the beaufighter pilot mod packed into 7b of your mod
//BETTER PILOTS MOD HIER EDITED BY BARNESY NOT FOR REPACKING BY ANYONE WITHOUT PERMISSION AT LEAST FREAKIN ASK FIRST BEFORE YOU DO!!!!!!!!

                               
Barnesy,
there's a lot to organise here, I thought giving credit would be enough and send out a LOT of pms during the process too.  I'm sorry we haven't managed to speak yet, you want I should take them down, or will you forgive my oversight on this occasion?

Simon(Monty27)
Title: Re: The Full Monty
Post by: CWMV on November 03, 2012, 12:28:30 AM
Probably best to just remove it and post a link to the Better Pilots thread.

In that way the end user will be able to add the newest and best, as barnsey is pumping these guys out at fairly regular intervals. No need to make a new TFM download for every update ya dig?
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 03, 2012, 12:36:59 AM
No need to pre-empt his answer, they are out there now, we need to clarify what barnsey12 wants me to do now.

EDIT:
Happy to say that barnsey12 and I have had a talk and he has agreed to help us keep the very latest and best versions of his Better Pilots Mod up to date for all the users of TFM. - which means that an update will be on the way soon.  Thanks again barnsey12.
Title: Re: The Full Monty
Post by: flugkapitan on November 03, 2012, 10:16:34 AM
Greetings all! I don't know if I'm the only one or not (I haven't seen mention of it in this somewhat lengthy thread) that is having some issues with sound after the installation of the Monty Packs. I am full Monty'd through pack 18 and overall the game runs beautifully (thank you Monty and all the creators of the mods!!). What I am experiencing is a lack of external engine sound of certain AI controlled aircraft. The ones I've noticed this on thus far are the Fieseler Storch, B25, I-16 and I-153. Also there are not any flyby sounds from any aircraft (using the F3 key) and no whistling sound of falling bombs at the target. Interestingly enough, I loaded the Storch and B25 in QMB and took them for a quick flight. When they are human controlled, i.e., by me, I could hear the external engine sounds (using the F2 key). I haven't had time to try this with the aforementioned Soviet aircraft yet, but assume it will be the same.

Earlier in this thread I had posted about some of these sound issues (It was only about the flyby and the I-153) and a fellow directed me to a discussion over at Axis and Allies forum in which a poster had suggested downloading the latest video drivers for the, in my case, Nvidia card and settings to use. Last night I installed the latest Nvidia drivers and used all the settings he laid out in that post. While I do believe the new drivers did improve the video quality of the sim slightly, there was no change in the sound issues that I have mentioned.

As an addendum, I have also noticed that on the AI controlled Ju-87B the rear gunner is missing his head. This is probably already being addressed but I thought I would mention it. I used JSGME to install the packs.

Edit: Forgot to mention that I deleted the Pal Cockpitsounds as per the instructions on the first page of this thread.

So, does anyone have any suggestions on how to get those external engine sounds working?

Cheers,
Scott
Title: Re: The Full Monty
Post by: Camman on November 03, 2012, 12:28:08 PM
I thought I would post his here too

ok so I did some trouble shooting with Gurners and TFM. What I found Is Gurners works fine with the 30k mod with monty 1-5, then as soon as you activate monty 6 the low fps problem arises.

You can again gain fps back by commenting out air.ini in the std folder in monty 6.

You can then add monty 7-9 and keep high fps. Monty 10 reintroduces the fps problem. Again commenting out air.ini in monty 10 brings back the fps.

Then Monty 11 gets mounted and the problem is back, however commenting out air.ini didnt help. I then took every mod out and started adding them into monty 11. I was able to get to the typhoons and tempests folder before the problem popped back up. Hopefully that will help someone as I am out of time for this evening
Title: Re: The Full Monty
Post by: tbauchot on November 03, 2012, 04:31:20 PM
Hello Monty.

I was afraid by all the posts about installing your mods pack but it was really simple !
I have made  a special Monty  copy of DBW and I have put into it (#DBW folder and root folder.) all your packs in order without the help of JSGME and all work find ! Thank's a lot Monty you are the best !

Just two thinks :
-the Typhoons are in the list in QMB but they don't appears in advanced configuration and it's impossible for me to fly them.
-The spits XII and XIV have no engine sound...
If someone have a solution for this I would be very happy !

Best regards, Thierry.
Title: Re: The Full Monty
Post by: CWMV on November 03, 2012, 10:46:10 PM
I thought I would post his here too

ok so I did some trouble shooting with Gurners and TFM. What I found Is Gurners works fine with the 30k mod with monty 1-5, then as soon as you activate monty 6 the low fps problem arises.

You can again gain fps back by commenting out air.ini in the std folder in monty 6.

You can then add monty 7-9 and keep high fps. Monty 10 reintroduces the fps problem. Again commenting out air.ini in monty 10 brings back the fps.

Then Monty 11 gets mounted and the problem is back, however commenting out air.ini didnt help. I then took every mod out and started adding them into monty 11. I was able to get to the typhoons and tempests folder before the problem popped back up. Hopefully that will help someone as I am out of time for this evening
Wow hey thank you so much this is a great start.
I wonder if were just getting near maxed out with classfiles?
Title: Re: The Full Monty
Post by: flugkapitan on November 03, 2012, 11:37:48 PM
Add the A-20C Boston to the list of aircraft in my post that is slightly up the thread  :(

Cheers,
Scott
Title: Re: The Full Monty
Post by: CWMV on November 04, 2012, 02:11:29 AM
I thought I would post his here too

ok so I did some trouble shooting with Gurners and TFM. What I found Is Gurners works fine with the 30k mod with monty 1-5, then as soon as you activate monty 6 the low fps problem arises.

You can again gain fps back by commenting out air.ini in the std folder in monty 6.

You can then add monty 7-9 and keep high fps. Monty 10 reintroduces the fps problem. Again commenting out air.ini in monty 10 brings back the fps.

Then Monty 11 gets mounted and the problem is back, however commenting out air.ini didnt help. I then took every mod out and started adding them into monty 11. I was able to get to the typhoons and tempests folder before the problem popped back up. Hopefully that will help someone as I am out of time for this evening
Wow hey thank you so much this is a great start.
I wonder if were just getting near maxed out with classfiles?
OK My contribution for this evening:
Conflict in TFM 6 is with these:
P-40pack
Go229A3
Go229NJ

Each of these causes severe stuttering on its own. When all are removed it runs smooth as silk with 30km distance enabled.

BUT! When commenting out these aicraft TFM will run fine with 30K distance until TFM 8 is enabled.
This adds no aircraft, but a butt-load of new classfiles.

I think were just up against the wall. TFM is too big to be flexible anymore. SFS encryption would probably help a bit, but Im not holding my breath.
Title: Re: The Full Monty
Post by: tbauchot on November 04, 2012, 03:22:58 AM
Suite du message 455.
Cher Simon,
-Concernant les sons des spits avec moteur griffon: Il s'avère que ceux ci sont présents mais qu'ils sont beaucoup moins élevés en volume que ceux des autres avions. Surement une caractéristique du Tiger sound mod, ce qui me laissait croire qu'ils étaient absents !
-Concernant les Typhoons : Pour résoudre le problème j'ai remplacé le contenu du mod czk_101tfs_Typhoons & Tempests PACK V2c par une version plus ancienne que je possédais (122Mo au lieu de 123Mo pour la votre.). Je n'ai certainement pas les derniers développements au niveau 3D mais en attendant, cela fonctionne.
Comme vous maitrisez parfaitement la langue française je me suis permis de l'utiliser pour vous donner ces informations le plus rapidement et le plus clairement possible.
Merci encore pour tous vos travaux de développement et votre immense dévouement pour la communauté.
Thierry.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 04, 2012, 04:49:55 AM
Suite du message 455.
Cher Simon,
-Concernant les sons des spits avec moteur griffon: Il s'avère que ceux ci sont présents mais qu'ils sont beaucoup moins élevés en volume que ceux des autres avions. Surement une caractéristique du Tiger sound mod, ce qui me laissait croire qu'ils étaient absents !
-Concernant les Typhoons : Pour résoudre le problème j'ai remplacé le contenu du mod czk_101tfs_Typhoons & Tempests PACK V2c par une version plus ancienne que je possédais (122Mo au lieu de 123Mo pour la votre.). Je n'ai certainement pas les derniers développements au niveau 3D mais en attendant, cela fonctionne.
Comme vous maitrisez parfaitement la langue française je me suis permis de l'utiliser pour vous donner ces informations le plus rapidement et le plus clairement possible.
Merci encore pour tous vos travaux de développement et votre immense dévouement pour la communauté.
Thierry.
Thierry,
Vous êtes les bienvenus!   :)  Tout l'intérêt de TFM est pour nous de profiter ensembles de missions comme L'as de Pique, les Tigres Volants, et plus encore d'être mis à jour. J'espère que nous serons tous plaisir à piloter les missions de meilleure qualité.

Simon
Title: Re: The Full Monty
Post by: Smilinjack on November 04, 2012, 04:38:22 PM
Monty27,
Great piece of work and some folks have made great progress installing the packs (or total success).
I however am stuck with a 70% crash with Full Monty # 1.
Despite reading the full thread here and the info over at Monty's Corner, I'm at a dead end trying to figure out the root cause of the 70% crash.
My game runs with vanilla DBW and no additional mods enabled. I enable Monty #1 and get the 70% crash.
What I've done:
1. Insured that I've got the correct Vanilla DBW using the vanilla DBW download.
2. Applied all pathces and fixes found here.
3. Verified Buttons 9.7 are in my install
4. Downloaded and installed correct .rc file
5. Reviewed all log files for the obvious.. found nothing.
Here's the log from the last 70% crash.. Vanilla DBW and Mod #1 enabled, nothing else. If someone can point me in the right direction, I'd surely appreciate it.
Thanks,
SmilnJack

Quote
[04.11.2012 23:15:28] ------------ BEGIN log session -------------
[23:15:28]   OpenGL provider: Opengl32.dll
[23:15:28]   OpenGL library:
[23:15:28]     Vendor: ATI Technologies Inc.
[23:15:28]     Render: AMD Radeon HD 7900 Series
[23:15:28]     Version: 4.2.11762 Compatibility Profile Context
[23:15:28]     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_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_trace 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_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float 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_elements_base_vertex GL_ARB_draw_indirect 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_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_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_stencil_export 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_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_snorm GL_ARB_texture_storage 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_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_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
[23:15:28]   Size: 1920x1080
[23:15:28]   ColorBits: 32
[23:15:28]   DepthBits: 24
[23:15:28]   StencilBits: 8
[23:15:28]   isDoubleBuffered: true
[23:15:28]   
[23:15:28]   *** Looking for Advanced CPU Instructions...
[23:15:28]   
  • PentiumPro
  • [23:15:28]   
  • Multimedia (MMX)
  • [23:15:28]   
  • 3D (SSE2)
  • [23:15:28]   
  • 3D (SSE2)
  • [23:15:28]   [-] 3D (3DNow)
    [23:15:28]   ColourBits 32, ABits 8, ZBits 24
    [23:15:28]   
    [23:15:28]   *** Looking for Render API Extensions ...
    [23:15:28]   [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
    [23:15:28]   [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
    [23:15:28]   [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
    [23:15:28]   
  • 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
  • [23:15:28]   
  • 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
  • [23:15:28]   
  • 'GL_ARB_multitexture' extension - Multitexturing.
  • [23:15:28]   
  • 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
  • [23:15:28]   [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
    [23:15:28]   
  • 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
  • [23:15:28]   [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
    [23:15:28]   [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
    [23:15:28]   
  • 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
  • [23:15:28]   
  • 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
  • [23:15:28]   
    [23:15:28]   Maximum texture size : 16384
    [23:15:28]   Maximum simultaneous textures :8
    [23:15:28]   MaxAnisotropic (1.0 = none) : 16.000000
    [23:15:29]   INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
    [23:15:29]   INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
    [23:15:32]   sFMDir = gui/game/buttons
    [23:15:32]   s1 = flightmodels/fw-190d-14.fmd
    [23:15:32]   s = FlightModels/Fw-190D-14.fmd
    [23:15:32]   m_lastFMFile = null
    [23:15:32]   opening new fm file gui/game/buttons
    [23:15:32]   Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
    [23:15:32]   Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
    [23:15:32]   sFMDir = gui/game/buttons
    [23:15:32]   s1 = flightmodels/fw-190d-15.fmd
    [23:15:32]   s = FlightModels/Fw-190D-15.fmd
    [23:15:32]   m_lastFMFile = gui/game/buttons
    [23:15:32]   Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
    [23:15:34]   No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
    ....
Title: Re: The Full Monty
Post by: CWMV on November 04, 2012, 04:43:43 PM
How are you activating the pack?
Made sure the sfs files for the 190 pack are in the right place?
Title: Re: The Full Monty
Post by: Smilinjack on November 04, 2012, 04:48:57 PM
CWMV,
Activating via JSGME per the instructions in first post.
The 190 files are in the correct location.
Thanks for the question.
Smilinjack
Title: Re: The Full Monty
Post by: Sonny Tucson on November 04, 2012, 05:26:07 PM
Hi Smilinjack

Are you sure all your different Monty packs have been activated inside ROOT/#DBW folder and not in your ROOT directory.
So check your ROOT directory and check for any #DBW_MONTY-xx that could have placed there following an (still unexplained) GME error.

It happened to me with #DBW_MONTY-14 and that drove me almost crazy cause I got this dreaded 70% crash each time a tried to run the game and that until I spotted this bl...y #DBW_MONTY-14 in my root folder.


Each time GME enables a #DBW_MONTY-pack , check wether all the mods it contains appear in your #DBW folder and nowhere else.

I think you'd better restart with a fresh install, checking between each step.
Please run the game after each MONTY Pack enabled. It's long , but safe !.

Sonny Tucson. :)
Title: Re: The Full Monty
Post by: Smilinjack on November 04, 2012, 05:32:46 PM
Sonny,
I only have Monty #1 activated.
The game is vanilla DBW otherwise.
I'm trying to test each pack before installing another, per Monty27's recommendation.
Thanks,
Smilinjack
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 04, 2012, 05:37:33 PM
New Install procedure, (I tried and worked) 8). Bypass JSGME and installed each Monty Folder and relevant Text.Doc to #DBW Folder, SFS Files in Root Folder. But its permanent and Mods can only be added to. I dont plan on deactivating any of the Mods, it wouldn't work any way. Very cool, and a hell of allot faster to "Monty Up" this way. ;)

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2910201215-02-00.jpg)

Lol's :P
Bravo, this is the quickest and simple way if you trust me from the outset!  Also, with a backup of an original #DBW folder, anyone could do it this way really quick! 

I guess when building it at first we were finding our way through the mine-field and the JSGME approach helped me, and all the contributors here, nail a few bugs and fixes, by identifying problem areas quickly.  :P

Like you say, it all works so why not just throw it all in a CLEAN #DBW folder - brilliant!  ;D

~S~
Simon

I think this is a good method to try to.  With a backup copy of #DBW, its quick and clean!
Title: Re: The Full Monty
Post by: Smilinjack on November 04, 2012, 05:50:48 PM
Sonny,
Verified the all Monty #1 mods installed in DBW folder with the exception of the 190 sfs files which made it to the root directory.
Smilinjack
Title: Re: The Full Monty
Post by: Sonny Tucson on November 05, 2012, 03:46:41 AM
Sonny,
Verified the all Monty #1 mods installed in DBW folder with the exception of the 190 sfs files which made it to the root directory.
Smilinjack

Hi Smilin

Keep on fighting !. ;)

1-DBW 1.71 Superpack.
2-Clean # DBW
3-MONTY's 18 packs

That's the only way , and it's working .
Method of install
1-Original one through JSGME ( long )
2-Like MONTY explained in the post preceeding yours.

THE ONLY problem I can think of is that your MONTY_01 is not complete ( 4 parts) or that it is corrupted. Please check the size of the merged 4 parts of MONTY_01.

Keep us posted .

Sonny Tucson  :)

 
Title: Re: The Full Monty
Post by: Smilinjack on November 05, 2012, 05:53:00 AM
Sonny,
Monty #1 is 2.09GB unzipped. I think that's the size it should be and no problems downloading from mediafire.
I have the stock 4.10.1 game and UP 3. DBW installed initially with the (I forget how many) individual part downloads and then replaced with the DBW 1.71 "megapack".
As I mentioned in my initial post, I set the game to the vanilla DBW folder found here after disabling all JSGME mods. The game runs with the vanilla DBW folder and nothing else. The game also runs with several JSGME mods enabled (but no Monty pack). As soon as Monty #1 is enabled, the game crashes with the 70%. Obviously it's something in the #1 pack conflicting with my "vanilla" installation.
Can you help me understand what .ini files are involved with a 70% crash?
Thanks,
Smilinjack
Title: Re: The Full Monty
Post by: Sonny Tucson on November 05, 2012, 07:33:33 AM
Sonny,
Monty #1 is 2.09GB unzipped. I think that's the size it should be and no problems downloading from mediafire.
I have the stock 4.10.1 game and UP 3. DBW installed initially with the (I forget how many) individual part downloads and then replaced with the DBW 1.71 "megapack".
As I mentioned in my initial post, I set the game to the vanilla DBW folder found here after disabling all JSGME mods. The game runs with the vanilla DBW folder and nothing else. The game also runs with several JSGME mods enabled (but no Monty pack). As soon as Monty #1 is enabled, the game crashes with the 70%. Obviously it's something in the #1 pack conflicting with my "vanilla" installation.
Can you help me understand what .ini files are involved with a 70% crash?
Thanks,
Smilinjack

Hi Smilin ( Hope you still do ! ;)

MONTY_01 size is O.K.

Please , don't try to correct a basic false install. 70% crash is related with something wrong in your technics. ini or other.inis . It is not related to Air.ini. So, such trouble may be difficult to spot for unexperienced guy ( like me ! ).

Do me a favour and install a NEW game by ...
1-Install DBW 1.71 with SAS Superpack. And nothing else !.
2-Run this game and make all your # settings. Check if everything is O.K.
3-Quit the game.
4-Open your game root folder and disable your #DBW folder by adding "-" in front . ( So it should be "-#DBW" )
5-Copy paste MONTY'S clean # DBW.
6-Run your GME enabler and install the different #DBW your are used to.
7-Run your game and check if everything's still O.K.
8-Quit the game
9-Install your MONTY_01 pack in your ROOT/jsgmemods folder.
10-Enable it thgrough GME or by putting all the content in your ROOT/#DBW folder , I mean the #clean DBW that you have renamed #DBW.
If you choose the direct install (bypassing GME) do not forget to put the SFS files in your root directory .

AT THIS POINT IT SHOULD WORK !.

If it works , proceed to ther install of the 17 other MONTY's packs , and run the game between each pack installation so as to check step by step.

O.K. It may be sounding stupid but believe me this way of installing TFM is the safiest one .( At least for dumb like me ).

I wish you good luck !.

Sonny  :)

Keep on keeping us posted !.
Title: Re: The Full Monty
Post by: Smilinjack on November 05, 2012, 09:30:13 AM
Sonny,
Can I (re-) install 1.71 superpack over the existing game of must I retreat to a virgin 4.10.1 first?
Lot of work if I can't.
Thaniks,
Smilin (still but growing weaker)
Title: Re: The Full Monty
Post by: Sonny Tucson on November 05, 2012, 12:42:21 PM
Sonny,
Can I (re-) install 1.71 superpack over the existing game of must I retreat to a virgin 4.10.1 first?
Lot of work if I can't.
Thaniks,
Smilin (still but growing weaker)

Hi hardlysmilin  ;)

Yes you could reinstall but that would be as long as installing a new game , and less safe !.
If I were you I would throw away what I have and start from crash !

Il2 46_DVD_4.07m + SAS-Il2 1946_407m to DBW 1.71 SuperPack

and then do as in preceeding post.

I am not qualified enough to explain you another way of doing it .

Take your time , cheer up and you 'll soon be in the blue yonder !.

Good luck

Sonny  :)


Title: Re: The Full Monty
Post by: Smilinjack on November 05, 2012, 02:27:02 PM
Sonny,
Ok, I hear you.
I'll be away for awhile as I kick the dog and then execute the "fresh start" approach.
Tune in for film at 11.
NoLongerSmilin, Jack
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 05, 2012, 05:18:28 PM
Sonny,
Can I (re-) install 1.71 superpack over the existing game of must I retreat to a virgin 4.10.1 first?
Lot of work if I can't.
Thaniks,
Smilin (still but growing weaker)
No no no a thousand times no!  Why make life so hard?  Jeez, if it was that ridiculous I could never have compiled anything!   >:(

Here are the 2 most important thing to grok.
1- sfs files go in the main Il2 install, no worries, you got that, it works, leave them alone as they will not mess up if not called for.
2-EVERYTHING else is dealt with in the #DBW folder. - Therefore, replace it with a clean version, #DBW_Clean, renamed to #DBW, and you are back to vanilla DBW in less time than it took to type this.

So, if you have DBW1.71 working, then you can mess to your hearts content with the #DBW folder, providing you have a backup of the initial vanilla #DBW folder, and one is provided here.

It ain't rocket science, it ain't even rubber band propeller science.   :)
Title: Re: The Full Monty
Post by: FroggyCanuck on November 06, 2012, 05:42:24 AM
It ain't rocket science, it ain't even rubber band propeller science.   :)

 ;D ;D ;D
Title: Re: The Full Monty
Post by: Sonny Tucson on November 06, 2012, 05:52:15 AM
Hi Walking the smiling dog Jack  ;)

Not returned yet or already in the blue yonder ?

Sonny Tucson  :)

P.S. Do not be afraid of Monty , he didn't kill as many people as the other one ! :D
      You'll see, as soon as you'll be out of the s..t he'll come back to congratulate you ! ;)

Keep on rocking
Title: Re: The Full Monty
Post by: Smilinjack on November 06, 2012, 06:07:21 AM
Monty27:
Too late.. I've begun the re-install. If you read my first post, I mentioned that the 70% crash occured with a vanilla DBW game and Monty 1 (enabled). I assume that whatever caused the 70 % crash relates to some type of conflict between the content of the vanilla DBW and Monty 1. Before you ask, yes I verified that I had the "correct" version of the vanilla DBW and a solid version of Monty 1 (2.09gb).
So, given that starting point, where would you look for the cause of the problem?

Sonny,
Not yet. Hopefully sometime today. Distractions include wife, job and dog.
Title: Re: The Full Monty
Post by: Boelcke on November 06, 2012, 07:22:14 AM
Monty27:
Too late.. I've begun the re-install. If you read my first post, I mentioned that the 70% crash occured with a vanilla DBW game and Monty 1 (enabled). I assume that whatever caused the 70 % crash relates to some type of conflict between the content of the vanilla DBW and Monty 1. Before you ask, yes I verified that I had the "correct" version of the vanilla DBW and a solid version of Monty 1 (2.09gb).
So, given that starting point, where would you look for the cause of the problem?

did you install the patch for Monty #01?

https://www.mediafire.com/?trcf57ckf0p86tj

Title: Re: The Full Monty
Post by: Sonny Tucson on November 06, 2012, 07:28:06 AM
Hi Smilinjack

Geee... It looks like we have a problem of vocabulary.

What do you call " a vanilla DBW" ? Are you reffering to MONTY_DBWclean. ?
If so , once this one installed in your root directory you should have nothing else than these folders inside
 
MapMods
-Smoketrails for MG17,131.Browning303
STD
XTD
 
And these DO NOT conflict with MONTY_01 (part1-2-3 and 4 merged)  Pack, believe me.

There should be only 1 #DBW folder in your root directory and this one.

Just for info , last time you had trouble with MONTY_01 ,did you had mods already enabled from your jsgmemods before proceeding with the enabling of # MONTY_01 pack ?

Keep us posted.

Good luck

Sonny  ;)


Title: Re: The Full Monty
Post by: Smilinjack on November 06, 2012, 08:54:25 AM
Sonny,
Yes, Monty DBW Clean.
Folder contents agree with that in your post.
Yes, installed Monty 1 patch (RC file) and verified correct file was applied after Monty 1 enabled.
NO OTHER MODS installed (other than Monty 1) at the time of 70% crash.
Means I think that Monty 1 conflicts with something in game installation other than the contents of the vanilla DBW (clean) folder.
Smilinjack
Title: Re: The Full Monty
Post by: Sonny Tucson on November 06, 2012, 09:12:05 AM
O.K. now that you proceed on a brand new DBW1.71 you shouldn't have this problem anymore.

Well I just cross my fingers !.

Keep us posted .

Sonny :)
Title: Re: The Full Monty
Post by: sphantom on November 06, 2012, 09:13:09 AM
Lets see if I can get you going in a few steps this worked for me.
Minus sign in front of dbw
Virgin dbw from monty drop in main
then from monty-1 to monty-18 drop in the dbw folder in main allow over write make sure you do this in order. this also includes the patchs.
remove from monty-17 pal cock pit sounds.
Do not forget to drop in main the sfs files that comes with the monty packs.
Easy
Title: Re: The Full Monty
Post by: Smilinjack on November 06, 2012, 11:30:02 AM
 :) ;) :D ;D :-*
Sonny (and others that have contributed):
Success! Up tp Monty Pack 4 so far and all is well (testing each pack as it's enabled).
Will report again as I grow a longer beard waiting for the packs to load.
Smilin(again)Jack
Title: Re: The Full Monty
Post by: Sonny Tucson on November 06, 2012, 01:48:22 PM
:) ;) :D ;D :-*
Sonny (and others that have contributed):
Success! Up tp Monty Pack 4 so far and all is well (testing each pack as it's enabled).
Will report again as I grow a longer beard waiting for the packs to load.
Smilin(again)Jack


Yipeeeeeeeeeeeeeeeeee!

Watch out for this MONTY_04 !. I had a little trouble with it. GME enabled it in my root folder instead of in my #DBW.
Had tu put it back manually into #DBW. Hope it doesn't occur with you .

Keep on rocking !



Sonny :D
Title: Re: The Full Monty
Post by: Smilinjack on November 06, 2012, 02:05:05 PM
Sonny,
Monty -4 came and went without incident.
Packs through #14 enabled now and still chuggin.
Starting to chill the bubbly.
Will advise.
Thanks,
Smilinjack
Title: Re: The Full Monty
Post by: Smilinjack on November 06, 2012, 03:01:00 PM
Sonny (and Monty27):
It's over!
All Monty packs installed and tested. Good to go.
Thanks for the help and Monty, for the remarkable package.
Happy Camper.
 :D :D :D :D
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 06, 2012, 03:22:50 PM
Sonny (and Monty27):
It's over!
All Monty packs installed and tested. Good to go.
Thanks for the help and Monty, for the remarkable package.
Happy Camper.
 :D :D :D :D
GREAT NEWS!  ;D ;D ;D ;D ;D Another customer! - Now you can fly the campaigns and will be welcome at Monty's Corner.
http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewforum.php?25
Title: Re: The Full Monty
Post by: Sonny Tucson on November 06, 2012, 03:28:25 PM
Sonny (and Monty27):
It's over!
All Monty packs installed and tested. Good to go.
Thanks for the help and Monty, for the remarkable package.
Happy Camper.
 :D :D :D :D

Now that you're finished with it ,  what are you going to do without that thrill ?  ;)

Et maintenant, tatatata tatata... que vais-je faire , tatatata tatatata , de tout ce temps, tatatata ... que sera ma vie ... etc ... etc...

Old Gilbert Becaud's song !

CONGRATULATIONS !

Sonny :)

P.S. Now, install ACE of SPADES from MONTY ... superb one ! ( do not forget the beacons-music pack )
Title: Re: The Full Monty
Post by: Dudok22 on November 06, 2012, 03:37:18 PM
everything works great  8) (installed everything up to 18) but one little problem: when I destroy german flak 88 on winter map (I tested it on balaton winter) I will get some repeating errors in console and big fps drop, lags etc. I tried to destroy other things  but only flak 88 did this. can someone test if its just me or it is happening to someone else too?

error from the log (the end keeps repeating and log grow to over 1 Mb in 2 seconds ):
Code: [Select]
INTERNAL ERROR: Can't open file '3do/Artillery/Germany/Flak18_88mm_W/Dead_256.tga'
[23:09:03] WARNING: object '3do/Artillery/Germany/Flak18_88mm_W/Dead_256.tga' of class 'TTexture2D' not loaded
[23:09:03] INTERNAL ERROR: Texture required
[23:09:03] WARNING: object '3do/Artillery/Germany/Flak18_88mm_W/dead_mip_1.mat' of class 'TMaterial' not loaded
[23:09:03] INTERNAL ERROR: Material: Can't load 'dead_mip_1.mat'
[23:09:03] com.maddox.il2.engine.GObjException: Mesh 3do/Artillery/Germany/Flak18_88mm_W/Dead.sim not created
[23:09:03] at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
[23:09:03] at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
[23:09:03] at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:86)
[23:09:03] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric.setMesh(ArtilleryGeneric.java:499)
[23:09:03] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric.Die(ArtilleryGeneric.java:406)
[23:09:03] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric.msgExplosion(ArtilleryGeneric.java:325)
[23:09:03] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:84)
[23:09:03] at com.maddox.rts.Message._send(Message.java:1217)
[23:09:03] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[23:09:03] at com.maddox.rts.Message.sendTo(Message.java:1134)
[23:09:03] at com.maddox.rts.Message.trySend(Message.java:1115)
[23:09:03] at com.maddox.rts.Message.send(Message.java:1091)
[23:09:03] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:67)
[23:09:03] at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:221)
[23:09:03] at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:200)
[23:09:03] at com.maddox.il2.objects.weapons.Bomb.msgCollision(Bomb.java:156)
[23:09:03] at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
[23:09:03] at com.maddox.rts.Message._send(Message.java:1217)
[23:09:03] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[23:09:03] at com.maddox.rts.Message.sendTo(Message.java:1134)
[23:09:03] at com.maddox.rts.Message.trySend(Message.java:1115)
[23:09:03] at com.maddox.rts.Time.loopMessages(Time.java:252)
[23:09:03] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[23:09:03] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[23:09:03] at com.maddox.il2.game.Main.exec(Main.java:437)
[23:09:03] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[23:09:03] java.lang.NullPointerException
[23:09:03] at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
[23:09:03] at com.maddox.il2.engine.CollideEnvXY._collideLine(CollideEnvXY.java:221)
[23:09:03] at com.maddox.il2.engine.CollideEnvXY.collideLine(CollideEnvXY.java:199)
[23:09:03] at com.maddox.il2.engine.CollideEnvXY.doCollision(CollideEnvXY.java:616)
[23:09:03] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:182)
[23:09:03] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[23:09:03] at com.maddox.rts.Message._send(Message.java:1217)
[23:09:03] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[23:09:03] at com.maddox.rts.Message.sendTo(Message.java:1134)
[23:09:03] at com.maddox.rts.Message.trySend(Message.java:1115)
[23:09:03] at com.maddox.rts.Time.loopMessages(Time.java:252)
[23:09:03] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[23:09:03] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[23:09:03] at com.maddox.il2.game.Main.exec(Main.java:437)
[23:09:03] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[23:09:03] java.lang.NullPointerException
[23:09:03] at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
[23:09:03] at com.maddox.il2.engine.CollideEnvXY._collideLine(CollideEnvXY.java:221)
[23:09:03] at com.maddox.il2.engine.CollideEnvXY.collideLine(CollideEnvXY.java:199)
[23:09:03] at com.maddox.il2.engine.CollideEnvXY.doCollision(CollideEnvXY.java:616)
[23:09:03] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:182)
[23:09:03] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[23:09:03] at com.maddox.rts.Message._send(Message.java:1217)
[23:09:03] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[23:09:03] at com.maddox.rts.Message.sendTo(Message.java:1134)
[23:09:03] at com.maddox.rts.Message.trySend(Message.java:1115)
[23:09:03] at com.maddox.rts.Time.loopMessages(Time.java:252)
[23:09:03] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[23:09:03] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[23:09:03] at com.maddox.il2.game.Main.exec(Main.java:437)
[23:09:03] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[23:09:04] java.lang.NullPointerException
[23:09:04] at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
[23:09:04] at com.maddox.il2.engine.CollideEnvXY._collideLine(CollideEnvXY.java:221)
[23:09:04] at com.maddox.il2.engine.CollideEnvXY.collideLine(CollideEnvXY.java:199)
[23:09:04] at com.maddox.il2.engine.CollideEnvXY.doCollision(CollideEnvXY.java:616)
[23:09:04] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:182)
[23:09:04] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[23:09:04] at com.maddox.rts.Message._send(Message.java:1217)
[23:09:04] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[23:09:04] at com.maddox.rts.Message.sendTo(Message.java:1134)
[23:09:04] at com.maddox.rts.Message.trySend(Message.java:1115)
[23:09:04] at com.maddox.rts.Time.loopMessages(Time.java:252)
[23:09:04] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[23:09:04] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[23:09:04] at com.maddox.il2.game.Main.exec(Main.java:437)
[23:09:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[23:09:04] java.lang.NullPointerException
[23:09:04] at com.maddox.il2.engine.ActorHMesh.collisionR(ActorHMesh.java:21)
[23:09:04] at com.maddox.il2.engine.CollideEnvXY._collideLine(CollideEnvXY.java:221)
[23:09:04] at com.maddox.il2.engine.CollideEnvXY.collideLine(CollideEnvXY.java:199)
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 06, 2012, 09:27:14 PM
Interesting, under what circumstances though?  Are you talking about missions you built yourself in FMB or quick missions from QMB?
Title: Re: The Full Monty
Post by: Dudok22 on November 07, 2012, 02:45:48 AM
both fmb and qmb.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 07, 2012, 03:18:59 AM
both fmb and qmb.
Looking at your log there is no such object group as 'artillery.ArtilleryGeneric'.  The group is not in the Static.INI or any Quick missions, either in DBW or TFM, and believe me, I know where to look.  So this is unlikely to crop up for many others as we are certainly looking at references to a missing mod from a non-standard DBW and non-TFM install.  That's fine of course, but I haven't a clue where you got them from my friend. However, negative data is still data and I hope it might still help you to look in the right place.
Title: Re: The Full Monty
Post by: vpmedia on November 07, 2012, 03:54:41 AM
I think its related to Wflyers artillery mod included in DBW.

In techics ini change:

MeshWinterDamage   3do/Artillery/Germany/Flak18_88mm_W/Dead.sim

to

MeshWinterDamage   3do/Artillery/Germany/Flak18_88mm/Dead.sim
Title: Re: The Full Monty
Post by: Dudok22 on November 07, 2012, 04:54:39 AM
vpmedia it works! thank you  ;D
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 07, 2012, 05:33:51 AM
I think its related to Wflyers artillery mod included in DBW.

In techics ini change:

MeshWinterDamage   3do/Artillery/Germany/Flak18_88mm_W/Dead.sim

to

MeshWinterDamage   3do/Artillery/Germany/Flak18_88mm/Dead.sim
Bloody brilliant as usual Istvan!

I will include this change in the last update, Monty-20, thanks!

Thanks Dudok22 as well, didn't know about this issue at all, but its gone now.  :)
Title: Re: The Full Monty - DBW Mission Pro with widescreen issue
Post by: Smilinjack on November 07, 2012, 09:34:19 AM
Monty27,
I may be in the wrong church with this post but I'll start here:
Along with the 18 Monty packs, I've enabled the DBW MissionPro mod and the DBW Ecran_Wide mod. I'm running 1920x1080 on a 24" monitor and in the QMB screen, the drop down for aircraft selection (1st one at the top) lists all aircraft torward the top of the screen as opposed to toward the bottom. This problem was solved in the original QMBPro by adding the following to the conf.ini:
[Mods]
PALQMBLinesMap=20
PALQMBLinesPl0=30
PALQMBLinesPl1=18
PALQMBLinesPl2=18
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
PALQMBLinesPl8=18
PALQMBLinesPl9=18
PALQMBLinesPl10=18
PALQMBLinesPl11=18
PALQMBLinesPl12=18
PALQMBLinesPl13=18
PALQMBLinesPl14=18
PALQMBLinesPl15=18
I've added these lines to the conf.ini in my "Monty" version of the game but they don't have any affect on the QMB aircraft drop down-- it still opens toward the top and is extremely hard to navigate to select a plane.
Any thoughts as to the "fix"?
Thanks,
Smilinjack
Title: Re: The Full Monty
Post by: Sonny Tucson on November 07, 2012, 12:25:06 PM
 Hi Smilinjack,

[Mods]

PALQMBLinesMap=24
PALQMBLinesPl0=24
PALQMBLinesPl1=18
PALQMBLinesPl2=18
PALQMBLinesPl3=17
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=24
PALQMBLinesPl7=24

To try it is adopt it !

Best regards from the Helpdesk .
Sonny  :D

As usual KUP !
Title: Re: The Full Monty
Post by: chupag72 on November 07, 2012, 02:26:58 PM
The aircraft L-139A;C;N turned to the side gun
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 07, 2012, 03:12:32 PM
The aircraft L-139A;C;N turned to the side gun
That's true mate!  Some others have reported this weirdness, but there are no answers at present and I can't replicate the error.  However, we do have the wonderful, L-159F and L-159G from AMT, in there too, so these would be my preference for a new campaign.  Otherwise, fly the L-139A without the gun for now.  :)
Title: Re: The Full Monty
Post by: matori on November 07, 2012, 03:44:16 PM
One quick question, in JSGME activate Montj 01-10 and it works. When I put the other eight (11-18) will not work .. Please help, thank you.
Title: Re: The Full Monty
Post by: Smilinjack on November 07, 2012, 04:09:40 PM
Sonny,
That did the trick.
Much thanks.
Smilinjack
Title: Re: The Full Monty
Post by: eyler on November 08, 2012, 07:01:27 PM
Monty 19
I have the Monty packs enabled and running smoothly up through 18.  Downloaded Monty 19, put it in the JSGME folder with the other Montys, and enabled it.
But, the sim crashes at 5% when loading.
I disabled 19, sim starts and runs fine.  Downloaded a fresh copy of 19 and installed it, sim crashes at 5%.
Has anyone else encountered this?
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 09, 2012, 12:09:27 AM
Sorry to hear that eyler.  If you are up to Monty-18 thats good and does indicate where the problem is!  Sometimes things get moved around during uploads and final compiling.  I will look there first by downloading Monty-19 and trying it out from there.
Title: Re: The Full Monty
Post by: Sonny Tucson on November 09, 2012, 03:59:10 AM
Monty 19
I have the Monty packs enabled and running smoothly up through 18.  Downloaded Monty 19, put it in the JSGME folder with the other Montys, and enabled it.
But, the sim crashes at 5% when loading.
I disabled 19, sim starts and runs fine.  Downloaded a fresh copy of 19 and installed it, sim crashes at 5%.
Has anyone else encountered this?

Hi Eyler

Pack 19 installed here and no problem.

Sonny Tucson :)

FOR MONTY
Have a look at your PM.

Thanks

Sonny ;)
Title: Re: The Full Monty
Post by: eyler on November 09, 2012, 07:58:29 AM
Sonny,
Thanks for the reply.  I thought this odd, that it crashes at 5%.  I tried replacing the RC file in the STD folder, with the one from the Monty 01 patch.  That didn't work.
As noted, I tried downloading a fresh copy of Month 19, in case the first one had been corrupted.  That didn't work either.
Waiting to see if keener minds have an idea.
Title: Re: The Full Monty
Post by: Sonny Tucson on November 09, 2012, 05:22:47 PM
Hi there

Do not try to mess with rc files. 

As I experienced it earlier with Monty Pack 14 , for a reason that I still ignored GME installed it in my root folder and not in my #DBW.
Of course as soon as I installed MONTY 15 I had a crash, cause PACK 15 tried to replace stuff from PACK 14 and as it didn't find it it caused the crash.(That's the way I understand it  :)

So , take a look at your root directory and check whether you had the same mishap as me.(e;g PACK 18 in your Root directory ). Maybe you have one of your forerunner MONTY pack installed in your Root folder and not in your #DBW.

That could be the cause .

If not , try the direct way of install , bypassing GME as explained sooner in this thread.

Good Luck
Sonny :)
Title: Re: The Full Monty
Post by: rollnloop on November 10, 2012, 08:02:42 AM
Few weeks later (first try was a failure), i have FM running, bypassing jsgme with manually copying the right files to the right place. Very happy of the huge content, starting "ace of spades" and enjoying the airfield scenery much.

I noticed the jeep and kubelwagen have wheels problems (and therefore can't be used, since they crash at spawn), but it's not a big deal (and may have already been mentionned, if so apologies).

Thanks a lot for your efforts Simon, they are much appreciated !
Title: Re: The Full Monty
Post by: csvousden on November 10, 2012, 12:32:29 PM
I think the jeep and kubelwagen issue might be related to the gear damage mod.  If you put a - in front of that mod, try the jeep again and it will be okay.
Title: Re: The Full Monty
Post by: FroggyCanuck on November 10, 2012, 06:15:20 PM
Thanks again for your time Simon and your awesome work with the Monty packs! A truly great thing for the Il-2 community!  :D I'll keep testing some things as discussed and let you know if I can get the Lanc working.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 11, 2012, 02:15:58 AM
Great to talk with you mate, anytime.  ;D
Title: Re: The Full Monty
Post by: FroggyCanuck on November 11, 2012, 08:43:11 AM
Well Simon, finally got the Lanc working, and as you suggested, it's not the air_Lancaster folder updates that are the problem, it's actually the high-res mod that isn't working for me since the default skin is 2048.

I activated Monty 15, but then replaced the skin1o.tgb file in the /summer folder with the low-res one Ranwers' also provides in his Lanc thread and the darn thing flies!

This confirms my issues with the test Bf-109 skin I was trying out. Seems the high-res mod is just not working for me.

Not sure if I'll post something in Storebor's high-res mod thread since I'm quite content without it, but at least we found out what was the problem. No biggie actually, I'd rather have a working Lancaster which is quite nice in it's own right than WIP high-res skins at this stage (there are enough awesome 1024 kins out there for me to have fun)!  ;D

Thanks again for your help! Will download your Monty campaigns and have a try!
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 11, 2012, 03:00:25 PM
Nice one Patrick, that's all part of the puzzle, compatibility, and it starts with the players!  ;D
Title: Re: The Full Monty
Post by: FroggyCanuck on November 11, 2012, 03:16:07 PM
Nice one Patrick, that's all part of the puzzle, compatibility, and it starts with the players!  ;D

Well, not too shabby for a guy who started modding not one month ago if I say so myself. I guess it pays off to read the threads and manuals before delving into such things.   :P

Cheers!
Title: Re: The Full Monty
Post by: Sassenach on November 12, 2012, 02:02:16 PM
Hello Monty27,
Started modding Il-2 last week, and after installing UP3RC4 and DBW1.71, I found out about The Full Monty. Took me almost a week to download and activate the Monty packs 1 to 19 (so little time, so much to do), but the result is awesome. Everything works great, there is an enormous amount of content added and thanks to The Full Monty it only took some time, but there was no hassle, there were no glitches, everything just works smoothly. So: thanks a lot for all your work, which makes it so easy for one who is completely new in the field of modding to get the benefits of a lot of great mods that quite a few talented guys have made.
Kind regards,
Sassenach
Title: Re: The Full Monty
Post by: Rogue on November 13, 2012, 01:05:02 PM
what a fantastic pack thank you Monty brilliant
Title: Re: The Full Monty
Post by: eyler on November 13, 2012, 02:10:46 PM
Thanks for the advice Sonny.  I started over last night, in the process of adding the Monty packs one at a time to the DBW folder.  So far so good.
Title: Re: The Full Monty
Post by: Sonny Tucson on November 13, 2012, 03:27:29 PM
Hi Eyler

T'was a pleasure.

Keep us posted as usual.

Sonny Tucson :)
Title: Re: The Full Monty
Post by: Barkhorn1x on November 13, 2012, 08:15:35 PM
Did I miss the link for Monty Pack #20?  Could not find it.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 13, 2012, 08:19:21 PM
Did I miss the link for Monty Pack #20?  Could not find it.
No mate its almost there, running a little late with testing... 8)
Title: Re: The Full Monty
Post by: Barkhorn1x on November 13, 2012, 08:24:14 PM
Cool.  I can wait.  Excited to complete the set!!!  8)
Title: Re: The Full Monty
Post by: misantropia on November 14, 2012, 01:16:23 AM
hello, I'm new here, so be patient, I activated pack 1 (after 15 minutes) and it CTD at 5%, any ideas? (no other mods activated also)
Title: Re: The Full Monty
Post by: rollnloop on November 14, 2012, 05:40:05 AM
Activation via jsgme is unreliable for this very heavy pack misantropia, better copy directly the #DBW and .sfs directly in your main il2 folder. I had various CTD problems (5%, 70%) using jsgme, until i used this method.
Title: Re: The Full Monty
Post by: Sonny Tucson on November 14, 2012, 05:59:26 AM
Activation via jsgme is unreliable for this very heavy pack misantropia, better copy directly the #DBW and .sfs directly in your main il2 folder. I had various CTD problems (5%, 70%) using jsgme, until i used this method.


Hi Rollnloop

I bet he's got a misanthropic P.C. also . :P
Sorry , I couldn't help ...

FOR MISANTROPIA

No offence Misantropia ! Just listen to Rollnloop advise .

Wecome in the world of TFM.

Sonny Tucson  :)
Title: Re: The Full Monty
Post by: FroggyCanuck on November 14, 2012, 01:43:22 PM
Hey Simon,

I was having trouble loading custom nose art on P-51s (P-47s, P-38s, etc. ok), and posted on M4T. Crazyflak kindly helped me out and pointed out this was  due to overwriting of 3do/plane/P-51(us) engine meshes with 3do/plane/P-51(multi) engine meshes (which do not have noseart overlay) and suggested I use the corrective files (at least for the the P-51) found in https://www.sas1946.com/main/index.php/topic,30047.0.html

Not sure if this is JSGME bugs showing up during activation, but just though I should let you know since I only have the Monty packs and nothing else... 

Cheers

Patrick
Title: Re: The Full Monty
Post by: Sassenach on November 14, 2012, 01:58:14 PM
Misantropia,

I activated all Monty packs through JSGME. It takes a lot of time (15 - 20 minutes for a larger pack is normal), but there were no CTD's at all or any other problems. However, I activated all packs before trying them, because the packs do not work independently of each other (pack 7 is the only exception). Look at page 1 of this topic: if you want to run pack 1 before activating the other packs, you have to install #DBW_MONTY-01 - PATCH.rar. This patch is needed untill you have activated the packs up to pack 10.

Hope this helps,
Kind regards,
Sassenach
Title: Re: The Full Monty
Post by: Taxman on November 14, 2012, 09:14:49 PM
Hi guys,

First thank you Monty 27 for the great Monty packs and your Flying Tigers Special Edition campaign, got them up and running just great.   ;)

However I got very clever and installed Boelke's Westfront_DBW_1.03 campaign and it worked short of.  After a mission or two the campaign would freeze and an on screen error would appear saying "DBW_6dofTracIR_ClassFiles stopped working"  I do not use TracIr nor was it activited through JSGME, and it would then go back to the IL-2 Selector Screen.  I could restart the campaingn but the same error would appear.  OK I thought maybe trying different RAM settings would help, no did not work.  Changed back to orginal RAM setting "In the green", now it will not launch at all using any method.  I sure messed up big time  :'( :-[ 

So before I do a whole reinstall of the Full Monty is there any way I can get it to work?



Title: Re: The Full Monty
Post by: SAS~Monty27 on November 15, 2012, 02:20:33 AM
Hi guys,

First thank you Monty 27 for the great Monty packs and your Flying Tigers Special Edition campaign, got them up and running just great.   ;)

However I got very clever and installed Boelke's Westfront_DBW_1.03 campaign and it worked short of.  After a mission or two the campaign would freeze and an on screen error would appear saying "DBW_6dofTracIR_ClassFiles stopped working"  I do not use TracIr nor was it activited through JSGME, and it would then go back to the IL-2 Selector Screen.  I could restart the campaingn but the same error would appear.  OK I thought maybe trying different RAM settings would help, no did not work.  Changed back to orginal RAM setting "In the green", now it will not launch at all using any method.  I sure messed up big time  :'( :-[ 

So before I do a whole reinstall of the Full Monty is there any way I can get it to work?
Hey Taxman,

Boelcke's DGen campaigns, which are brilliant BTW, will not effect anything in TFM or vice versa.  DBW_6dofTracIR is one of the JSGME options that ships with DBW.  You may not have enabled it through JSGME, but check the #DBW folder in any case and look for a reference to it in a folder name.

Second thing, you only need about 512MB RAM set in the selector, higher numbers than this can cause problems, because the way the RAM is loaded and used is a little counter-intuitive, try 512 if you are set higher. 

Third, to quickly test these things disable your current #DBW folder (where all the mods are) by temporarily renaming it to -#DBW.  Then use the Vanilla #DBW in its place (available on the first page).
Title: Re: The Full Monty
Post by: Taxman on November 15, 2012, 10:18:52 AM
Thanks Monty,

I will try your fixes when I get home this eveing.  BTW I all ready changed the RAM back to 507, and will keep it there. 

Thanks for your quick reply. :)
Title: Re: The Full Monty
Post by: Camman on November 15, 2012, 01:09:37 PM
I tried holding my breath for monty 20... i had to give up because I WANT TO LIVE! Thanks Monty lol just killing time
Title: Re: The Full Monty
Post by: misantropia on November 15, 2012, 01:57:11 PM
thank you for the pack, it works great (after 5 hours of loading the mod :D )
Title: Re: The Full Monty
Post by: flightdok74 on November 15, 2012, 02:20:21 PM
Has Monty pack 20 been released?...... ;)
Title: Re: The Full Monty
Post by: fabianfred on November 15, 2012, 02:52:50 PM
On page one of this thread there is all the info about it plus links to download all the patches....but no links for the 20 seperate parts???
I just looked in here after a month or so. I am using Monty 1 to 13 and had no idea that yopu had already added more.
The first 13 I got as a Torrent...but you used to have seperate downloads for each part too.... where are they?

For those who are having problems ...I also could not get it to run after installing only Monty 1...so I waited until I had all 13 parts installed then it worked OK.
Title: Re: The Full Monty
Post by: Rudi_Jaeger on November 15, 2012, 03:50:46 PM
On page one of this thread there is all the info about it plus links to download all the patches....but no links for the 20 seperate parts???

Lots of info on page 1, so it's difficult to spot, but it's there...

---------------------------
The Full Monty Archive Monty-01 to Monty-19 is now here: https://www.mediafire.com/?csjanfo9wuwnm
----------------------------

Hope that helps. ~ Rudi
Title: Re: The Full Monty
Post by: Taxman on November 15, 2012, 10:11:58 PM
Thanks Monty,

I will try your fixes when I get home this eveing.  BTW I all ready changed the RAM back to 507, and will keep it there. 

Thanks for your quick reply. :)
Hi guys,

First thank you Monty 27 for the great Monty packs and your Flying Tigers Special Edition campaign, got them up and running just great.   ;)

However I got very clever and installed Boelke's Westfront_DBW_1.03 campaign and it worked short of.  After a mission or two the campaign would freeze and an on screen error would appear saying "DBW_6dofTracIR_ClassFiles stopped working"  I do not use TracIr nor was it activited through JSGME, and it would then go back to the IL-2 Selector Screen.  I could restart the campaingn but the same error would appear.  OK I thought maybe trying different RAM settings would help, no did not work.  Changed back to orginal RAM setting "In the green", now it will not launch at all using any method.  I sure messed up big time  :'( :-[ 

So before I do a whole reinstall of the Full Monty is there any way I can get it to work?
Hey Taxman,

Boelcke's DGen campaigns, which are brilliant BTW, will not effect anything in TFM or vice versa.  DBW_6dofTracIR is one of the JSGME options that ships with DBW.  You may not have enabled it through JSGME, but check the #DBW folder in any case and look for a reference to it in a folder name.

Second thing, you only need about 512MB RAM set in the selector, higher numbers than this can cause problems, because the way the RAM is loaded and used is a little counter-intuitive, try 512 if you are set higher. 

Third, to quickly test these things disable your current #DBW folder (where all the mods are) by temporarily renaming it to -#DBW.  Then use the Vanilla #DBW in its place (available on the first page).

Monty,

Tried the fixes no go.  Checked the il2fb.exe Properties in both my working DBW 1.71 MODDED and DBW 1.71 Full Monty(now  non working) and they both read Type of File: Applciation (.exe), Description is "IL-2 6Dof/TIR Enabled Executable for modded IL-2" so I am guessing the exe stopped working,  and had nothing to do with 6dofTracIR.

Right now I am stumped.  Good news is that I do have backed up a IL-2 from the orginal disk and the DBW exe from 4.07 to DBW all 19parts, as well as a clean install to DBW 1.71. 

If there are any more ideas before I start another fresh install I will be all ears.  I will not start the fresh install for a couble of days, other things to do.

Thanks

Title: Re: The Full Monty
Post by: WWHappy on November 16, 2012, 12:27:35 AM
Hey Simon I made a little Video with the full Monty and # 10 mission from The rebuilt AVG campaign. This YouTube video doz not do it Justis. Only a few external views in this one I flew it from the cockpit. Don't ya just love Track IR. Kind of long so I put in some music to keep people interested. Not much of a movie maker but I'm working on it  ;)
http://youtu.be/t0ZcDfSoQro
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 16, 2012, 07:07:49 AM
Great stuff Tom.  That last dogfight with the Oscar was really wild, what a tricky bugger!  8)
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 16, 2012, 07:11:03 AM
On page one of this thread there is all the info about it plus links to download all the patches....but no links for the 20 seperate parts???

Lots of info on page 1, so it's difficult to spot, but it's there...

---------------------------
The Full Monty Archive Monty-01 to Monty-19 is now here: https://www.mediafire.com/?csjanfo9wuwnm
----------------------------

Hope that helps. ~ Rudi
Hi Rudi, hope you've found some time to have a go at this mate, after all Chris started all this!   ;D
Title: Re: The Full Monty
Post by: Rudi_Jaeger on November 16, 2012, 09:02:10 AM
Hi Simon! Fancy meeting you here :)

Well mate, I finally downloaded everything up to pack 19, but only unzipped up to pack 5; will activate once I have the whole package installed. My free-time (and bandwidth) is rather limited at the moment, so it's been a slow process. Perhaps this weekend I'll finally get some time off, so I can get things running. But like they say, "good things come to those who wait".

I've never used JSGME that much, except for Silent Hunter, so this is a new concept for me. Until now, I've always placed the majority of mods straight into the DBW folder. But from what I've read, 'TFM' looks like a very practical way to maintain a modded installation. I'm looking forward to trying it.

Many thanks for all the work you've done, and continue to do. And that includes all the modders here at SAS, who keep supplying us with the goodies. See you back at the hangar.
Title: Re: The Full Monty
Post by: sphantom on November 16, 2012, 10:10:50 AM
Hey Rudi
No crazy Ivans now
Title: Re: The Full Monty
Post by: sirrover on November 16, 2012, 11:31:51 AM
hi sphantom,

I wonder what or who you mean by crazy Ivans? ???
Title: Re: The Full Monty
Post by: Rudi_Jaeger on November 16, 2012, 12:50:10 PM
hi sphantom,

I wonder what or who you mean by crazy Ivans? ???

Easy mate, I'm sure there were no ill references intended :)

"Crazy Ivan" is a term for a submarine manuever to get the upper-hand on an enemy stalker. Most likely mentioned by our friend Sphantom, due to my comment about JSGME and the U-boat sim 'Silent Hunter'.

Cheers! ~ Rudi
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 16, 2012, 03:23:48 PM
Oh yeah.  I believe JSGME was originally devised for Silent Hunter and I still have SH4 (modded to the gills of course!) on my hard-drive.  I still take it now and again for a change of pace.   Fantastic sim. ;D
Title: Re: The Full Monty
Post by: sphantom on November 16, 2012, 05:43:14 PM
I play silent hunter too and use that maneuver off and on.
Also did a tour of duty on a hunter/killer and when we were tailing a sub from a nation of other origins we liked to get close, but had to watch it when they did a quick turn around.
Title: Re: The Full Monty
Post by: fabianfred on November 16, 2012, 06:03:10 PM
I am getting a CTD at 70% with this in the logfile...

GUIQuick: class 'air.AR_196T1' not found
[1:00:09]   Main begin: PlMisAir: class 'air.AR_196T1' not found
[1:00:09]   java.lang.RuntimeException: PlMisAir: class 'air.AR_196T1' not found
[1:00:09]      at com.maddox.il2.builder.PlMisAir.configure(PlMisAir.java:572)
[1:00:09]      at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:150)
[1:00:09]      at com.maddox.il2.builder.Builder.<init>(Builder.java:2161)
[1:00:09]      at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[1:00:09]      at com.maddox.il2.gui.GUI.create(GUI.java:164)
[1:00:09]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
[1:00:09]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
[1:00:09]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[1:00:09]      at com.maddox.il2.game.Main.exec(Main.java:420)
[1:00:09]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17.11.2012 1:00:09]
I'm using the new 07 and up to 19
Title: Re: The Full Monty
Post by: fabianfred on November 16, 2012, 06:10:06 PM
I've gone back to 13 and it runs OK....should we be able to run each install at a time? even with just 14 added it crashes
Title: Re: The Full Monty
Post by: DDcrash on November 17, 2012, 11:25:24 AM
Thanks for the packs :) I had issues with 5% crash but cured it by copying the 2 tigersounds SFS files from TFM10 into TFM1.
Title: Re: The Full Monty
Post by: 352nd_Hoss on November 17, 2012, 11:55:39 AM
I've gone back to 13 and it runs OK....should we be able to run each install at a time? even with just 14 added it crashes


Did you put the patches in in pack 11, 12 and 13?

http://axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2547

The Part 2 component of packs Monty-11 to Monty-13 is a RETRO PATCH designed to address a missing slot differential in later Air.INI edits after Monty-10. The issue will entirely disappear by Monty-14. In the meantime, those have trouble activating packs 11-13 should treat them as two-part assembly and add these new Parts before activation.

Cheers

Hoss
Title: Re: The Full Monty
Post by: NNFFLYLB on November 17, 2012, 12:06:16 PM
the lines for tempest MkV11 and 13lbs is lacking in air.ini  ;)
Quote
TempestMkV11Lbs   air.TEMPEST511LBS 1                        NOINFO  gb01  SUMMER
TempestMkV13Lbs   air.TEMPEST513LBS 1                        NOINFO  gb01  SUMMER

is it normal that the rockets have no dispersion?
Title: Re: The Full Monty
Post by: fabianfred on November 17, 2012, 06:34:34 PM
I've gone back to 13 and it runs OK....should we be able to run each install at a time? even with just 14 added it crashes


Did you put the patches in in pack 11, 12 and 13?

http://axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2547

The Part 2 component of packs Monty-11 to Monty-13 is a RETRO PATCH designed to address a missing slot differential in later Air.INI edits after Monty-10. The issue will entirely disappear by Monty-14. In the meantime, those have trouble activating packs 11-13 should treat them as two-part assembly and add these new Parts before activation.

Cheers

Hoss


that didn't work either..
is there any point in spending hours trying to install all parts up to 19?

That Total Modder is starting to look like a good alternative to JSGME..
Title: Re: The Full Monty
Post by: Barkhorn1x on November 18, 2012, 01:16:32 AM
Quote
That Total Modder is starting to look like a good alternative to JSGME..

I would recommend TM as the mod alternative to JSGME.
Title: Re: The Full Monty
Post by: misantropia on November 18, 2012, 04:09:18 AM
hello, I have 2 problems with the pack:
1 some sounds are changed and some do not exist anymore (AA for example) any ideas on how to disable sound modifications in the pack?
2 the map does not work properly, (the wheel zoom does not exist, and my airplane disappeared form it, so it's hard to get my position)
Title: Re: The Full Monty
Post by: Sonny Tucson on November 18, 2012, 04:38:34 AM
hello, I have 2 problems with the pack:
1 some sounds are changed and some do not exist anymore (AA for example) any ideas on how to disable sound modifications in the pack?
2 the map does not work properly, (the wheel zoom does not exist, and my airplane disappeared form it, so it's hard to get my position)

Hi Misantropia

1-Do you realize that you are playing a modded game ... with modded sounds ?
2-What map are you talking about ? The in game pilot map does work but not like the Benito "mini-map". I mean there is no wheel zoom. You have to zoom with left or right mouse click.
For your airplane disappearing , just check the in game options "Difficulties", and look for icons .

Hope it helps

Sonny Tucson  :)
Title: Re: The Full Monty
Post by: vpmedia on November 18, 2012, 04:38:59 AM
#1 UV3 sound mod is responsible, in my own experience some sounds indeed disappeared
for example a plane explodes or fires its guns in 100m distance and no sound is there.
Unfortunately I do not have the knowledge to correct these errors.

#2 Iirc the wheel zoom is done by PAL QMB pro mod but the plane icon is a stock difficulty setting

hello, I have 2 problems with the pack:
1 some sounds are changed and some do not exist anymore (AA for example) any ideas on how to disable sound modifications in the pack?
2 the map does not work properly, (the wheel zoom does not exist, and my airplane disappeared form it, so it's hard to get my position)
Title: Re: The Full Monty
Post by: Hawkman on November 18, 2012, 04:44:43 AM
Have installed Monty 19 pack over the existing Monty packs and game loads without any problems

One small thing, though.

The Typhoon Mk1a - although listed in the ini - is missing.

I checked for the folder in my DBW mods folder and it's there (with all 3do files).

But when I try to select it in the game, I get a blank :(

Any ideas?

Hawkers :)
Title: Re: The Full Monty
Post by: misantropia on November 18, 2012, 05:46:57 AM
#1 UV3 sound mod is responsible, in my own experience some sounds indeed disappeared
for example a plane explodes or fires its guns in 100m distance and no sound is there.
Unfortunately I do not have the knowledge to correct these errors.

#2 Iirc the wheel zoom is done by PAL QMB pro mod but the plane icon is a stock difficulty setting

hello, I have 2 problems with the pack:
1 some sounds are changed and some do not exist anymore (AA for example) any ideas on how to disable sound modifications in the pack?
2 the map does not work properly, (the wheel zoom does not exist, and my airplane disappeared form it, so it's hard to get my position)

thank you, so I imagine there's no way to disable that particular mod?
Title: Re: The Full Monty
Post by: BravoFxTrt on November 18, 2012, 06:00:04 AM
Hawkman  Try this.   put a # in front of the folder name so that plane will load first.
Title: Re: The Full Monty
Post by: Hawkman on November 18, 2012, 06:37:08 AM
Quote
Hawkman  Try this.   put a # in front of the folder name so that plane will load first.

Thanks, mate :)

The Typhoon 1a is now working :)

But the Mk 1b variants are still missing  ???

Hawkers :)
Title: Re: The Full Monty
Post by: electroman on November 18, 2012, 11:30:50 AM
Activated all files in jsme when I click start I get nothing.
Title: Re: The Full Monty
Post by: fabianfred on November 18, 2012, 01:59:47 PM
Activated all files in jsme when I click start I get nothing.
ALL...?
Nobody activates all the options in JSGME because they are choices and some of them counteract..
Also did you wait for them to load or just press the arrow to send them all to the right side and then try to start right away?
Title: Re: The Full Monty
Post by: electroman on November 18, 2012, 02:35:37 PM
Just the full Monty 1-19 and yes I waited.
Title: Re: The Full Monty
Post by: sphantom on November 18, 2012, 05:30:22 PM
This is the way I got  the monty packs working
Did not use jsme
First put a minus sign in front of the dbw you have working now
Then take the virgin dbw and drop it in the root then starting from pack 1 to pack 19 drop the dbw folders only in the root and allow over write do not forget to install the sfs files in the root too. then by the numbers install all the patchs and remove the pal sounds from pack 17.
Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  Then from the mod section from sas I recommend the 4gig patch it works
I hope this works for you all it works for me and
                                                               Thanks Again
                                                               Monty
PS
Waiting for Monty 20
Title: Re: The Full Monty
Post by: NNFFLYLB on November 19, 2012, 02:28:35 AM
I can use Gurner FX 4.3 in UP3 (or DBW only) very succesfull with fps>60 but with the full monty the fps drop to 10-12 ...

am I the only one to have this fps drop with the Gurner FX 4.3 and full monty?
Title: Re: The Full Monty
Post by: Sonny Tucson on November 19, 2012, 02:56:10 AM
I can use Gurner FX 4.3 in UP3 (or DBW only) very succesfull with fps>60 but with the full monty the fps drop to 10-12 ...

am I the only one to have this fps drop with the Gurner FX 4.3 and full monty?

Hi NNFFLYLB

Same here!
No problem on DBW1.71, but on TFM same numbers as you ( from 60 to 11 fps )

Windows 7-64bits
Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz, 3401 MHz,
ATI MSI 6970 Lightning 2Gb.

Sonny Tucson  :)
 
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 19, 2012, 03:53:09 AM
This is the way I got  the monty packs working
Did not use jsme
First put a minus sign in front of the dbw you have working now
Then take the virgin dbw and drop it in the root then starting from pack 1 to pack 19 drop the dbw folders only in the root and allow over write do not forget to install the sfs files in the root too. then by the numbers install all the patchs and remove the pal sounds from pack 17.
Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  Then from the mod section from sas I recommend the 4gig patch it works
I hope this works for you all it works for me and
                                                               Thanks Again
                                                               Monty
PS
Waiting for Monty 20
Thank you!  Give that man a cigar!  How to install TFM the easy way.  ;D
Title: Re: The Full Monty
Post by: Sonny Tucson on November 19, 2012, 06:40:23 AM
Hi Monty ,I hope that now that your last pack is ready you'll get time to fly  a little bit !

By the way , I just installed your ACES of SPADES and Flying Tigers SINGLE mission packs , that I downloaded from A&A.

Is it normal that for these single missions there are no briefing appearing ?

I compared the JG53_xx_ru.properties from the Campaign with the ones from the single missions and they are the same. So , I do not understand that these appear when flying the campaign but don't when flying single missions.

Did I miss anything ?

Thank- you for all

Sonny. :)
Title: Re: The Full Monty
Post by: csvousden on November 19, 2012, 10:31:41 AM
Could I ask what the link to this is? 

"Then from the mod section from sas I recommend the 4gig patch it works "
Title: Re: The Full Monty
Post by: sphantom on November 19, 2012, 10:42:55 AM
just below there is a mod section with ships click on mods scroll down there it is
Title: Re: The Full Monty
Post by: FroggyCanuck on November 19, 2012, 10:52:59 AM
Congrats Simon on this huge venture! Will install Monty 20 ASAP.

This is the way I got  the monty packs working
Did not use jsme
First put a minus sign in front of the dbw you have working now
Then take the virgin dbw and drop it in the root then starting from pack 1 to pack 19 drop the dbw folders only in the root and allow over write do not forget to install the sfs files in the root too. then by the numbers install all the patchs and remove the pal sounds from pack 17.
Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  Then from the mod section from sas I recommend the 4gig patch it works
I hope this works for you all it works for me and
                                                               Thanks Again
                                                               Monty
PS
Waiting for Monty 20

I'm thinking I might just have a full vanilla DBW backup including SFS files and try this method, then back that one up too. I have a sneaky suspicion JSGME is playing some tricks on me.

But one question. What do you mean when you say "Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!". Do you simply mean that we should refrain from adding any others mods? Are the base JSGME mods still there and ok (6DOF, widescreen, TGS screenshots?)? 


just below there is a mod section with ships click on mods scroll down there it is
Is it this one? If this is it I might try it our too.
https://www.sas1946.com/main/index.php?topic=2476.0
Title: Re: The Full Monty
Post by: Camman on November 19, 2012, 12:48:10 PM

This is the way I got  the monty packs working
Did not use jsme
First put a minus sign in front of the dbw you have working now
Then take the virgin dbw and drop it in the root then starting from pack 1 to pack 19 drop the dbw folders only in the root and allow over write do not forget to install the sfs files in the root too. then by the numbers install all the patchs and remove the pal sounds from pack 17.
Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  Then from the mod section from sas I recommend the 4gig patch it works
I hope this works for you all it works for me and
                                                               Thanks Again
                                                               Monty
PS
Waiting for Monty 20


I'm thinking I might just have a full vanilla DBW backup including SFS files and try this method, then back that one up too. I have a sneaky suspicion JSGME is playing some tricks on me.

But one question. What do you mean when you say "Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!". Do you simply mean that we should refrain from adding any others mods? Are the base JSGME mods still there and ok (6DOF, widescreen, TGS screenshots?)? 


Like this, when you have your folder that says #DBW_MONTY1 open that up and inside you will find the folder #DBW alond with other folders and files. Copy that #DBW folder into your root directory, he means dont paste the #DBW_MONTY(X) folders in your root directory. What I did, was open every one of my folders, hit ctrl+a to select all, then pase every file inside that folder into my root directory. The only things you end up with in there you don't need for the game to run are all your monty.txt files :) I hope that helps
Title: Re: The Full Monty
Post by: Camman on November 19, 2012, 12:54:27 PM
I got all excited when I saw people were going to download monty 20.... WHERE IS IT? lol I have been holding my breath waiting for the release and now I can't find it! Thanks Monty, you rock, this is an awesome pack.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 19, 2012, 02:52:04 PM
Congrats Simon on this huge venture! Will install Monty 20 ASAP.

This is the way I got  the monty packs working
Did not use jsme
First put a minus sign in front of the dbw you have working now
Then take the virgin dbw and drop it in the root then starting from pack 1 to pack 19 drop the dbw folders only in the root and allow over write do not forget to install the sfs files in the root too. then by the numbers install all the patchs and remove the pal sounds from pack 17.
Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  Then from the mod section from sas I recommend the 4gig patch it works
I hope this works for you all it works for me and
                                                               Thanks Again
                                                               Monty
PS
Waiting for Monty 20

I'm thinking I might just have a full vanilla DBW backup including SFS files and try this method, then back that one up too. I have a sneaky suspicion JSGME is playing some tricks on me.

But one question. What do you mean when you say "Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!". Do you simply mean that we should refrain from adding any others mods? Are the base JSGME mods still there and ok (6DOF, widescreen, TGS screenshots?)? 


just below there is a mod section with ships click on mods scroll down there it is
Is it this one? If this is it I might try it our too.
https://www.sas1946.com/main/index.php?topic=2476.0
Hi Patrick

Yes, The Full Monty is designed to work only with the JSGME options that ship with DBW.  These options are part of DBW and are taken in account.  It is a firm NO to other mod-packs outside of this experiment because compatibility issues and conflicts are almost certainly guaranteed, that's the nature of the thing.  There's a lot in TFM, there is other stuff too, its not a reflection on other Mod-Packs, just good practice to keep them apart.

Simon(Monty27)
Title: Re: The Full Monty
Post by: fabianfred on November 19, 2012, 03:37:31 PM
This is the way I got  the monty packs working
Did not use jsme
First put a minus sign in front of the dbw you have working now
Then take the virgin dbw and drop it in the root then starting from pack 1 to pack 19 drop the dbw folders only in the root and allow over write do not forget to install the sfs files in the root too. then by the numbers install all the patchs and remove the pal sounds from pack 17.
Very important THE DBW FOLDERS ONLY FROM THE MONTY PACKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  Then from the mod section from sas I recommend the 4gig patch it works
I hope this works for you all it works for me and
                                                               Thanks Again
                                                               Monty
PS
Waiting for Monty 20
Thank you!  Give that man a cigar!  How to install TFM the easy way.  ;D

I tried this and get a 70% CTD with this in the logfile..

GUIQuick: class 'air.JU_388K' not found
[22:33:47]   Main begin: PlMisAir: class 'air.JU_388K' not found
[22:33:47]   java.lang.RuntimeException: PlMisAir: class 'air.JU_388K' not found
[22:33:47]      at com.maddox.il2.builder.PlMisAir.configure(PlMisAir.java:572)
[22:33:47]      at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:150)
[22:33:47]      at com.maddox.il2.builder.Builder.<init>(Builder.java:2161)
[22:33:47]      at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[22:33:47]      at com.maddox.il2.gui.GUI.create(GUI.java:164)
[22:33:47]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
[22:33:47]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
[22:33:47]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[22:33:47]      at com.maddox.il2.game.Main.exec(Main.java:420)
[22:33:47]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[19.11.2012 22:33:47]
how to proceed?
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 19, 2012, 04:18:40 PM
It looks like something from Monty-11 missed your Drag 'n Drop/Copy, so I would start again from there.  Or start again with a new #DBW folder and go more slowly, testing at each stage.
Title: Re: The Full Monty
Post by: electroman on November 19, 2012, 04:29:50 PM
Thanks sphantom that worked, I now have full monty working. :)
Title: Re: The Full Monty
Post by: electroman on November 19, 2012, 04:41:42 PM
just one problem i just found, when i fire the 50 cal guns and let go of the trigger the bullets stop but the sound keeps going.
Title: Re: The Full Monty
Post by: sphantom on November 19, 2012, 05:04:56 PM
can not help you there
Title: Re: The Full Monty
Post by: electroman on November 19, 2012, 05:28:13 PM
And i do not have flyby sound, or the engine flames. darn
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 19, 2012, 07:09:15 PM
Crazyflak and Tiger33s Engine Flames Mod is added and updated in Monty-20, which is out shortly.
Title: Re: The Full Monty
Post by: FroggyCanuck on November 19, 2012, 07:38:30 PM

Like this, when you have your folder that says #DBW_MONTY1 open that up and inside you will find the folder #DBW alond with other folders and files. Copy that #DBW folder into your root directory, he means dont paste the #DBW_MONTY(X) folders in your root directory. What I did, was open every one of my folders, hit ctrl+a to select all, then pase every file inside that folder into my root directory. The only things you end up with in there you don't need for the game to run are all your monty.txt files :) I hope that helps
Roger! That's what I was thinking when I read his post, just wanted to make sure I wasn't missing anything. :D Thanks for the clarification!



Hi Patrick

Yes, The Full Monty is designed to work only with the JSGME options that ship with DBW.  These options are part of DBW and are taken in account.  It is a firm NO to other mod-packs outside of this experiment because compatibility issues and conflicts are almost certainly guaranteed, that's the nature of the thing.  There's a lot in TFM, there is other stuff too, its not a reflection on other Mod-Packs, just good practice to keep them apart.

Simon(Monty27)

Hi Simon, thanks for the reply! There's so much stuff in TFM as you mention that I'd be a glutton to want anymore as a newbie modder   ;D, so no problem and roger for the other mods!

I think I'll mess around with installing the Monty packs directly in the folders this weekend instead of using JSGME just for the hell of it... I've got nothing to lose really since I went from stock game to DBW/Full Monty in a space of a few days without starting any major campaigns. I'll see if the high-res works for me that way.

Besides that, I've been having a blast just flying around with your packs! Congrats again for putting all this together.

Title: Re: The Full Monty
Post by: fabianfred on November 19, 2012, 07:48:20 PM
why is the Part 11 available now only 497mb and not the 664mb quoted on the first page?
is this where my problem lies?
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 19, 2012, 11:20:41 PM
@Fred, no mate thats just the difference between the zipped download and unzipped folder.

@Patrick, the 2048 mod is included already, it was necessary for the Meteor install.  Any 2048 skins already work in the Full Monty as it is.
Title: Re: The Full Monty
Post by: fabianfred on November 20, 2012, 12:22:37 AM
any chance of getting the ship Kongo in the 20th part?
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 20, 2012, 01:02:28 AM
Yes mate, I was looking at a couple of masterpieces by western0221 and also ashehouses Yorktown to complete our virtual environment.  Get up to speed this week and they shall be there in Monty-20.
Title: Re: The Full Monty
Post by: FroggyCanuck on November 20, 2012, 07:25:50 AM
@Patrick, the 2048 mod is included already, it was necessary for the Meteor install.  Any 2048 skins already work in the Full Monty as it is.

Hi Simon,

Oh, I saw that it's included, I don't want to reinstall it. Sorry for the confusion! :)  All I meant was that high-res skins are the only for me that are not working to date in the Monty packs (haven't tried the Meteor yet). That's why the Lanc issue was only resolved when I replaced the default skin it with the low-res skin option from Ranwers' thread after we had spoken.
Title: Re: The Full Monty
Post by: rollnloop on November 21, 2012, 01:54:56 AM
swordfish MkI 1936 with RAF markings freezes the game. MkI with russian markings is OK. MkII with any markings is OK. Any idea what could be wrong ? :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 21, 2012, 02:56:42 AM
Nope, you are right, no solutions at this point.  One to note for future updates though...
Title: Re: The Full Monty
Post by: chupag72 on November 21, 2012, 06:43:43 AM
Who knows what the reason for hand guns from aircraft L-139A;C;N ?
Title: Re: The Full Monty
Post by: csvousden on November 21, 2012, 08:53:38 AM
The issue with the guns on the L-39 is explained in this post, and it worked for me:

https://www.sas1946.com/main/index.php/topic,21496.0.html

I put a # in front of the L-39 folders and the gun works fine.  I don't know why, but I am grateful!

C
Title: Re: The Full Monty
Post by: CWMV on November 21, 2012, 09:42:49 PM
just one problem i just found, when i fire the 50 cal guns and let go of the trigger the bullets stop but the sound keeps going.

Has nothing to do with TFM.
Just the way IL2 uses sound samples. The way to fix this is to SIMPLY open UV3, extract the .50 samples and edit their length and the PRS file accordingly.
So, have at it.

Aslo for your flyby sounds you need to add the correct line to your conf.ini-see the UV3 thread for directions.


Guys still having issues with Gurners effects-this has been asked and answered a couple of times.
TFM is freakin' enormous and as such has some conflicts. In this case it is with the primary distance classfile in Gurners effects 4.3.
Delete this classfile from gurners effects (its somewhere earlier in the thread) and your problems will be solved...
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 22, 2012, 01:10:46 AM
just one problem i just found, when i fire the 50 cal guns and let go of the trigger the bullets stop but the sound keeps going.

Has nothing to do with TFM.
Just the way IL2 uses sound samples. The way to fix this is to SIMPLY open UV3, extract the .50 samples and edit their length and the PRS file accordingly.
So, have at it.

Aslo for your flyby sounds you need to add the correct line to your conf.ini-see the UV3 thread for directions.


Guys still having issues with Gurners effects-this has been asked and answered a couple of times.
TFM is freakin' enormous and as such has some conflicts. In this case it is with the primary distance classfile in Gurners effects 4.3.
Delete this classfile from gurners effects (its somewhere earlier in the thread) and your problems will be solved...
Hey thanks man, I think I was getting a bit tired answering questions this week, cheers!  ;D
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 22, 2012, 01:12:14 AM
The issue with the guns on the L-39 is explained in this post, and it worked for me:

https://www.sas1946.com/main/index.php/topic,21496.0.html

I put a # in front of the L-39 folders and the gun works fine.  I don't know why, but I am grateful!

C
Nice catch, thanks.  Mine always worked OK, but this may help a lot of others.  8)
Title: Re: The Full Monty
Post by: chupag72 on November 22, 2012, 02:31:47 AM
The issue with the guns on the L-39 is explained in this post, and it worked for me:

https://www.sas1946.com/main/index.php/topic,21496.0.html

I put a # in front of the L-39 folders and the gun works fine.  I don't know why, but I am grateful!

C

Thank you helped
Title: Re: The Full Monty
Post by: CWMV on November 22, 2012, 08:56:35 AM
just one problem i just found, when i fire the 50 cal guns and let go of the trigger the bullets stop but the sound keeps going.

Has nothing to do with TFM.
Just the way IL2 uses sound samples. The way to fix this is to SIMPLY open UV3, extract the .50 samples and edit their length and the PRS file accordingly.
So, have at it.

Aslo for your flyby sounds you need to add the correct line to your conf.ini-see the UV3 thread for directions.


Guys still having issues with Gurners effects-this has been asked and answered a couple of times.
TFM is freakin' enormous and as such has some conflicts. In this case it is with the primary distance classfile in Gurners effects 4.3.
Delete this classfile from gurners effects (its somewhere earlier in the thread) and your problems will be solved...
Hey thanks man, I think I was getting a bit tired answering questions this week, cheers!  ;D

No worries dude! Anytime!
Title: Re: The Full Monty
Post by: saab ja26 on November 22, 2012, 05:05:54 PM
I saw a few pages back where someone mentioned that The Full Monty Pack 20 was out? If this is the case anyone know where to find the link?
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 23, 2012, 06:47:30 AM
I saw a few pages back where someone mentioned that The Full Monty Pack 20 was out? If this is the case anyone know where to find the link?
Its done and will soon join the main archive on Page-1, which currently goes up to Monty-19.
Title: Re: The Full Monty
Post by: sirrover on November 23, 2012, 07:53:02 AM
Bravo!
Title: Re: The Full Monty
Post by: BravoFxTrt on November 23, 2012, 03:15:45 PM
Im getting an error with Monty 20, Im downloading it again to make sure.

Edit:  Same error after redownloded... Lol  its just a screen shot. (just a black screenshot) those are some good looking Tanks.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 23, 2012, 05:25:02 PM
Oooo-dunno, I'll download it too.
Title: Re: The Full Monty
Post by: chupag72 on November 23, 2012, 06:14:58 PM
In 20 of the archives of the broken file. Confirm
Title: Re: The Full Monty
Post by: Rudi_Jaeger on November 23, 2012, 06:27:31 PM
I got the same error with the p1.psd file..."file is broken"; but only that single error.  Strange, a psd file? ..normally that would be a template of some sort. Not sure why a template would reside in a mod folder; perhaps something slipped through the cracks by accident when assembling the folders (?).
Title: Re: The Full Monty
Post by: sphantom on November 23, 2012, 06:34:58 PM
got the same redown loading now to see if that will fix it.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 23, 2012, 06:50:45 PM
Yep I got it too, have to re-upload it to C2Aircrew and then transfer to mediafire again.  On it now...
Title: Re: The Full Monty
Post by: Rudi_Jaeger on November 23, 2012, 07:05:13 PM
Thanks Simon, I know the feeling mate; I'm sure you guys have better things to do. Cheers to both of you.
Title: Re: The Full Monty
Post by: sphantom on November 23, 2012, 07:20:18 PM
Thanks Monty
great job and the remake of the Battle of Britain is what I am waiting for the early ones I flew enjoyed and with your packs it will be even better.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 23, 2012, 08:43:05 PM
Thanks Monty
great job and the remake of the Battle of Britain is what I am waiting for the early ones I flew enjoyed and with your packs it will be even better.
Yep we are on that now, got some amazing new skins coming for the Spits.  Meanwhile:

MONTY-20
For now - Temporary Mediafire link until C2Aircrew adds it to the archive again.  Sorry for the inconvenience.
https://www.mediafire.com/?5rb1ocjb3517e1v
Title: Re: The Full Monty
Post by: BravoFxTrt on November 23, 2012, 11:36:46 PM
Thank you Simon
Title: Re: The Full Monty
Post by: pilotpimpf on November 24, 2012, 03:01:52 AM
Some help here please.
I have repeatedly attempted to open the pack as illustrated so that I can D/L pack 19.
On clicking the file it will not open!!??

  (https://www.sas1946.rocks/images/imageshit/img833/1662/37408979.jpg)

If there is no solution can someone help by putting up pack 19 for individual D/L or offer a solution for opening up the main pack at mediafire.
Thanks in anticipation.

 (https://www.sas1946.rocks/images/imageshit/download/833/37408979.jpg)
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 24, 2012, 03:25:23 AM
What a wierd problem, don't get it.  Anyways, here's a direct link from my Mediafire account, if that helps:

Monty-19
https://www.mediafire.com/download.php?xge2ya9prg7yrxa

and here's the direct link from C2Aircrew's Archive as well:

Monty-19
https://www.mediafire.com/download.php?4rba1e555ln9ia5

and grab Monty-20 too!
Monty-20
https://www.mediafire.com/?5rb1ocjb3517e1v
Title: Re: The Full Monty
Post by: pilotpimpf on November 24, 2012, 03:31:31 AM
Thank you Simon for the very prompt and most helpful reply.

Off to D/L pack 19.(already D/L pack 20) cheers, Ray
----------------------------------------------------------------------------------------------------

Edit....worked a treat , thanks again. :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 24, 2012, 03:43:26 AM
Thank you Simon for the very prompt and most helpful reply.

Off to D/L pack 19.(already D/L pack 20) cheers, Ray
----------------------------------------------------------------------------------------------------

Edit....worked a treat , thanks again. :)
No worries Ray, just passing through.  Its real hot here today, so just enjoying reading through the threads, generally hanging out and avoiding any housework.  Its too hot.  8)

Simon
Title: Re: The Full Monty
Post by: pilotpimpf on November 24, 2012, 07:12:05 AM
Where are you, I'm in the UK at the tale end of Autumn, its cold,very wet and windy, how I envy you .... LOL.
You must be the other side of the planet!

And I see this (#20) is the last pack, monumental task over, thanks go to you and all the modders,I would never of got around to adding all these mods myself.
Now it will leave more time for new campaigns.... 'hint'.

Cheers, Ray.
Title: Re: The Full Monty
Post by: lyteyr on November 24, 2012, 07:45:49 AM
Hi Monty.  Job Well Done!!

Regarding Size Does Matter from Page 1, the size for Monty 20 s/b 482MB.  My download/install into JSGME shows 583MB.  Although not tested as yet, wanted to make sure the latter size was correct.

~S~
lyteyr
Title: Re: The Full Monty
Post by: a.irons on November 24, 2012, 10:13:05 AM
For me, the same of lyteyr. Is it correct?
Thanks a lot for this incredible work.
Title: Re: The Full Monty
Post by: WWHappy on November 24, 2012, 03:27:51 PM
For some unknown reason every thing from #1 to #18 work's great as long as i don't activate Monty 19 or Monty 20  :'( I get  to 70% then it kicks back to the activator. As long as I don't use those two the game plays flawlessly. Any suggestions or a fix for this problem.
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 24, 2012, 04:12:00 PM
Hi Tom

Most likely something missing from your Monty-19, check folder size and content.  Talk to that son of yours and get Skyped up buddy, then we can sort you out! ie: can send and test fixes direct.  ;D

Simon
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 24, 2012, 04:23:56 PM
Where are you, I'm in the UK at the tale end of Autumn, its cold,very wet and windy, how I envy you .... LOL.
You must be the other side of the planet!

And I see this (#20) is the last pack, monumental task over, thanks go to you and all the modders,I would never of got around to adding all these mods myself.
Now it will leave more time for new campaigns.... 'hint'.

Cheers, Ray.
Ray,

Adelaide suberbs, South Australia, beautiful, warm and sunny, looking forward to a blazing hot Christmas by the pool.  8)

Yes back to the campaigns, I want the upgrades out there first and the Screaming Eagles next.  In the future I think DBW 1.8 will be epic and will keep the campaigns compatible with it.  The idea of 'The Full Monty' was to help more of us get into the right frame of mind with mods, explore them and use them.  As a result a load us got in there and I learned a lot.

Can't absolutely rule out Monty-21!  ;D ;D ;D ;D ;D

Simon
Title: Re: The Full Monty
Post by: FroggyCanuck on November 24, 2012, 04:49:54 PM
Stupid noob file structure question.

I'm fully montied but want to add the "Vado in Abbissina" campaign. It requires 8 mod planes, but 4 of them are in TFM, 4 are not.

I can add the 4 others planes manually (yes, yes, I know the potential for conflicts with other mods, I'm playing around just for the heck of it).

Will skins provided in the campaign download still work with TFM?

I.e., the FiatCR20 is one of the required planes. Skins for the Fiat CR20 are provided in the campaign download. If I add the news skins in the paintscheme folders, but do not add the plane manually since it's already in TFM, will the campaign still be able to access the skins in the paintscheme folders I just added?

I assume yes since it's the same FiatCR20 mod, but I believe you reworked some of the folder names Simon. Just wondering if this may cause issues.

Thanks!

Patrick
Title: Re: The Full Monty
Post by: FroggyCanuck on November 24, 2012, 05:08:04 PM
Adelaide suberbs, South Australia, beautiful, warm and sunny, looking forward to a blazing hot Christmas by the pool.  8)

*Shakes fist at sky... I just spent 3 hours freezing my butt off hanging Christmas lights outside in a bitterly cold wind and the first drizzle of snow of the year...  :D :D :D
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 24, 2012, 11:12:54 PM
Hey Patrick,

why not add the required planes as a JSGME format switch on/switch off option loaded after Monty-20 and share it with the rest of us?  ;D

All skins will work fine, skin folder names are never changed and always relate to the Air.INI entry for any specific aircraft, which is independent of how the mod is packed and remains unchanged.  8)

Craken's campaign is very good.  Flew the first version and would try the new one too if you can do a mini booster-pack. 

Simon
Title: Re: The Full Monty
Post by: pilotpimpf on November 25, 2012, 02:22:33 AM
For some unknown reason every thing from #1 to #18 work's great as long as i don't activate Monty 19 or Monty 20  :'( I get  to 70% then it kicks back to the activator. As long as I don't use those two the game plays flawlessly. Any suggestions or a fix for this problem.

Sadly the same except the freeze occurs at 95%.
Sometimes it will load after leaving it to load (walk the dog, feed the cat, pint down the pub, etc) and then load mission ,hit fly then crash back to the desktop and activator!
Will download 19 & 20 again and see what happens.

And I envy you , tucking in too Christmas dinner in blazing sunshine ........................ ho ho ho, Rudolf will have a shiny nose plus sunburn.

Monty #21..... ha ha ,you just cannot resist it can you! :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 25, 2012, 02:30:30 AM
"Six white boomers, snow white boomers,
Racing Santa Claus through the blazing sun.
Six white boomers, snow white boomers,
On his Australian run."  ;D
Title: Re: The Full Monty
Post by: pilotpimpf on November 25, 2012, 04:20:03 AM
95% crash solved.

Had not enabled TrackIR in JGSME, enabled and crash dissapeared ..... WeeeHeee

Look forward to Monty #21,22,23,24, ect....LOL

But you will not get a White Christmas Simon, be jealous  :P.

Cheers, Ray.
Title: Re: The Full Monty
Post by: FroggyCanuck on November 25, 2012, 10:53:56 AM
Hey Patrick,

why not add the required planes as a JSGME format switch on/switch off option loaded after Monty-20 and share it with the rest of us?  ;D

All skins will work fine, skin folder names are never changed and always relate to the Air.INI entry for any specific aircraft, which is independent of how the mod is packed and remains unchanged.  8)

Craken's campaign is very good.  Flew the first version and would try the new one too if you can do a mini booster-pack. 

Simon

I'd like to, but I wouldn't know where to begin!  ;D  I imagine it's not that hard but given I'm still at the point of asking questions on file structure/relations and discovering simple things like nose art, I can just imagine how I'd screw even that up! :P

Thanks for the confirmation and the air.ini clarification!
Title: Re: The Full Monty
Post by: BT~walker on November 25, 2012, 11:16:09 AM
Same problem here : 70% Crash (for me also #20 is 538mb)...
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 25, 2012, 08:06:54 PM
Hey Patrick,

why not add the required planes as a JSGME format switch on/switch off option loaded after Monty-20 and share it with the rest of us?  ;D

All skins will work fine, skin folder names are never changed and always relate to the Air.INI entry for any specific aircraft, which is independent of how the mod is packed and remains unchanged.  8)

Craken's campaign is very good.  Flew the first version and would try the new one too if you can do a mini booster-pack. 

Simon

I'd like to, but I wouldn't know where to begin!  ;D  I imagine it's not that hard but given I'm still at the point of asking questions on file structure/relations and discovering simple things like nose art, I can just imagine how I'd screw even that up! :P

Thanks for the confirmation and the air.ini clarification!
Its not hard, does require you understand the file structure.  If you can't yet do it this way I recommend don't add other mods, especially aircraft, because you have no exit strategy.  You have to be able to slot a mod in, or revert to earlier config.  Use JSGME or TM packages and backup.
Title: Re: The Full Monty
Post by: jeanba on November 26, 2012, 02:05:46 AM
Hi Monty

Thank you for this very usefull pack.

But I experience a lot of performances problems (especially when there are a lot of aircraft takin off), can you tell me which mods are best to deactivate in this case ?

Thank you in adavnce
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 26, 2012, 05:03:29 AM
Hi Monty

Thank you for this very usefull pack.

But I experience a lot of performances problems (especially when there are a lot of aircraft takin off), can you tell me which mods are best to deactivate in this case ?

Thank you in adavnce
I'm sorry jeanba, but that really is a question of great complexity, framed with little detail.  It works for many, not for all...
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 26, 2012, 05:13:04 AM
Same problem here : 70% Crash (for me also #20 is 538mb)...
Need more detail: - Like where you got up to, ie: Do you have Monty-19 working?  Have you added anything else yourself?  Did you install with JSGME or ToTalModder? 

My beta-testers have jumped straight to Monty-20 from 19 but the trouble is that TFM is often a victim of its own success.   Many new users are emboldened to add their own stuff then fall over at a later stage.

If there is a problem with Monty-20 we have a pretty good track record and I'm sure we will figure it out.  But I can't do anything without proper data.  Lets see what other people report and gather a wider impression of its usage and effectiveness.  Hopefully chupag72 has got it...

 
Title: Re: The Full Monty
Post by: Sonny Tucson on November 26, 2012, 06:46:01 AM
Hi Monty

No problem here with Monty 20 although I had to redownload because a first archive had 1 corrupted file inside, but installed nevertheless in jsgmemods.
Being carefull I desabled this #DBW_MONTY-20 by putting - in front and went for a new download.
The second download was O.K. So I trashed the first one.
 
Installed through JME without a hitch on an already  patched TFM to MONTY-19.

DBW-MONTY-20.rar is 158.191 Ko.
#DBW_MONTY-20 is 583 Mo (612.012.038 octets) and 596 Mo (625.602.560 octets) on HD

Sonny Tucson  :)
Title: Re: The Full Monty
Post by: jeanba on November 26, 2012, 07:10:22 AM
Hi Monty

Thank you for this very usefull pack.

But I experience a lot of performances problems (especially when there are a lot of aircraft takin off), can you tell me which mods are best to deactivate in this case ?

Thank you in adavnce
I'm sorry jeanba, but that really is a question of great complexity, framed with little detail.  It works for many, not for all...
Actually, I love "big missions" with something like 100 planes.
With my "default install", it is ok, but when fully montied, I experiment sttutters starting with 50 planes.
Title: Re: The Full Monty
Post by: BravoFxTrt on November 26, 2012, 03:27:26 PM
People, if your just wondering if somebody out there has a working DBW/TFM, well, here I am, and not just once but Iv 2 of them, one to install mods/planes in and one that stays the same for actual campaigns and full mission's. It can and will be done. You just have to do it slow and right the first time, never rush the installs. "one at a time, launch and fly" then the next, an so on until they are all in, then my good fellows, you are fully Monty'ed! This is a screenshot of most of my Monty--->
Title: Re: The Full Monty
Post by: BravoFxTrt on November 26, 2012, 03:38:17 PM
And here is a screenshot of a random mission and a random launch of my TFM , dudes, it can be done with ease!

(https://www.sas1946.rocks/images/imageshit/img10/5848/2711201203333.jpg)
Title: Re: The Full Monty
Post by: BravoFxTrt on November 26, 2012, 03:59:30 PM
And for non believers, here is a carrier shot of me taking off from asheshouse's USS Yorktown  from  Monty#20 :)
He he, my bad the second pic is the CV 5 Yorktown, lol, woops,
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 26, 2012, 04:56:22 PM
Hmmmm, you make it sound so easy, wait a moment, it is!

Bravo works the easy way, no time to waste. A simple backup of his #DBW folder then he throws it all in and updates the backup when checked.

Looks good mate, and despite a bit of modding I too spend much more time actually flying the sim and having a ball with it!  8)
Title: Re: The Full Monty
Post by: BravoFxTrt on November 26, 2012, 05:02:40 PM
Oh dear, "Please" never install any thing with out first Backing up your previous install. This should go with out saying, and then again,,,
Title: Re: The Full Monty
Post by: Camman on November 26, 2012, 05:33:01 PM
Awesome pack monty. I did notice one thing though, the flames do not work with just the tfm... I had to also get the 3do folder that is supposed to go with it. Is this just me?
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 26, 2012, 06:51:41 PM
Awesome pack monty. I did notice one thing though, the flames do not work with just the tfm... I had to also get the 3do folder that is supposed to go with it. Is this just me?
yes it is
Title: Re: The Full Monty
Post by: BravoFxTrt on November 26, 2012, 07:21:39 PM
Monty, this is for you Buddy, thanks to you and all for such a Fun Filled Pack of the best Mods out there.

(https://www.sas1946.rocks/images/imageshit/img803/5163/tfmg.jpg)

This screenshot from my 1946_TFM
Title: Re: The Full Monty
Post by: chupag72 on November 26, 2012, 09:27:02 PM
Same problem here : 70% Crash (for me also #20 is 538mb)...
Need more detail: - Like where you got up to, ie: Do you have Monty-19 working?  Have you added anything else yourself?  Did you install with JSGME or ToTalModder? 

My beta-testers have jumped straight to Monty-20 from 19 but the trouble is that TFM is often a victim of its own success.   Many new users are emboldened to add their own stuff then fall over at a later stage.

If there is a problem with Monty-20 we have a pretty good track record and I'm sure we will figure it out.  But I can't do anything without proper data.  Lets see what other people report and gather a wider impression of its usage and effectiveness.  Hopefully chupag72 has got it...
Thank you all for the replies. Me all the advice helped. Please ask. What can the help. Sorry for the English. I'm language do not know the work with the dictionary. All packages work well. I have run goes through the Total Moder. It is on a lot faster. The package I liked it very much. There is truth small bugs,but it is not critical. I think eventually cleared up the problem. By the way here this mod had to disable. Can't remember the name of the company,I have disappears aircraft on take-off. I do not understand ochem it. What did you mean by this:I Hope chupag72 got it ...
Title: Re: The Full Monty
Post by: sphantom on November 27, 2012, 04:39:44 AM
chupag72
What language do you speak let me know and I will tell you how do the monty packs to work where you can understand it.
Like sas-bravofxtrt I am having no problems with the packs.
Title: Re: The Full Monty
Post by: chupag72 on November 27, 2012, 06:44:13 AM
chupag72
What language do you speak let me know and I will tell you how do the monty packs to work where you can understand it.
Like sas-bravofxtrt I am having no problems with the packs.

I speak the Russian language. Works for me everything is fine
Title: Re: The Full Monty
Post by: BT~walker on November 27, 2012, 06:56:35 AM
Quote
People, if your just wondering if somebody out there has a working DBW/TFM, well, here I am, and not just once but Iv 2 of them, one to install mods/planes in and one that stays the same for actual campaigns and full mission's. It can and will be done. You just have to do it slow and right the first time, never rush the installs. "one at a time, launch and fly" then the next, an so on until they are all in, then my good fellows, you are fully Monty'ed! This is a screenshot of most of my Monty--->


BravoFX, I just did it manually as you show, in your picture, cause in my machine takes too long time to load mods via JSGME, if ever loads it...
But I didn;t follow the test after each install procedure after 7th mod, cause I thought everything would work just fine as previous 6...
Anyways, it certainly needs a second try cause I feel this is an awesome pack with some great campaigns !...
Title: Re: The Full Monty
Post by: sphantom on November 27, 2012, 06:59:26 AM
?????? ??? ???????, ?????? ?? ??????? ???? ???? ? ????? ??????? ??? ??? ??????? ?? ??????????? jsmge
Title: Re: The Full Monty
Post by: sphantom on November 27, 2012, 07:01:44 AM
ignore the last post hit the wrong button my cat was being a pest
Title: Re: The Full Monty
Post by: flybywire on November 27, 2012, 08:14:07 AM
Monty, this is for you Buddy, thanks to you and all for such a Fun Filled Pack of the best Mods out there.

(https://www.sas1946.rocks/images/imageshit/img803/5163/tfmg.jpg)

This screenshot from my 1946_TFM

Sir, is this from the quick mission builder or is this from a campaign or something. I would love to find that carrier and fly the phantom from its decks.
Title: Re: The Full Monty
Post by: BravoFxTrt on November 27, 2012, 08:27:20 AM
Its self created in Full Mission Builder
I think if you copy and paste  this Mission to notepad and (see screen shot) Then go into your game click FMB, Click Load, Choose Single Mission, Choose .mis, Click Open, you should see same as the screenshot. Let me know if that worked

P.S. I changed the date to 1960

Code: [Select]
[MAIN]
  MAP PS_South_VietNam/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player UN_NN00
  army 1
  playerNum 0
[SEASON]
  Year 1960
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  UN_NN00
[UN_NN00]
  Planes 4
  Skill 1
  numberOn0 0
  Class air.F_4J
  Fuel 30
  weapons 4xAIM7E+4xAIM9D_P1
[UN_NN00_Way]
  TAKEOFF 217769.64 225018.90 0 0 0_Chief 0 &0
[Chiefs]
  0_Chief Ships.USSOriskanyCV34_1970 1 0 2 1.0
[0_Chief_Road]
  217772.09 225018.19 120.00 0 2 7.973888874053955
  204250.95 273161.59 120.00
[NStationary]
[Buildings]
[Bridge]
[House]
Title: Re: The Full Monty
Post by: BravoFxTrt on November 27, 2012, 08:33:38 AM
Oh you put the copied .mis in (see screenshot)
Title: Re: The Full Monty
Post by: flybywire on November 27, 2012, 09:25:44 AM
Sounds a bit complicated...but I will give it a try. Thanks so very much. Will I just see the screen shot or will I be able to fly off the carrier?
Title: Re: The Full Monty
Post by: BravoFxTrt on November 27, 2012, 10:57:15 AM
Just click FMB/File/Load/Single Mission/.mis/Open/File/Play
Title: Re: The Full Monty
Post by: BravoFxTrt on November 27, 2012, 11:12:50 AM
And if you want to change planes, you can do it in FMB or In Mission Briefing view Window

(https://www.sas1946.rocks/images/imageshit/img4/952/27112012200933.jpg)
Title: Re: The Full Monty
Post by: BravoFxTrt on November 27, 2012, 11:21:10 AM
Its so easy just give it a try until you get it right, what else you got to do, lol... ;) 8)
Title: Re: The Full Monty
Post by: SAS~Monty27 on November 28, 2012, 08:26:39 PM
ignore the last post hit the wrong button my cat was being a pest
...you mean it was being a cat!  I am slave to 3 of the little buggers yet still see it as a privilege, that's how they trick us.  ;D

@ Bravo, great shots of the Oriskany.  I'm looking forward to DBW 1.8, and one area where TFM has helped that process is in exploring some of the 'staples' we may want to keep.

@ Chupag, glad its good for you, you were really helpful in this thread and I knew if Monty-20 was OK you would confirm that.
Title: Re: The Full Monty
Post by: chupag72 on November 28, 2012, 09:22:34 PM
ignore the last post hit the wrong button my cat was being a pest
...you mean it was being a cat!  I am slave to 3 of the little buggers yet still see it as a privilege, that's how they trick us.  ;D

@ Bravo, great shots of the Oriskany.  I'm looking forward to DBW 1.8, and one area where TFM has helped that process is in exploring some of the 'staples' we may want to keep.

@ Chupag, glad its good for you, you were really helpful in this thread and I knew if Monty-20 was OK you would confirm that.

Yes I confirm now all the packages work fine. Thank you for the tremendous work that you have done. So keep
Title: Re: The Full Monty
Post by: Hawkman on December 01, 2012, 09:02:13 PM
For some reason, none of the Essex angled deck carriers in my install have working catapults. And yet I presume that DBW 1.71 has the necessary latest version of the CTO take off mod  and TFM the required patch for the newer planes (Phantom, etc.) to use them.

Can anybody help me on this?

Hanwkers :)
Title: Re: The Full Monty
Post by: The_Alaska_Man on December 01, 2012, 10:12:30 PM
For some reason, none of the Essex angled deck carriers in my install have working catapults. And yet I presume that DBW 1.71 has the necessary latest version of the CTO take off mod  and TFM the required patch for the newer planes (Phantom, etc.) to use them.

Can anybody help me on this?

Hanwkers :)

Is the date in the mission set later then 1950?
Title: Re: The Full Monty
Post by: Hawkman on December 02, 2012, 01:47:53 AM
Quote
Is the date in the mission set later then 1950?

My problem is not lack of catapult boost.

The problem is - on these carriers, the catapults don't work at all.

Mission date is set at 1960 - still no catapult >:(

Hawkers :)
Title: Re: The Full Monty
Post by: vegetarian on December 02, 2012, 04:56:08 AM
Well, I installed all the packs - except #7 - as per the manual. Ran a quick mission or two after each pack was installed just to check if any problems. Everything went according to plan, no conflicts, crashes or other strange behaviour.

Fantastic I thought. After hours of installation fun ( ;)) I'm off to enjoy this new cornucopia of mod madness that Monty has brilliantly made available to us all. I should have known better - been playing this game long enough to know there is always an unexpected glitch just lurking around the corner! In this case playability.

My av frame rate compared to my modded DBW1.71 with eye candy and WindWpn packs installed dropped from 60fps to 14fps for a modest three plane  mission on the Normandy map. What the...!
Conf.ini, IL2 Selector, NVIDIA control panel the same for both installations. Both have il2fb.exe patched to access 4GB RAM. I'm as flummoxed as Ricky Ponting facing Dale Steyn! (my apologies to non Australian and South African readers for the analogy).

I guess I will now have to go through the painstaking process to see which mod/s are causing the performance issue. Given the time involved in uninstalling/reinstalling using JSGME, I might try my hand at setting up a new installation using Total MODder.

And all I wanted to do was play Montys Ace of Spades and Flying Tigers special editions!

In spite of my problems, congratulations Monty on a fantastic job in compiling and supporting these amazing mod packs.
Title: Re: The Full Monty
Post by: sphantom on December 02, 2012, 10:10:00 AM
vegetarian
Go back a few pages and see on how I did it and I do not use jsmge. My frame rate is great and those two campaigns you want to fly are great just watch the groud pounding it comes up fast.
Title: Re: The Full Monty
Post by: NNFFLYLB on December 02, 2012, 10:11:49 AM
Do you use the 1.71_Gurner FX? if yes, it is normal I have fps droop too
Title: Re: The Full Monty
Post by: sphantom on December 02, 2012, 10:28:30 AM
I also use gurner and no fps drop. but then it could be my rig set up a tad b.it different than the average puter 
Title: Re: The Full Monty
Post by: Screwball on December 02, 2012, 12:21:52 PM
Monty, or anyone who knows, would I be safe to re-download Jetwar 1.2 on top of DBW 1.71 before then adding TFM? Got a graphical glitch on the jet cockpits, and externally when AIMs are selected, that I'm hoping to sidestep this way, but obviously don't want to screw up an otherwise totally clean install that was specifically for TFM and related campaigns  :)

Thanks in advance,

Screwy
Title: Re: The Full Monty
Post by: jeanba on December 02, 2012, 12:31:02 PM
I am fully monted but I have a crash at 20% loading.
The last error message is :
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeNoOpenCanopyFly

Can you help ?

Thank you in advance
Title: Re: The Full Monty
Post by: vegetarian on December 03, 2012, 01:07:38 AM
NNFFLYB
Yep, you're right - when I switched off Gurner FX 4.3 my frame rates shot back up to the 60's again.

sphantom
Thanks for the tip, I see a few others have used your approach as well. I will try it out and see how it goes. I found the ground came up rather fast doing ground pounding in Monty's Desert Air Force campaign as well!

You gotta love this forum, so many knowledgeable and helpful people.

Cheers
Title: Re: The Full Monty
Post by: sphantom on December 03, 2012, 03:58:30 AM
your welcome
Title: Monty and TrackIR
Post by: Würger on December 03, 2012, 10:23:36 AM
Hi, everyone.

managed to install the Full Monty which took me lots of reading and time. What an absolutely breathtaking IL-2 feeling after 10 years playing IL-2, thank you all so much from GERMANY!!!  :-*

Sad enough, I don't manage to activate TrackIR which went with no problems in DBW 1.71 without Monty.

I activated "DBW 6DofTrackIR-Class" in Jsgme in the Generic Mod Enabler, but don't get a checkbox in the IL-2 Selector for activating TRackIR as was in Dark Blue World 1.71 without Monty.

Any Ideas??? Can't wait to play the absolute fabulous "Ace of Spades".

Thanks for answers in advance!!

Greetings Würger
Title: Re: The Full Monty
Post by: Würger on December 03, 2012, 10:44:08 AM
Seems I found the solution myself :D

Have to fire up the game with il2fb.exe and not il2 selector.exe...

Flew the first mission in Ace of Spades... ABSOLUTELY JAWDROPPING! Who needs cliffs of dover???

Thanks a lot, guys! Have to enter cockpit again, sry ;-)))))))))))

Würger
Title: Re: The Full Monty
Post by: jeanba on December 03, 2012, 11:49:11 AM
Ok, I solved my problem, I could reinstall the right mode
Title: Re: The Full Monty
Post by: Würger on December 03, 2012, 02:39:05 PM
Two questions please

1. Water looks wonderful, waves however don't flow smoothly but are kind of stuttering. Any idea? Got me a relativ new ATI Graphics card 7870 with 2GB VRAM, 8GB RAM DDR3, Windows 7 64bit and Intel i5 3570 CPU.

2. From time to time I get the microsoft word curser position mark right in the middle of the the screen which does not disappear (like a big letter I). Any help?

Thank you for answering.

Greetings Würger 

 
Title: Re: The Full Monty
Post by: SAS~Monty27 on December 03, 2012, 04:33:15 PM
Hi Würger

ATI is a good card, but Il2 works best on NVidia.  You can't get 'perfect' settings with an ATI for example.

However, this is a good thread for setting up your conf.INI. which is a good place to start.

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678

Simon(Monty27) 
Title: Re: The Full Monty
Post by: ElmarBoehl on December 04, 2012, 01:32:09 AM
Hi everybody!
Finally I decided to install the full monty, just to have an alternative game to my other 2 installations of modded IL2, which I really love and they work fine!
So I downloadedall those packs and now tried to activate them in the JSGME-activator. Well, now my questions: is it normal, that each activation takes almost half an hour? And is it ok, that after activating the previousl #DBW_Monty XX are "pale" now and no longer active? In other words Monty 2 diables Monty 1 because it contains an air.ini that was allready altered in Monty 1...the same happened, when activating monty 5...now all the others I activated before are "pale" resp. diactivated?? Now I won´t try anything further until somebody can tell me, if that´s correct or what I may have done wrong!!!
HELP!!!!!!!!!!!!!!!!
thanx in advance
Elmar
Title: Re: The Full Monty
Post by: vegetarian on December 04, 2012, 01:49:47 AM
ElmarBoehl

Yes, that is correct procedure. It does take a while for each pack to install via JSGME, so you have plenty of time for a beer or coffee or jog around the block each time! And the greying out is normal also as each pack updates various files in the preceding pack. So keep going and enjoy!

Cheers
Title: Re: The Full Monty
Post by: jeanba on December 04, 2012, 01:57:38 AM
Yes, it is normal :
At each activation, JSGME checks what are the possible incompatibilites and given the size of each mods, it takes a lot of time.
Greyed mods mean that they cannot be decativated at once because another more recently activated mod share the same files.
You must deactivate first this mod before you can deactivate the "greyed mod".

Note : may be it would be faster for you to put everything in a single mod by copying contents of the latest monty mods in the earlies, but do it at your own risks.
Title: Re: The Full Monty
Post by: ElmarBoehl on December 04, 2012, 01:58:48 AM
Thank you loads...unfortunately it´s too early for a beer, so I´ll take a coffee!!!!!!!!!! ;D

Elmar
Title: Re: The Full Monty
Post by: Sonny Tucson on December 04, 2012, 03:07:26 AM
Hi Würger

ATI is a good card, but Il2 works best on NVidia.  You can't get 'perfect' settings with an ATI for example.

However, this is a good thread for setting up your conf.INI. which is a good place to start.

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2678

Simon(Monty27)

Hi Monty

I am sorry to tell you that you are wrong when you state that we ATI users can't get "Perfect" settings !.
This is totally untrue. I have a 6970 and this card just run super !.
I had other ATI cards before and always ran Il-2 on "perfect" settings !
It is a well known fact that ATI pictures are better than NVIDIA.
You must be confused with 'water' settings .
It is however true to state that ATI drivers are not as easy to use than their NVIDIA counterparts and that NVIDIA is maybe more consumer friendly.

Sonny Tucson  ;)
Title: Re: The Full Monty
Post by: sphantom on December 04, 2012, 04:41:40 AM
I use the Intel video card with 25gig of ram just for it and have no problem
Title: Re: The Full Monty
Post by: BravoFxTrt on December 04, 2012, 06:05:30 AM
I have to agree with Sonny Tucson I run an ATI 7770 at the highest settings one can use, I get wonderful results and game play is perfect. I tried a GTX 560 and returned it the following day, it was even more expensive than my 7770, go figure.
Title: Re: The Full Monty
Post by: sphantom on December 04, 2012, 07:12:07 PM
Its amazing on how each video card works and what driver will and will not work right
Title: Re: The Full Monty
Post by: rollnloop on December 05, 2012, 01:02:07 PM
I have a funny issue with DBW TFM up to pack 20: I can switch engine ON for P51D30, but can't switch it OFF, it will still run for ages when OFF. I think D25 and F30 have the same prob, D20 is fine though, ON/OFF without glitch. No biggie, but if anyone knows a fix :)
Title: Re: The Full Monty
Post by: vegetarian on December 06, 2012, 06:01:39 AM
Well just did a fresh download and its all up and running, first time go with the Total Modder.
Only issue: Gurners effects causes extreem fps lag when the horizon is in view.
Problem is caused by the main view distance classfile 8A318408BB7C513E
Comment out this classfile in gurners effects and it runs without any FPS impact. But this is an issue dating back to the first run of the TFM.
Not really an issue just a needed fix.

And a big thank you to CWMV  ;D - solved my problem with Gurner's effects and frame rates back up to av. 60fps again.

Cheers
Title: Re: The Full Monty
Post by: Uther on December 06, 2012, 01:05:39 PM
I followed the instructions and added all the Full Monty list via JGME.

While I got some overwrite messages (which I did not write down of course  :'( ) it seemed to work well.

I have run into a problem with Allies Westfront campaign 1.2 for hsfx 6.

The aircraft I encounter during the Belgian campaign have turned from Hawk 75's and such to Soviet Aircraft of later in the war.

I have tried uninstalling the Full Monty vie JGME but the problem has not gone away.

I also tried uninstalling Westfront and reinstalling with no effect.

Anyone know what I can do to fix this? I think the overwrite may have been an aircraft ini but I'm not sure


Thanks for looking


Uther
Title: Re: The Full Monty
Post by: Gerson on December 07, 2012, 09:30:34 AM
Hi Monty
I would like to add the new  Bloch MB152 from Rawners after your pack number 18.
Wich is the right procedure to install the plane?
I already copied the STD folder from pack 18 adding the proper lines to air.ini, planes.ru, weapons.ru, and the MB152 folder that comes with the download, and activated the pack trough il2 TotalModder, but the plane doesnt show in the list of the quickmission screen.
Any ideas?
Thanks alot
Gerson
Title: Re: The Full Monty
Post by: sphantom on December 07, 2012, 11:11:47 AM
Hi Monty
I would like to add the new  Bloch MB152 from rawners after your pack number 18.
Wich is the right procedure to install the plane.
I already copied the STD folder from pack 18 adding the proper lines to air.ini, planes.ru, weapons.ru, and the MB152 folder that comes with the dowload, and activated the pack trough il2 TotalModder, but the plane doesnt show in the list of the quickmission screen.
Any ideas?
Thanks alot
Gerson

I believe it was not recommended to add additional mods to the monty packs due to something or else not too sure on how it was worded but something to the effect of having no escape.
Title: Re: The Full Monty
Post by: WindWpn on December 07, 2012, 12:43:53 PM
Hi Monty
I would like to add the new  Bloch MB152 from Rawners after your pack number 18.
Wich is the right procedure to install the plane?
I already copied the STD folder from pack 18 adding the proper lines to air.ini, planes.ru, weapons.ru, and the MB152 folder that comes with the download, and activated the pack trough il2 TotalModder, but the plane doesnt show in the list of the quickmission screen.
Any ideas?
Thanks alot
Gerson

Hey Gerson,

Likely anything new added to TFM which requires STD folder content updates would have to occur in the last (TFM20) pack.  Basically, you can think of the TFM and the STD folder as a waterfall.  Each pack STD folder builds upon the one before, thus if you edited the STD files in pack 18, pack 19 and pack 20 would not have those entries.  However, if you edited pack 20 STD (if it has this inis specific to what is needed to add an aircraft), you should be good to go.  Note, I use totalModder for TFM as well, and I have actually stripped all STD folders from all individual TFM packs and started from 20 and worked backwards to create an STD pack which I actually load last in TFM which contains all the inis correctly with all TFM loaded.  There is a screen shot in this thread of what I am referring to. (https://www.sas1946.com/main/index.php/topic,28809.msg308736.html#msg308736)  The screenie is a little dated as it was posted when TFM was only at 13, but it shows the objective.  Key is the pack called MONTY_INIS (which contains the latest inis per the TFM waterfall) and its position in TotalModder.  Note though from how your setup is described, update the inis files in pack 20 rather than 18. 

hope this helps...

~S~
wind
Title: Re: The Full Monty
Post by: Gerson on December 07, 2012, 01:04:30 PM
Thanks for your reply 78thFG_WindWpn.
I just asked  after pack number 18 because I only installed the first 18 packs. I did not activated packs 19 and 20 through ToalModder, because all I need to play the wonderful campaigns created by Monty are in the first 18 packs.
I just would like to add the MB 152 to play the new campaign made by Poltava about the aereal battle in the French skies in the earlys 1939....
I dont know how to post a picture of my Total Modder activation sequence, but it seems to be the reverse of what I expexcted because my sequence only works with the pack number 1 on top and the pack number 18 in the base. when I try to activate the reverse way, wich I think is the right way to do it , the game doesnt load.
So I made a folder with the MB 152 folder and an STD folder with alll the entries of number 18 pack added withe the new entries ( air ini, weapons ru, and plane ru) needed for the MB152.
I activate this folder after the pach number 18( in the base of the activation collum).
I dont know if I could make myself understood , but there it is...
Thanks again for your help
All the best
Gerson
Title: Re: The Full Monty
Post by: tooslow on December 07, 2012, 06:20:11 PM
Gerson,

I have all 20 packs working, but wanted to add some additional aircraft I enjoy.  I used the STD from pack 20 and just modified those entries necessary for the new aircraft and everything worked perfectly.  I'd been able to add the MustangMkI, MustangMkIa, HurricaneHercules, HurricaneHercules20mm, HurricaneMkIBelgian, HellcatMkIb (with the 20mm cannons) and finally the new MB152.    I ran into a problem with the Martlets as I got kicked out at 60%.  I eventually fixed that by adding 00_PAL-DiffFM (the Auto DiffFM) and now the Martlets work too.   I also added the appropriate skins folders using a PaintSchemes folder along side the #DBW folder in my "additional Monty pack". 

Please note that I renamed the MB152 folder to 05_MB152 so it will load ahead of the earlier MB152 (Ki100) folder (06__MB-152_v1.01) installed in Pack 19.  It seems to work fine, but haven't tried Poltava's campaign yet ... hopefully will get a chance this weekend.

I'm currently creating more Monty packs as I want to add another 20 or so aircraft.  I just wonder when I'll hit the capacity of the program as I will be testing it in the next few months.    I recently tried to add "SpeedX16", but so far when I put it in I get kicked out at 20% ... maybe I'll figure that one out later.

Using the Monty packs has simplified my modding experience and increased my confidence in using the JSGME for additional mods. 

Monty27 has done a wonderful service to the SAS community by developing the "Full Monty".  I want to add my thanks as I really appreciate what Monty27 has done to improve my IL2 experience. 

Title: Re: The Full Monty
Post by: Gerson on December 08, 2012, 02:28:40 AM
Thanks Tooslow.
Ive got everything working now.
The mistake I made was to use the air.ini from pack number 20, instead of the one of pack number 18 wich was the last one activated trough TotalModder.
Now everything works fine and Im playing the new campaign by Poltava with the mb152 by Rawners.
I still dont understand why my TotalModder activation seems to be in a reverse order ( pack number 1 on top and pack number 18 on the base).
Anyway things are working and thats great.
Thanks
Gerson
Title: Re: The Full Monty
Post by: tooslow on December 08, 2012, 12:08:15 PM
Gerson, My packs start at pack 1 on top of the Monty list and go down from there too and it seems to work OK that way. 

 :) enjoy ... Tooslow
Title: Re: The Full Monty
Post by: Gerson on December 09, 2012, 03:54:47 AM
Hi Tooslow!
The same happens with me , and I thought that it should be the opposite as in some screen pictures shown in this thread ( see page 15 on this thread: https://www.sas1946.com/main/index.php/topic,28809.168.html).
In those pictures , the pack number one is in the base of the activation , and pack number 13 is on top.
I dont Know why mine doesnt work that way.
Thanks a lot
Have a nice day..
Gerson
Title: Re: The Full Monty
Post by: FroggyCanuck on December 09, 2012, 08:45:51 PM
Got another one for you pros!  ;)

I'm fully montied, and installed the "Checkertails over the Med" campaign. I know it's an old campaign, but it seems to work fine as it only requires DBW.

Now when I get into missions with a lot of aircraft, if I switch to "Next friendly view", I get no sound whatsoever, total silence, namely with bombers. I've seen this twice, once with A-20s and B-25s I was escorting. The sound on the A-20s came back when a few planes were shot down.

So do you guys think this some sound bug with TFM, or just the campaign since it's an old one?

Just for the heck of it, I'll post my config.ini sound seetings...

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
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
Title: Re: The Full Monty
Post by: savmikh on December 12, 2012, 05:10:11 AM
Hello, I have 70% loading ctd, DBW 1.71 clean install
all parts sizes are correct
log https://www.mediafire.com/?06frwpdsk6p00ud

Update: Renamed the folder Air_ZZBü-181 to _06__Bucker_Bu-181 and everything is working for now, as well as at chupag72. Sorry about my Russian English :D
Title: Re: The Full Monty
Post by: Epervier on December 12, 2012, 10:35:18 AM
Update: Renamed the folder Air_ZZBü-181 to _06__Bucker_Bu-181 and everything is working for now...
In DBW, it is preferable to remove the "_" sign at the beginning of their folder names.  ;)
In your example, it is preferable to: 06__Bucker_Bu-181
Title: Re: The Full Monty
Post by: pilotsden on December 12, 2012, 02:10:29 PM
Got another one for you pros!  ;)

I'm fully montied, and installed the "Checkertails over the Med" campaign. I know it's an old campaign, but it seems to work fine as it only requires DBW.

Now when I get into missions with a lot of aircraft, if I switch to "Next friendly view", I get no sound whatsoever, total silence, namely with bombers. I've seen this twice, once with A-20s and B-25s I was escorting. The sound on the A-20s came back when a few planes were shot down.

So do you guys think this some sound bug with TFM, or just the campaign since it's an old one?

Just for the heck of it, I'll post my config.ini sound seetings...

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
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

try going to ''flyby'' and then switch back.....this has worked in my install...

pd
Title: Re: The Full Monty
Post by: savmikh on December 12, 2012, 10:00:08 PM
Update: Renamed the folder Air_ZZBü-181 to _06__Bucker_Bu-181 and everything is working for now...
In DBW, it is preferable to remove the "_" sign at the beginning of their folder names.  ;)
In your example, it is preferable to: 06__Bucker_Bu-181
Thanks, I'll try it in evening
Title: Re: The Full Monty
Post by: Klaus109 on December 13, 2012, 04:11:01 PM
Hi guys,
for me, these different instructions are very stab :-[. The people's opinions go far apart :-\. Here there is not a solution for a clean install? I think that is simply!!!
Sorry, google Translate

Klaus
Title: Re: The Full Monty
Post by: jeanba on December 14, 2012, 01:05:37 AM
Hello

Here is an example of fps drop I have with Monty pack, but not with a default DBW.
It is a DGEN mission out of Boelcke's West front campaign with a lot of planes.
Note that we have problems under my machine (Q6600) but also under a much better computer :
(core I5 760 @2.8 Ghz (plus en turbo, mais je ne sais plus combien, 3.5 je crois), 8 Go RAM, GTX470

https://www.mediafire.com/?fclz61gad5u8b1w

Any idea of what to do to improve fps ?

Thank you in advance
Title: Re: The Full Monty
Post by: dik_splash on December 14, 2012, 02:31:18 AM
Hi all,
I have installed the Full Monty on DBW 1.71 and it worked like a dream until now.  :(
I was flying Monty's Ace of Spades campaign and had completed Mission 8 a sweep over the Dunkirk beaches, 17 kills and just promoted to Leutnant.

Problem: Starts to load mission 9 but stops at 85% Loading stationary objects and hangs, Alt Tab out of the game has a message
IL-2 6Dof/TIR Enabled Executable for modded IL-2 Sturmovik 1946 has stopped working.

Just wondering if anybody else has had/seen this?

Many thanks in advance

(Been here 3 years and 1st post   :-[  )
Title: Re: The Full Monty
Post by: Mick on December 14, 2012, 03:23:37 AM
Well this is a rather heavy mission, and the only way I personally use to make heavy missions such as that one, more fps friendly, is delete everything that is not close to the main action ...

Here for example I only opened the .mis file to "read" it, and since all British planes only attack chief 366 train convoy, I kept the 4 train convoys but deleted all other chiefs ...

Then I deleted all the beach obstacle objects, and may be all "airdrome control tower small" and other "house bunker1" could be deleted too ... (once again I didn't play the mission, only "read" the .mis file)

Try this :

https://www.mediafire.com/?o962w3m5f9o4dv8

Title: Re: The Full Monty
Post by: jeanba on December 14, 2012, 04:07:47 AM
Well this is a rather heavy mission, and the only way I personally use to make heavy missions such as that one, more fps friendly, is delete everything that is not close to the main action ...

Here for example I only opened the .mis file to "read" it, and since all British planes only attack chief 366 train convoy, I kept the 4 train convoys but deleted all other chiefs ...

Then I deleted all the beach obstacle objects, and may be all "airdrome control tower small" and other "house bunker1" could be deleted too ... (once again I didn't play the mission, only "read" the .mis file)

Try this :

https://www.mediafire.com/?o962w3m5f9o4dv8


I know I can simplify the mission ;) but this mission is generated automatically with DGEN, so asking players to analyse and simplify every mission before playing is not an option.

In a "vanilla" or slightly modded DBW version : the mission works like a charm and its interest is to see "all those things everywhere".
In short it is a test option representing how I like to play with 1946

My question deals with Monty Pack:
What mod to deactivate and what option to activate to have a reasonnable fps ?
Title: Re: The Full Monty
Post by: Mick on December 14, 2012, 04:17:34 AM
... sorry jeanba, I read too fast and missed the DGen aspect of the mission ...  :-[

Je crois qu'il y a une option "visi des fumées 30 km" dans le mod effects de Gurner qui plombe bien les fps, à remplacer par une classe java qui ramène la visi à 10 km ...

ça se trouve qq part dans ce thread ...  ;)
Title: Re: The Full Monty
Post by: Klaus109 on December 14, 2012, 07:50:53 AM
Hi all,
I have problems at the mod enabler! Monty-1 can be installed. Monty-2 is no longer possible. What am I doing wrong here?

Klaus
Title: Re: The Full Monty
Post by: jeanba on December 14, 2012, 07:57:29 AM
Hi all,
I have problems at the mod enabler! Monty-1 can be installed. Monty-2 is no longer possible. What am I doing wrong here?

Klaus
Is monty 2 "blanked" ?
If yes Deactivate Monty-1, then reactivate it and recheck
You can also try to deactivate everything and reactivate progressivly.
Also check, you may have a warning saying that Monty-2 overwrites monty-1 => it is ok

Note that activating a monty file over another may be very long (up to 15 minutes on my machine), so be patient.
Title: Re: The Full Monty
Post by: Taxman on December 14, 2012, 10:35:21 AM
Well I have just started the DAF campaign "Full Monty" and in the third mission have run into the same problem.  Mission stops working after abouth 4 minutes into it, Alt Tab out of the game.  What gives, posted abought the same problem when I tried a none "Monty campaign" after about 5 missions same problem :( :'(.  Hope we get an answer.


Hi all,
I have installed the Full Monty on DBW 1.71 and it worked like a dream until now.  :(
I was flying Monty's Ace of Spades campaign and had completed Mission 8 a sweep over the Dunkirk beaches, 17 kills and just promoted to Leutnant.

Problem: Starts to load mission 9 but stops at 85% Loading stationary objects and hangs, Alt Tab out of the game has a message
IL-2 6Dof/TIR Enabled Executable for modded IL-2 Sturmovik 1946 has stopped working.

Just wondering if anybody else has had/seen this?

Many thanks in advance

(Been here 3 years and 1st post   :-[  )
Title: Re: The Full Monty
Post by: Taxman on December 14, 2012, 06:00:25 PM
I think I know what the problem is.  I looked at how my "Full Monty" was orgainized in JSGME and the "DBW Monty" packs where out of order, ie between the 19th and 20th there where other items.  I made sure the Monty packs where loaded first in JSGME and any thing else like "DBW_Escran wide for 4.101" where loaded after the packs.  All seems well now. Load time is much faster.   :)

One other thing I did (however I don't know if has any effect on DBW, being as I also have COD) I turned off Steam, no more updates when flying a mission or "anouncements" about other games I have no interest in :P

Hope that helps, I will post an update in a few days once I have flown some more missions with "The Full Monty" ;D


Well I have just started the DAF campaign "Full Monty" and in the third mission have run into the same problem.  Mission stops working after abouth 4 minutes into it, Alt Tab out of the game.  What gives, posted abought the same problem when I tried a none "Monty campaign" after about 5 missions same problem :( :'(.  Hope we get an answer.


Hi all,
I have installed the Full Monty on DBW 1.71 and it worked like a dream until now.  :(
I was flying Monty's Ace of Spades campaign and had completed Mission 8 a sweep over the Dunkirk beaches, 17 kills and just promoted to Leutnant.

Problem: Starts to load mission 9 but stops at 85% Loading stationary objects and hangs, Alt Tab out of the game has a message
IL-2 6Dof/TIR Enabled Executable for modded IL-2 Sturmovik 1946 has stopped working.

Just wondering if anybody else has had/seen this?

Many thanks in advance

(Been here 3 years and 1st post   :-[  )
Title: Re: The Full Monty
Post by: notyourbuddy on December 15, 2012, 05:43:30 AM
Not sure if I completely understand everything I just read, but I can feel its pure awesomeness oozing through my computer screen.  :P

Must have. Downloading now. RAWR!

(thanks for all the hard work)
Title: Re: The Full Monty
Post by: dik_splash on December 16, 2012, 04:01:53 AM
I think I know what the problem is.  I looked at how my "Full Monty" was orgainized in JSGME and the "DBW Monty" packs where out of order, ie between the 19th and 20th there where other items.  I made sure the Monty packs where loaded first in JSGME and any thing else like "DBW_Escran wide for 4.101" where loaded after the packs.  All seems well now. Load time is much faster.   :)

One other thing I did (however I don't know if has any effect on DBW, being as I also have COD) I turned off Steam, no more updates when flying a mission or "anouncements" about other games I have no interest in :P

Hope that helps, I will post an update in a few days once I have flown some more missions with "The Full Monty" ;D 

Did as you said and added the extras at the end of the JSGME order (my Monty packs were in the correct order) but to no avail still sticks at 85% 

Bugger, was really looking forward to finishing the campaign, or until I died.   :(
Title: Re: The Full Monty
Post by: ElmarBoehl on December 16, 2012, 06:21:42 AM
Hi everybody!
I´m afraid my machine can´t handle TFM any longer, need a new processor I think. Anyway I love this pack as well I like the sound. So I installed the DBW_Tiger...sound mod right over my Clean DBW Modding JGME installation, which my machine is able to do and I espacially love it´s sound. I also installed "MoD MAps Tiger fix". Unfortunately I  have the same problems like some others ...: When changing to the "FLY BY" (within a campaign) view There is no sound except the sorroundings...even when I change to the "friendly view" and return to "Fly by" the sound wouln´t come back. Sometimes it appears that after a while the sound is there again or sometimes -after a slight clicking sound can be heared in a certain delay time...
What can I / we do?

Thanx in advance

Elmar
Title: Re: The Full Monty
Post by: CrazyJow on December 17, 2012, 07:30:30 PM
I was wondering how you go about doing this

"Note:     Disabled the following classfile: 1F8E9514CA7C6CDC
Note:    Another conflict classfile that kills beacons is DA40F18C338F4036 but this is not used in the FW190 set. Just bear these two in mind in case of future conflicts."

I ran into that problem when putting Part 3 on. Do I delete the files? "Tom2" has been a great help getting IL-2 to run with mods, but this is a mod he doesn't use and wasn't sure. Please PM me as I'm still learning how to use this forum and don't know to make it tell me when someone replies. Thank you all for your hard work and even better community.
Title: Re: The Full Monty
Post by: SAS~Tom2 on December 18, 2012, 12:19:48 PM
No one? Please help the fellow.. ;) :)
Thanks in advance..

Tom
Title: Re: The Full Monty
Post by: sphantom on December 18, 2012, 12:46:53 PM
CrazyJow
Go to page 41 and 47 read my posts
Title: Re: The Full Monty
Post by: SAS~Tom2 on December 18, 2012, 12:53:53 PM
I was wondering how you go about doing this

"Note:     Disabled the following classfile: 1F8E9514CA7C6CDC
Note:    Another conflict classfile that kills beacons is DA40F18C338F4036 but this is not used in the FW190 set. Just bear these two in mind in case of future conflicts."

I ran into that problem when putting Part 3 on. Do I delete the files? "Tom2" has been a great help getting IL-2 to run with mods, but this is a mod he doesn't use and wasn't sure. Please PM me as I'm still learning how to use this forum and don't know to make it tell me when someone replies. Thank you all for your hard work and even better community.


On addition to the reply by sphantom:

I typed this before I saw the reply, and TBH I have no idea how this pack works correctly, I keep away from such mega add-ons (since they rather shock me) except base packs like DBW or the Jet Era or related packs like new jets etc.. and rather use singular add-on mods, but that's only me being goofballish  ;)  and by no means intended to put off the great job in this modpack! :D  ;D



Sorry, still no idea here, but from notes on post 1:


THE DOWNLOADS
Get yourself a copy of all the information and more on The Full Monty PDF (Updated October 4th, 2012)
DOWNLOAD -            https://www.mediafire.com/view/?9mby8vbwyybjf7s

For Backup purposes
and to ensure a Clean Vanilla #DBW Install
PLAIN VANILLA DBW 1.71 #DBW Mods Folder
DOWNLOAD -           https://www.mediafire.com/?dre4yd3jof79twc



If the pack somehow fails, I would recommend to first fo back to the default DBW install.
As I maybe misunderstood, the download of the one in all set is temp. unavailable. ? Is it a one in all?
In that case, I hope you did not try to engage ALL this lots of mods one by one as per the reference links..that might be too much work.

Tom




Title: Re: The Full Monty
Post by: SAS~Tom2 on December 18, 2012, 02:03:38 PM
PS: Out of interest I read through the first page and it seems fairly easy, if the download links work, which I am not sure of.

https://www.mediafire.com/view/?9mby8vbwyybjf7s

OK, back to flying.
Title: Re: The Full Monty
Post by: BravoFxTrt on December 18, 2012, 08:09:29 PM
 Sorry Simon for this different TFM Loading Structure. Its my way of Bypassing JSGME Activation Method which is very time consuming.

Thorst, good Buddy, and any one else. All you have to do to make this work is:  Once all Folders are downloaded "Into its own Folder on your Desktop" UnZip each folder one at a time into a "New Folder" inside the one you directed all the downloaded ones. Add relevant Patched Folders to where they need to go. Then from each Folder copy/Paste the #DBW folder to your Root Folder, and if you wish to have the .TXT file add it after the #DBW folder finishes loading. Also to not keep clutter in/on your machine, you can Drag and Drop. But if you do you will loose that downloaded Data Base and have to UnZip every thing all over if you fuck up this my/this Install Procedure. Do at your own Risk, Its as Simple as this:

Example-->
#DBW_MONTY-01/Copy-paste:  #DBW   to IL2 Root Folder

Copy-Paste: #DBW_MONTY-01.TXT to Root Folder, (optional)

Copy to Root folder fb410_clay01.sfs

Copy to Root Folder fb410_clay02.sfs

Do this to each and every Folder untill all 20 Folders are installed to your Root Folder or JSGME MODS Folder

Every   #DBW   from  1  -  20  will over write the previouse one which is how the Folder Structure is created.

If you follow this instruction you will have a perfect running TFM.

I have a heavily Modded TFM with many Monty Missions that all work and Iv never encountered not one CTD. "IT CAN BE DONE" :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on December 19, 2012, 04:58:04 AM
Sorry Simon for this different TFM Loading Structure. Its my way of Bypassing JSGME Activation Method which is very time consuming.

Thorst, good Buddy, and any one else. All you have to do to make this work is:  Once all Folders are downloaded "Into its own Folder on your Desktop" UnZip each folder one at a time into a "New Folder" inside the one you directed all the downloaded ones. Add relevant Patched Folders to where they need to go. Then from each Folder copy/Paste the #DBW folder to your Root Folder, and if you wish to have the .TXT file add it after the #DBW folder finishes loading. Also to not keep clutter in/on your machine, you can Drag and Drop. But if you do you will loose that downloaded Data Base and have to UnZip every thing all over if you fuck up this my/this Install Procedure. Do at your own Risk, Its as Simple as this:

Example-->
#DBW_MONTY-01/Copy-paste:  #DBW   to IL2 Root Folder

Copy-Paste: #DBW_MONTY-01.TXT to Root Folder, (optional)

Copy to Root folder fb410_clay01.sfs

Copy to Root Folder fb410_clay02.sfs

Do this to each and every Folder untill all 20 Folders are installed to your Root Folder or JSGME MODS Folder

Every   #DBW   from  1  -  20  will over write the previouse one which is how the Folder Structure is created.

If you follow this instruction you will have a perfect running TFM.

I have a heavily Modded TFM with many Monty Missions that all work and Iv never encountered not one CTD. "IT CAN BE DONE" :)
Excellent mate:
The Bravo Direct Install (BDI)

JSGME is time-consuming and TFM grew that way through a cautious approach.  Your method is much better for the now thoroughly tested TFM!
Title: Re: The Full Monty
Post by: Chuno on December 19, 2012, 07:06:06 PM
Hi, i recently have installed the all 20 Monty Packs.

Everything work fine, but when i think i lost a bunch of fps, i'm currently playing the DAF Campaing.

My rig is an AMD FX8120 with 8 gig ram, and a GTX 560 Ti Amp! edition for gpu, i think the game should run fine. What data do you need to help me whit this issue?

In other hand, when in a mission i hit the next beacon button, to hear the BBC Radio, the game freezes. I read on this thread that someone have the same problem, but i don`t understand the way to fix this. Can anybody help me??

Regards

Chuno
Title: Re: The Full Monty
Post by: BravoFxTrt on December 19, 2012, 11:12:43 PM
Chuno  if you read thrugh the first page instructions you would have seen this:
00_PAL-CockpitSounds
This should not have been included without more testing and is not really ready to work with 'The Full Monty' install at the moment.  The worst effect is that the beacon function is broken.

I would recommend deleting it for now and keeping an eye on the thread for the future.  It is a great mod, but sound-mods are notoriously tricky to integrate with one another and we already have Tiger33s in there.  It will become possible I'm sure, and its no reflection on the mod, its just that we have a lot of stuff in there already

Title: Re: The Full Monty
Post by: Chuno on December 20, 2012, 10:38:28 AM
Thanks Bravo foe the reply!!!

Please, can you write a mini walktrough for remove 00_PAL-CockpitSounds, because a im very noob in computational things like that. I think that erasing the folder isn't enough, right??

Regards.

Chuno

PS: once again sorry for my bad english, it not my nativa lengague.
Title: Re: The Full Monty
Post by: BravoFxTrt on December 20, 2012, 11:40:43 AM
Just right click on the folder and in the Options window, select Delete, say yes, and thats it
Title: Re: The Full Monty
Post by: Chuno on December 20, 2012, 01:06:12 PM
Just right click on the folder and in the Options window, select Delete, say yes, and thats it

Thanks!!! tonight i try and tomorrow i will tell how its go!!
Title: Re: The Full Monty
Post by: jeanba on December 21, 2012, 12:06:45 AM
Is it working ?
Chuno  if you read thrugh the first page instructions you would have seen this:
00_PAL-CockpitSounds
This should not have been included without more testing and is not really ready to work with 'The Full Monty' install at the moment.  The worst effect is that the beacon function is broken.

I would recommend deleting it for now and keeping an eye on the thread for the future.  It is a great mod, but sound-mods are notoriously tricky to integrate with one another and we already have Tiger33s in there.  It will become possible I'm sure, and its no reflection on the mod, its just that we have a lot of stuff in there already


When I try to delete it, I have a crash at 70 % ?
Title: Re: The Full Monty
Post by: BravoFxTrt on December 21, 2012, 01:13:07 AM
Deleting that folder wouldnt make your game crash jeanba, can you post your log.lst please?
Title: Re: The Full Monty
Post by: Chuno on December 21, 2012, 08:09:13 AM
Bravo, Jeanba, this what i did.

I search in the Il2 game folder, and i found two folder named 00_PAL..., one in a Monty FOlder and other in the DBW folder at game root folder.

I cut both folder, and i put it away, didn't erase the folder, in case of problems.

I started the game, no crash at all, load the DAF campaing, flawless!

in my hurri, 12 pounds of boost and take of... hit the next beacon button, and a sweet melody start to play... everything work fine!

NOw, i only have a little problem, not related with sounds, when in mission, if my hurri is hit, the cockpit show damage, the engine lost power, etc but the external skin of the hurri MkIId, didn't show any damage.

Any thoughts???

Thanks in advance...

Merry Xmas!

Chuno
Title: Re: The Full Monty
Post by: BravoFxTrt on December 21, 2012, 04:29:36 PM
I dont know about that, Ill check to see if it happens to my Hurri, but if it doesnt, that would be of a different source of error. Ill Post what I find.
Title: Re: The Full Monty
Post by: Ju87Stuka on December 22, 2012, 04:40:24 PM
Hi Everyone! I'm from Italy and i was enjoying Dark Blue World and some effects mod so much until my attention was caught at all by "the full monty", a really, really good project that i tried to make possible on my PC. I have an I3 - 3.30 ghz, 4 Gb of DDr3 RAM and an Nvidia GeForce Gts520 (2GB) Videocard that makes DBW Run without mistakes at 1024x768 32bits; DBW 1.71 Works well, great Mod, but the full monty doesn't. I Installed it on a Vanilla 1.71 Dark Blue Word in Numerical order from 1 to 20, then i enabled the 7th pack with JSGME as well as other ones; no other than the twenty full monty packs are enabled, but my game crashes and i see an error message tellin'me that Il-2 6Dof has stopped working. How can it be? What is the problem with that?
Title: Re: The Full Monty
Post by: Spoutnikdu29 on December 23, 2012, 07:53:21 AM
Hi Stuka,

I recently got this problem after installed the #20 of TFM. And found the solution  :P
It happened because I "accenditally" checked the "Enable mod files cache" in the launcher.

I hope that's the same problem.

P.S: Sorry for this perfectible English, I am French.
Title: Re: The Full Monty
Post by: jeanba on December 24, 2012, 05:10:07 AM
Deleting that folder wouldnt make your game crash jeanba, can you post your log.lst please?
Ok, found it, it was a problem with my nutton (???)
Title: Re: The Full Monty
Post by: Ju87Stuka on December 24, 2012, 09:45:04 AM
Thanks, Spoutnik, i'll try disabling that option ASAP, when i have time to re-install and re-activate all packs.
Can someone post an image or something similar to show us how to configure all JSGME parameters before having troubles with DBW/Full TFM? For example, Expert mode has to be enabled or not?
Title: Re: The Full Monty
Post by: JG3_Hartmann on December 27, 2012, 03:40:28 AM
Hi,

first I want to say thanks for this wonderful packages, they make the whole thing a lot easier. ;)

But I have some problems:

1.) I only see one Tempest and one Typhoon, all others are invisible
2.) Some Ju-87 (mainly G-2 as far as I remeber), makes Mission loading: Null or something like that.
3.) Ju-88 and Ju-188 have some weird things going on with their gear, like their on Ecstasy or LSD (main gear comes through the engine). (A4, A4 torp, A17, and G6 are affected, C6 is okay...)
and 4.) installed it at the computer of my father and he still has the original awful sound and no flyby.
And some other weird things going on, like the Fw 200 has all engines running on 100% but only 3 and 4 seem to have an effect)

Sry if somebody else has written about some of these problems already, but reading through 61 pages doesn´t help to stay awake xD

I bet the best solution would be to download all packages again and do a reinstall, or does someone have a good idea?

thanks in advance
Title: Re: The Full Monty
Post by: Fitter514 on December 27, 2012, 01:12:08 PM
Would love to try this, however Mediafire won't allow any of the downloads that are over 200 Mbs.
Title: Re: The Full Monty
Post by: 352nd_Hoss on December 27, 2012, 01:27:01 PM
Yep looks broken on a lot of the segments... give Simon time, he'll fix it I'm sure.

I thought he got the Torrents back, but I can't fine them.

Cheers

Hoss
Title: Re: The Full Monty
Post by: RDDR Hangar19 on December 28, 2012, 09:35:03 AM
OK Guys,
Here is the situation.
This will get fixed.
This is the situation.
It is Christmas week and many folks including some of you are taking time off.
Monty has been working full throttle over at A&A and I haven't heard from him since Christmas Eve.
The chances are pretty good that he will call me on Skype either tonight or tomorrow.
Please be patient and understand that this time of the year folks just kick back. This is just one of those things
Lastly,I have sent PM's and Hoss and I have been in touch as well,in fact it was Hoss who informed me of this problem.
 
Once again please be patient.
Happy New Year,
RDDR at A&A
Title: Re: The Full Monty
Post by: SAS~Monty27 on December 29, 2012, 08:29:04 PM
Hi guys, just passing through today and looked in on C2Aircrew's Archive for the Full Monty

https://www.mediafire.com/?csjanfo9wuwnm

It all works, downloaded a couple of the big packages again...  Whatever tripped up doesn't seem to be an issue right now.
Title: Re: The Full Monty
Post by: pilotpimpf on December 30, 2012, 03:24:02 AM
Hello Monty, hope you had an enjoyable Christmas.

Well I have been having problems with several things again.

first off I still cannot d/l from mediafire, do i need to sign up and log on to be able to access the file and being a dunce I have tried the  'download folder' button only to be asked if I wish to 'zip 24 files', on double clicking the actual monty folder again nothing happens ?


 
(https://www.sas1946.rocks/images/imageshit/img833/1662/37408979.jpg).
 


As you can see the loading bar  remains empty.
I am doing something wrong ,if someone could explain the correct procedure for activating this D/L i would be very grateful.

And another problem has occured, I have managed to get TFM downloaded when the torrents where available , managing to get all twenty loaded and functioning but like the post above by JG Hartman there are problems.

So I figured I would loadup a fresh IL2 and bring that up to the TFM, loaded everthing in one go all the way up to #20 which took most of the day only to start it up to have the old favourite 70% crash!
Removed files by JGSME down to file #10 sim works fine.
It would appear to be #11 that prevents the other files from working..

Tried using file #11 from the other Sim that works into the non working Sim with still the same results, 70%crash.

So, one Sim works fully but with problems, the second Sim modded in exactly the same way stops at loading #11.

Thought I would D/L the TFM again in case of corrupted files  but as I said I cannot D/L the folder from M/fire for some reason.

Any help would be appreciated 
Title: Re: The Full Monty
Post by: passeur on December 30, 2012, 08:43:35 AM
Hello Monty!

I finally got my game to launch (CTD when loading reached 5%) after installing #DBW_MONTY-01, but after loading part 2 with jsgme the game won't even start (I didn't even reached the loading screen), and i don't know what to do now


Title: Re: The Full Monty
Post by: rickster on December 30, 2012, 02:21:16 PM
I can't get this to work.I have 1thru 20 installed on the JGSME,do I need other mods to make this work?
Title: Re: The Full Monty
Post by: passeur on December 30, 2012, 02:50:58 PM
Finally I can run the part 03 but my framerate went from "good" to "Power Point presentation" (one frame every 5 sec.) I looked on the part 2 and part 3 description but i can't find what is causing such a heavy loss of fps
Title: Re: The Full Monty
Post by: SAS~Monty27 on December 30, 2012, 04:31:02 PM
A GOOGLE of Mediafire download problems indicates you are not alone:

https://www.google.com.au/search?q=mediafire+download+problems&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a

Solutions appear to be:
1-Register at Mediafire and be able to Log-In
2-Clear COOKIES

(This from http://www.arlooblog.com/2010/04/mediafire-download-links-problem-solved.html)

Alright, if your problem with Mediafire relates to "dead links", this tip can help you. It solves most problems.

You just need to clear the cookies stored in your computer by your browser. So, if you are using Firefox, go to Options > Privacy and "remove individual cookies". Now type "mediafire" in the search box. Delete all cookies from Mediafire.

Then, try downloading the link again. It should work. At least, it worked on my computer. Good Luck!


Other links and solutions talking about the same thing:

http://everythinginoneplaze.blogspot.com.au/2012/01/how-to-fix-mediafire-download-problem.html

http://topkpop.wordpress.com/2010/05/10/solution-for-mediafire-continuous-refresh-download-problem/

http://my.opera.com/shawon625/blog/2012/05/23/solution-to-mediafire-problem-authorize-download-blank-page
Title: Re: The Full Monty
Post by: pilotpimpf on December 30, 2012, 05:05:10 PM
Thank you very much I will give it a go and its just turned New Years Eve so A Happy New Year . :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on December 30, 2012, 05:11:12 PM
Thank you very much I will give it a go and its just turned New Years Eve so A Happy New Year . :)
Happy New Year Ray! 

I suspect some internal re-structuring has buggered about with Mediafire, just like Webshots disappeared up its own ass!  Either way I will get the Torrents up asap and keep an eye on the links (and any alternatives), they should be OK following a Cookie cleanout...


Simon
 ;D ;D ;D ;D ;D
Title: Re: The Full Monty
Post by: Secesh on December 30, 2012, 06:50:07 PM
BF-109Z won't work in either Quick, or Full Missions??
Title: Re: The Full Monty
Post by: pilotpimpf on December 31, 2012, 03:03:37 AM
Cheers Simon, clearing cookies worked a treat, downloading now.
Thanks again.
Ray.
Title: Re: The Full Monty
Post by: Hans-Joachim Marseille on January 07, 2013, 01:40:54 AM
I'm aware that this question may not be very welcomed but do you see a slight chance of getting one big Torrent (like DBW-Superpack) for this one day (maybe even better when the new DBW comes out and u might update your stuff too?) Just asking though - I have to admit when looking at all these threads and  files and links (that partly don't work for me) I am nothing but confused, but on the other hand would like to try this as well as it seems to be awesome too... To me as  it still seems that u can besides all of the fun as well easily "destroy" ur installation when using mods:-[
Title: Re: The Full Monty
Post by: vegetarian on January 07, 2013, 04:51:38 AM
Quote
Re: The Full Monty
« Reply #696 on: December 14, 2012, 03:31:18 AM »

Hi all,
I have installed the Full Monty on DBW 1.71 and it worked like a dream until now.  :(
I was flying Monty's Ace of Spades campaign and had completed Mission 8 a sweep over the Dunkirk beaches, 17 kills and just promoted to Leutnant.

Problem: Starts to load mission 9 but stops at 85% Loading stationary objects and hangs, Alt Tab out of the game has a message
IL-2 6Dof/TIR Enabled Executable for modded IL-2 Sturmovik 1946 has stopped working.

Just wondering if anybody else has had/seen this?

Many thanks in advance

G'day dk_splash,
Were you ever able to solve this issue? I originally got the same error message when loading mission #9, so I downloaded the campaign again (on 7/1/2013) and overwrote the relevant mission #9 files with the new download and now I get the error at the Campaign loading screen! Strange because I can load the Single Mission version OK.

Any help / insight would be appreciated.

Cheers

Title: Re: The Full Monty
Post by: chupag72 on January 09, 2013, 09:34:19 PM
I have a question to the distinguished Monty. You never tested his Assembly? Sticking a lot of graphic bugs.  In some companies have started to blow up planes. The Assembly so not bad, but a very crude and not brought to its logical conclusion. Sorry for such a sharp statement but I'm with her already tired to catch the conflicting fashion. Who wants to let him put, but I went back to the pure DBW and don't regret
Title: Re: The Full Monty
Post by: SAS~Monty27 on January 10, 2013, 08:06:18 PM
I'm aware that this question may not be very welcomed but do you see a slight chance of getting one big Torrent (like DBW-Superpack) for this one day (maybe even better when the new DBW comes out and u might update your stuff too?) Just asking though - I have to admit when looking at all these threads and  files and links (that partly don't work for me) I am nothing but confused, but on the other hand would like to try this as well as it seems to be awesome too... To me as  it still seems that u can besides all of the fun as well easily "destroy" ur installation when using mods:-[
big Torrent - Brilliant idea, I think a full TFM install with the #DBW already done would be a good way to go, but it takes AGES to compile.  Will do it though.

"destroy" ur installation - No, not possible.  Assuming you have DBW working OK, let me explain something:  With the exception of a few sfs files included, ALL of the content of the Monty Packs goes into the #DBW folder. - Got a BACKUP of this folder? - No danger then. 

If you can rename folders to switch them On/Off, then you can easily install everything in TFM in a short time and revert to Vanilla DBW quicker than it took to type this explanation.
Title: Re: The Full Monty
Post by: SAS~Monty27 on January 10, 2013, 08:08:26 PM
I have a question to the distinguished Monty. You never tested his Assembly? Sticking a lot of graphic bugs.  In some companies have started to blow up planes. The Assembly so not bad, but a very crude and not brought to its logical conclusion. Sorry for such a sharp statement but I'm with her already tired to catch the conflicting fashion. Who wants to let him put, but I went back to the pure DBW and don't regret
Oh grossly unfair my friend!   :o

A couple of issues with 'The Full Monty' were originally related to large uploads and quickly corrected.  A few other conflicts corrected as we went along, conflicts and issues that were not anticipated or even known about until the 'The Full Monty' setup put all these mods together.

The size of such a project has required the odd fix and the feedback alone has made it all worth it.  SAS1946 is THE modded Il2 site, so many of us are going to want to mess around like this, its what we do, and the community spirit on this thread has been great.

Built for the Monty27 campaigns, I can assure you TFM was, and still is, thoroughly tested and absolutely stable and reliable for DBW 1.71.  We have more people enjoying mods now that would not have ventured so far before, and you personally helped a great deal.

There are always going to be issues to tweak and things to correct because most of us literally do not speak the same language.  Although I am a meticulous worker, mistakes happen.  On the other hand a lot of users often fail to follow instructions exactly before posting a grievance.

Never mind, my own errors aside, I think we all did pretty well so far and should continue to develop and explore ahead of the new DBW 1.8 (which will be awesome!)  8)
Title: Re: The Full Monty
Post by: sphantom on January 11, 2013, 11:17:51 AM
i have had no problems with your packs work great a few glitches here and there but before I can post somebody always beats me to it and I get the answers and fixes You have done a great job the german campaign had a few problems I believe mission 9 but when I get there with this new dl of it will let you know
                                                                   Thanks
Title: Re: The Full Monty
Post by: BravoFxTrt on January 11, 2013, 11:59:53 AM
Yes my TFM is awesome and the only time I have problem is beeing Greedy with more Mods and its usualy a simple fix or do with out, But this Video reminds me of this   http://www.youtube.com/watch?v=IrCEhRNgGHY    lol For you Monty
Title: Re: The Full Monty
Post by: Sonny Tucson on January 11, 2013, 12:36:08 PM
Some guys should at least learn 4 letters ... RTFM  >:(

Sonny  :)
Title: Re: The Full Monty
Post by: chupag72 on January 12, 2013, 03:14:36 AM
Figured out why I exploded planes in the companies. The problem is in fashion 00_BF109_Ultimate_Pack_v3 , Ju87_B2_BombReleaseGear_0_3.
Title: Re: The Full Monty
Post by: BravoFxTrt on January 12, 2013, 08:13:51 PM
Good Chupag thought we were going to have to scrub the hole TFM, Wheew!
Title: Re: The Full Monty
Post by: SAS~Monty27 on January 12, 2013, 08:42:33 PM
Good Chupag thought we were going to have to scrub the hole TFM, Wheew!
You fickle little minx you -  ???
Title: Re: The Full Monty
Post by: chupag72 on January 13, 2013, 07:30:56 AM
Do not be offended at me. I still your build very much.
Title: Re: The Full Monty
Post by: BravoFxTrt on January 13, 2013, 10:00:51 AM
Lol, TFM Rock's man. I thank you for it Monty. :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on January 14, 2013, 06:51:46 PM
Oh yeah, we're all good here chupag and I still think it will lead to even better things in the future.  8) 8) 8) 8) 8)
Title: Re: The Full Monty
Post by: sipar69 on January 21, 2013, 09:25:10 AM
I am fairly new to mods and have been really enjoying DBW which has given IL2 a new lease of life for me. I really want to be able to use the Monty packs but I've run into a problem and can't seem to find the solution.  When I start to activate the packs in order I get warning messages telling me that certain files have already been altered by the previous pack and cautioning me that going ahead may have an adverse effect etc. If I press ahead to activate the pack in JGSME the previous one is greyed out.  Having activated all of the packs the sim simply won't load.  Can anyone help me with pointers as to what I'm doing wrong please?
Title: Re: The Full Monty
Post by: BrackJabham on January 21, 2013, 06:59:50 PM
Hey sipar69,

No problem with the greyed out packs. The greyed out ones simply mean that if you ever deactivate the packs (not sure why you would) you should do so in reverse order - that is it stops you deactivating those until the one that overwrote it is deactivated first
Title: Re: The Full Monty
Post by: NNFFLYLB on January 23, 2013, 07:04:47 AM
The Pe-2 batch 206 is forgotten in air.ini only
(it is just a line to add to have him)
Quote
Pe-2series206     air.PE_2SERIES206 1                           r01
Title: Re: The Full Monty
Post by: sipar69 on January 23, 2013, 10:43:37 AM
Hey sipar69,

No problem with the greyed out packs. The greyed out ones simply mean that if you ever deactivate the packs (not sure why you would) you should do so in reverse order - that is it stops you deactivating those until the one that overwrote it is deactivated first

Thanks for taking the time to reply :)
Title: Re: The Full Monty
Post by: Carrion on January 26, 2013, 01:12:23 AM
I just got this installed and am really, really enjoying it.  Thanks all the hard work--Monty and everyone else.
Title: Re: The Full Monty
Post by: JG3_Hartmann on January 27, 2013, 12:12:12 AM
3.) Ju-88 and Ju-188 have some weird things going on with their gear, like their on Ecstasy or LSD (main gear comes through the engine). (A4, A4 torp, A17, and G6 are affected, C6 is okay...)

Tally Ho!

I´ve done a complete reinstall of my game. Deletade ALL files related to Il-2, installed it, then put the DBW pack who patches it to 4.10.1 and DBW 1.71, everything worked fine.
Activated TFM 1 to 20 and here they are again. Ju 88 gear is going upside down...
I have no idea what this could be caused by, maybe installing the parts affecting the Ju 88 again from another archive?
Title: Re: The Full Monty
Post by: biohazard15 on January 27, 2013, 05:44:19 PM
Hello!

I can't make the Full Monty packs working. My setup is:
- Il-2 Platinum Collection (a Russian all-in-one release, 4.09m with some additional campaigns)
- 4.10 and 4.10.1 patches
- UP3RC4
- DBW 1.71
All above is clean, unspoiled installs, and they're works fine on each step (game language changes from Russian to English after UP install, though, but it's all right?)
When I'm installing the Monty Packs, everything goes FUBAR. Usually, loading halts at 70%, or there is no loading at all (selector just closing). No other mods, no DBW mods such as wide-screen support or forgotten countries.
So, the question is, what am I doing wrong, and what shall I do? Can it be a language problem (again, I'm running a Russian version)?
Title: Re: The Full Monty
Post by: Sharkzz on January 28, 2013, 01:41:24 AM
G'day finally got the nerve to DL this, BUT media fire refuses to allow the download, I get ZIP file size problems and they won't DL. IS there a torrent for the full available please ?
thanks  SHARKZZ ~S~
Title: Re: The Full Monty
Post by: Hans-Joachim Marseille on January 28, 2013, 06:11:55 AM
Same for me - DL all -  checked it - activated via JSGME - and it don't start at all. I also second the opinion to make one big working file of it that is also not very complicated to get it to work. Maybe this wish can come true - I really would like to try it though... :(
Title: Re: The Full Monty
Post by: Crash_MX06 on February 01, 2013, 06:17:03 AM
When the torrent link will be activated?
Title: Re: The Full Monty
Post by: ol' Navy on February 03, 2013, 09:57:56 AM
Well, here I am again (all 70 yrs of me), I'm guessing showing my ignorance, but with questions as usual. I would really like to try this Full Monty thing, but I have a couple of uncertainties.  I have DBW 1.71, the "Clean DBW Modding Packs" from Windwpn installed and working.  I have downloaded 1-20 Full Monty downloads, as well as the fixes and patches and the #DBW folder.  I read here I need to first deactivate all the mods in JSGME, then move my current #DBW folder someplace else and put the new one in, then put all the packs into the JSGME folder (after patches and fixes), activate them one by one (in sequence), then play the game.  Does this sound correct?  I'm primarily concerned about the order in which I do it, and, of course, that I am missing a step.  And also, if you can bear with me for just one more question - what happens to the mapmods I recently installed?  I had one devil of a time doing them, but the really helpful guys here in the forum worked with me and now they are all functioning.  Do I lose them?  Sorry for my ignorance once again, but I just blame old age.  In my case anyway, it is really an excuse I'm sorry to say.  Any advice/assistance is really appreciated.  Thanks.     
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 03, 2013, 10:55:08 AM
You can build a TFM in two ways, doing it via jsgme or just take the vanilla #DBW folder and dropping the mods in one at a time and starting the game to see if it works.  First disable all the jsgme mods and put a dash in front of your #DBW folder  (-#DBW) this way you can leave your mods intact and not have to rebuild your current DBW folder if you want to go back to it.  With the dash (-) in front it disables that folder.  Put the new #DBW folder in your root il2 folder, you can put all the TFM folders into your jsgme folder and enable them that way, or do the direct over write method, and use the jsgme to enable Forgotten Countries, ecran wide, TIR....etc...

Make sure you over right packs 11, 12 and 13 with their patches before you drop them into the jsgme or overwrite method.  I know TFM pack #1 has been a problem for some people because the .rc file is not correct, there is a patch for that one too people forget to download, or it's just forgotten.

My .rc file:
Code: [Select]
@load com.maddox.rts.cmd.CmdParam NAME param \
HELP param <name of command> [<name param> [<value>]]

@load com.maddox.rts.cmd.CmdLoad NAME load \
HELP \
  load <full class name> \n \
\t[NAME <command name>] \n \
\t[HELP <help string>] \n \
\t[PARAM <name param> [<value>]]

@load com.maddox.rts.cmd.CmdLoad NAME unload \
HELP unload <command name>
@param unload DELETE on

@load com.maddox.rts.cmd.CmdFile NAME file PARAM CURENV on \
HELP file <file name of list commans> [BREAK] - in current environment

@load com.maddox.rts.cmd.CmdFile NAME f \
HELP f <file name of list commans> [BREAK] - in new environment

@load com.maddox.rts.cmd.CmdSet NAME set \
HELP set <name of atom> <string>

@load com.maddox.rts.cmd.CmdSet NAME del PARAM REMOVE on \
HELP del <name of atom>

@load com.maddox.rts.cmd.CmdShow NAME show \
HELP show [<pattern of name atoms>] [AREA <name of area>]

@load com.maddox.rts.cmd.CmdShow NAME history PARAM HISTORY on \
HELP history

@load com.maddox.rts.cmd.CmdHelp NAME help PARAM SIZE 10 WIDTH 60 \
HELP help [<pattern of commands>] [NAMES] [SIZE <size of colons>] [WIDTH <width>]

@load com.maddox.rts.cmd.CmdHelp NAME ? PARAM SIZE 10 WIDTH 60 \
HELP ? [<pattern of commands>] [NAMES] [SIZE <size of colons>] [WIDTH <width>]

@load com.maddox.rts.cmd.CmdAlias NAME alias \
HELP alias [<name> <string>] | [<name> REMOVE]

@load com.maddox.rts.cmd.CmdHotKey NAME hotkey \
HELP hotkey [<hot key> CMD <command>] [ENV [<environment>]] [CMDRUN [<cmdrun>] [REALTIME]]

@load com.maddox.rts.cmd.CmdHotKeyCmd NAME hotkeycmd \
HELP hotkeycmd [ENV [<environment>]] [EXEC <name> [TIME <sec>]] [START <name>] [STOP <name>]

@load com.maddox.il2.engine.cmd.CmdActorSpawn NAME spawn \
HELP \
  spawn <actor class name> \n \
\t[NAME <name>] [POSP <position>] [POSO <orientation>] \n \
\t[BASED <actor name for calculate position and orientation>] \n \
\t[BASE <name base actor>] [HOOK <name hook base actor>] \n \
\t[OWNER <name owner actor>] \n \
\t[ICON <icon name>] [MESH <mesh name>]

@load com.maddox.rts.cmd.CmdTimeout NAME timeout \
HELP timeout <timeout in ms> <command name> [<params>]

@load com.maddox.rts.cmd.CmdConsole NAME console0 \
HELP \
  console0 [WRAP [on|off]] [PAGE [<size>]] [PAUSE [on|off]] [CLEAR] \n \
\t[HISTORY [<size>]] [HISTORYCMD [<size>]] [LOG [on|off]] [LOGTIME [on|off]] \n \
\t[LOGFILE [<file name>]] [LOAD <file name>] [SAVE <file name>]

@load com.maddox.rts.cmd.CmdConsole NAME console \
HELP \
  console [CLEAR] [HISTORY [<size>]] [HISTORYCMD [<size>]] \n \
\t[LOG [on|off]] [LOGFILE [<file name>]] [LOAD <file name>] [SAVE <file name>]

@load com.maddox.il2.engine.cmd.CmdFObj NAME fobj \
HELP fobj [mask] [RELOAD]

@load com.maddox.rts.cmd.CmdSFS NAME sfs \
HELP sfs [MOUNT <lib name> [<as path>]] [UNMOUNT <lib name>]

@load com.maddox.rts.cmd.CmdGC NAME GC

@load com.maddox.il2.engine.cmd.CmdPreload NAME preload \
HELP preload [<name of resource>] [SAVE <file name>] [REGISTER] [NOREGISTER] [CLEAR]

@load com.maddox.il2.engine.cmd.CmdWindow NAME window \
HELP window [<width> [<height> [<bpp> [<stencilbits>]]]] [FULL] [PROVIDER <name.dll>]

@load com.maddox.il2.engine.cmd.CmdFov NAME fov \
HELP fov [<angle>]

@load com.maddox.il2.game.cmd.CmdMission NAME mission \
HELP mission [LOAD <name>] [BEGIN] [END] [DESTROY]

@load com.maddox.il2.game.cmd.CmdTOD NAME tod \
HELP tod [<hour.min>]

@load com.maddox.rts.cmd.CmdSocket NAME socket \
HELP \
 <empty>          (list protocols)\n \
 LISTENER [<0|1>] (enable/disable connect from remote hosts)\n \
 JOIN [BREAK]     (show status join/ break join)\n \
 <protocol>       (list sockets)\n \
 <protocol> CREATE [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] [CHANNELS <n>] [SPEED <n>]\n \
 <protocol> CHANNELS <n> [SPEED <n>] [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] \n \
 <protocol> SPEED <n> [CHANNELS <n>] [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] \n \
 <protocol> DESTROY [LOCALHOST <nm>] LOCALPORT <n> [HOST <nm>] [PORT <n>]\n \
 <protocol> JOIN [LOCALHOST <nm>] [LOCALPORT <n>] HOST <nm> [PORT <n>] [SPEED <n>]

@load com.maddox.rts.cmd.CmdSocks NAME socks \
HELP socks [ON|OFF] [HOST <socks host addr>] [PORT <socks host port>] [USER <user name>] [PWD <password>]

@load com.maddox.rts.cmd.CmdChannel NAME channel \
HELP \
 <empty>  (list channels)\n \
 <number> [DESTROY] [SPEED <b/s>] [TIMEOUT <sec>] [STAT <sec>]

@load com.maddox.rts.cmd.CmdHost NAME host \
HELP \
 <empty>  (list hosts)\n \
 PATH   (list pathes)\n \
 <name> (rename local host)

@load com.maddox.il2.game.cmd.CmdUser NAME user \
HELP [<name>|<*>] [# <N>] [ARMY <N>|<name>] [STAT]

@load com.maddox.il2.game.cmd.CmdKick NAME kick \
HELP <name>

@load com.maddox.il2.game.cmd.CmdKickN NAME kick# \
HELP <N>

@load com.maddox.il2.game.cmd.CmdBanned NAME ban \
HELP \
 [ADD] [REM] [NAME [<name>]] [PATTERN [<pattern>]] [IP [<ip mask>]]\n \
 [CLEAR] [LOAD [<file name>]] [SAVE [<file name>]]

@load com.maddox.il2.game.cmd.CmdChat NAME chat \
HELP <message> [ALL] [MY_ARMY] [TO# <N>] [TO <name>|<*>] [ARMY <N>|<name>]

@load com.maddox.il2.game.cmd.CmdRadio0 NAME rch \
HELP rch NEW|KILL|SET|LIST|INFO <name>

@load com.maddox.il2.game.cmd.CmdRadio NAME radio \
HELP radio [<name>] [NONE] [COMMON] [ARMY] [LIST]

@load com.maddox.sound.CmdMusic NAME music \
HELP music [PLAY] [STOP] [BREAK] [VOL] [PATH <randpathname>] [FILE <filename>]

@load com.maddox.il2.game.cmd.CmdDotRange NAME mp_dotrange \
HELP mp_dotrange [FRIENDLY|FOE] [DEFAULT] [COLOR <km>] [DOT <km>] [RANGE <km>] [TYPE <km>] [ID <km>] [NAME <km>]

@load com.maddox.il2.engine.cmd.CmdFPS NAME fps \
HELP fps [START|STOP] [SHOW|HIDE] [LOG <sec>]

@load com.maddox.il2.game.cmd.CmdSpeedBar NAME speedbar \
HELP speedbar [SHOW|HIDE]

@load com.maddox.il2.game.cmd.CmdExtraOcclusion NAME extraocclusion \
HELP extraocclusion [ON|OFF]

@load com.maddox.il2.game.cmd.CmdSaveWeapons

@sfs MOUNT fb_3do.sfs
@sfs MOUNT fb_3do01.sfs
@sfs MOUNT fb_3do02.sfs
@sfs MOUNT fb_3do03.sfs
@sfs MOUNT fb_3do04.sfs
@sfs MOUNT fb_3do05.sfs
@sfs MOUNT fb_3do06.sfs
@sfs MOUNT fb_3do07.sfs
@sfs MOUNT fb_3do08.sfs
@sfs MOUNT fb_3do08p.sfs
@sfs MOUNT fb_3do09p.sfs
@sfs MOUNT fb_3do10p.sfs
@sfs MOUNT fb_3do11.sfs
@sfs MOUNT fb_3do11p.sfs
@sfs MOUNT fb_3do12.sfs
@sfs MOUNT fb_3do12p.sfs
@sfs MOUNT fb_3do13.sfs
@sfs MOUNT fb_3do13p.sfs
@sfs MOUNT fb_3do14.sfs
@sfs MOUNT fb_3do14p.sfs
@sfs MOUNT fb_3do15.sfs
@sfs MOUNT fb_3do16.sfs
@sfs MOUNT fb_3do16p.sfs
@sfs MOUNT fb_3do17.sfs
@sfs MOUNT fb_3do18.sfs
@sfs MOUNT fb_3do19.sfs
@sfs MOUNT fb_3do20.sfs
@sfs MOUNT fb_3do21.sfs
@sfs MOUNT fb_3do22.sfs

@sfs MOUNT up_planes01.sfs
@sfs MOUNT up_planes02.sfs
@sfs MOUNT up_planes03.sfs
@sfs MOUNT up_planes04.sfs
@sfs MOUNT up_planes05.sfs
@sfs MOUNT up_planes06.sfs
@sfs MOUNT up_planes07.sfs

@sfs MOUNT SAS_DBW/dbw_planes_01.sfs
@sfs MOUNT SAS_DBW/dbw_planes_02.sfs
@sfs MOUNT SAS_DBW/dbw_planes_03.sfs
@sfs MOUNT SAS_DBW/dbw_planes_04.sfs
@sfs MOUNT SAS_DBW/dbw_planes_05.sfs
@sfs MOUNT SAS_DBW/dbw_planes_06.sfs
@sfs MOUNT SAS_DBW/dbw_planes_07.sfs
@sfs MOUNT SAS_DBW/dbw_planes_08.sfs
@sfs MOUNT SAS_DBW/dbw_planes_09.sfs
@sfs MOUNT SAS_DBW/dbw_planes_10.sfs


@sfs MOUNT up_cockpits01.sfs
@sfs MOUNT up_cockpits02.sfs
@sfs MOUNT up_cockpits03.sfs
@sfs MOUNT up_cockpits04.sfs
@sfs MOUNT up_cockpits05.sfs

@sfs MOUNT SAS_DBW/dbw_ckpts_01.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_02.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_03.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_04.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_05.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_06.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_07.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_08.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_09.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_10.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_11.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_12.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_13.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_14.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_15.sfs





@sfs MOUNT fb_maps.sfs
@sfs MOUNT fb_maps01.sfs
@sfs MOUNT fb_maps02.sfs
@sfs MOUNT fb_maps03.sfs
@sfs MOUNT fb_maps04.sfs
@sfs MOUNT fb_maps05.sfs
@sfs MOUNT fb_maps06.sfs
@sfs MOUNT fb_maps07p.sfs
@sfs MOUNT fb_maps08p.sfs
@sfs MOUNT fb_maps09p.sfs
@sfs MOUNT fb_maps10.sfs
@sfs MOUNT fb_maps10p.sfs
@sfs MOUNT fb_maps11.sfs
@sfs MOUNT fb_maps12.sfs
@sfs MOUNT fb_maps12p.sfs
@sfs MOUNT fb_maps13.sfs
@sfs MOUNT fb_maps14.sfs
@sfs MOUNT fb_maps15.sfs
@sfs MOUNT fb_maps16.sfs
@sfs MOUNT fb_maps17.sfs

@sfs MOUNT up_maps01.sfs
@sfs MOUNT up_maps02.sfs
@sfs MOUNT up_maps03.sfs
@sfs MOUNT up_maps04.sfs
@sfs MOUNT up_maps05.sfs

@sfs MOUNT updbw_mapex_01.sfs
@sfs MOUNT updbw_mapex_02.sfs
@sfs MOUNT updbw_mapex_03.sfs
@sfs MOUNT updbw_mapex_04.sfs
@sfs MOUNT updbw_mapex_05.sfs
@sfs MOUNT updbw_mapex_06.sfs
@sfs MOUNT updbw_mapex_07.sfs
@sfs MOUNT updbw_mapex_08.sfs

@sfs MOUNT SAS_DBW/dbw_maps_01.sfs
@sfs MOUNT SAS_DBW/dbw_maps_02.sfs
@sfs MOUNT SAS_DBW/dbw_maps_03.sfs
@sfs MOUNT SAS_DBW/dbw_maps_04.sfs
@sfs MOUNT SAS_DBW/dbw_maps_05.sfs
@sfs MOUNT SAS_DBW/dbw_maps_06.sfs
@sfs MOUNT SAS_DBW/dbw_maps_07.sfs
@sfs MOUNT SAS_DBW/dbw_maps_08.sfs
@sfs MOUNT SAS_DBW/dbw_maps_09.sfs
@sfs MOUNT SAS_DBW/dbw_maps_10.sfs

@sfs MOUNT up_textures01.sfs
@sfs MOUNT up_textures02.sfs

@sfs MOUNT SAS_DBW/dbw_tex_01.sfs
@sfs MOUNT SAS_DBW/dbw_tex_02.sfs
@sfs MOUNT SAS_DBW/dbw_tex_03.sfs
@sfs MOUNT SAS_DBW/dbw_tex_04.sfs
@sfs MOUNT SAS_DBW/dbw_tex_05.sfs
@sfs MOUNT SAS_DBW/dbw_tex_06.sfs
@sfs MOUNT SAS_DBW/dbw_tex_07.sfs


@sfs MOUNT up_objects01.sfs
@sfs MOUNT up_objects02.sfs
@sfs MOUNT up_objects03.sfs
@sfs MOUNT up_objects04.sfs

@sfs MOUNT SAS_DBW/dbw_objects_01.sfs
@sfs MOUNT SAS_DBW/dbw_objects_02.sfs
@sfs MOUNT SAS_DBW/dbw_objects_03.sfs
@sfs MOUNT SAS_DBW/dbw_objects_04.sfs
@sfs MOUNT SAS_DBW/dbw_objects_05.sfs
@sfs MOUNT SAS_DBW/dbw_objects_06.sfs
@sfs MOUNT SAS_DBW/dbw_objects_07.sfs





@sfs MOUNT sasup_fbdsm_01.sfs
@sfs MOUNT sasup_fbdsm_02.sfs
@sfs MOUNT sasup_fbdsm_03.sfs
@sfs MOUNT sasup_fbdsm_04.sfs
@sfs MOUNT sasup_fbdsm_05.sfs
@sfs MOUNT sasup_fbdsm_06.sfs
@sfs MOUNT sasup_fbdsm_07.sfs
@sfs MOUNT sasup_fbdsm_08.sfs
@sfs MOUNT sasup_fbdsm_09.sfs
@sfs MOUNT sasup_fbdsm_10.sfs
@sfs MOUNT sasup_fbdsm_11.sfs
@sfs MOUNT sasup_fbdsm_12.sfs
@sfs MOUNT sasup_fbdsm_13.sfs
@sfs MOUNT sasup_fbdsm_14.sfs
@sfs MOUNT sasup_fbdsm_15.sfs

@sfs MOUNT SAS_DBW/sasup_fbdsm_16.sfs
@sfs MOUNT SAS_DBW/sasup_fbdsm_17.sfs
@sfs MOUNT SAS_DBW/sasup_fbdsm_18.sfs
@sfs MOUNT SAS_DBW/sasup_fbdsm_19.sfs
@sfs MOUNT SAS_DBW/sasup_fbdsm_20.sfs

@sfs MOUNT up_effects01.sfs

@sfs MOUNT SAS_DBW/dbw_fx_01.sfs
@sfs MOUNT SAS_DBW/dbw_fx_02.sfs
@sfs MOUNT SAS_DBW/dbw_fx_03.sfs
@sfs MOUNT SAS_DBW/dbw_fx_04.sfs
@sfs MOUNT SAS_DBW/dbw_fx_05.sfs
@sfs MOUNT SAS_DBW/dbw_fx_06.sfs
@sfs MOUNT SAS_DBW/dbw_fx_07.sfs


@sfs MOUNT SAS_DBW/dbw_3dfix_01.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_02.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_03.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_04.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_05.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_06.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_07.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_08.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_09.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_10.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_11.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_12.sfs



@sfs MOUNT fb_sound.sfs
@sfs MOUNT fb_sound01.sfs
@sfs MOUNT fb_sound02.sfs
@sfs MOUNT fb_sound03.sfs
@sfs MOUNT fb_sound04.sfs
@sfs MOUNT fb_sound05.sfs
@sfs MOUNT fb_sound06.sfs

@sfs MOUNT SAS_DBW/dbw_sound_01.sfs
@sfs MOUNT SAS_DBW/dbw_sound_02.sfs
@sfs MOUNT SAS_DBW/dbw_sound_03.sfs
@sfs MOUNT SAS_DBW/dbw_sound_04.sfs
@sfs MOUNT SAS_DBW/dbw_sound_05.sfs
@sfs MOUNT SAS_DBW/dbw_sound_06.sfs
@sfs MOUNT SAS_DBW/dbw_sound_07.sfs

@sfs MOUNT SAS_DBW/sasup_decals_01.sfs


@sfs MOUNT SAS_DBW/dbw_decals_01.sfs
@sfs MOUNT SAS_DBW/dbw_decals_02.sfs

@sfs MOUNT SAS_DBW/dbw_misc_01.sfs
@sfs MOUNT SAS_DBW/dbw_misc_02.sfs
@sfs MOUNT SAS_DBW/dbw_misc_03.sfs
@sfs MOUNT SAS_DBW/dbw_misc_04.sfs
@sfs MOUNT SAS_DBW/dbw_misc_05.sfs

@sfs MOUNT SAS_DBW/dbw_cod_01.sfs
@sfs MOUNT SAS_DBW/dbw_maps_cntrl.sfs

@sfs MOUNT SAS_DBW/dbw_basic_01.sfs
@sfs MOUNT SAS_DBW/dbw_cntrl_01.sfs

@sfs MOUNT fb410_clay01.sfs
@sfs MOUNT fb410_clay02.sfs

#preload REGISTER
@file .preload

if you scan down to the bottom you will see
@sfs MOUNT fb410_clay01.sfs
@sfs MOUNT fb410_clay02.sfs
which you need to get Clay's 190 pack to load from SFS files, this is missing in some TFM #1 packages.

The jsgme is the easiest way to do it, but it takes a good bit of time to get it installed.  If you understand the il2 root and sub folder construction the direct dump method is the quickest way to go.
But what ever you do, once you load a section start the game and make sure it loads, and you got the content listed in the documentation folder of the pack.  Once it's up and running with all 20 packs installed, with just the TFM in it make a back up of it and one of the Vanilla #DBW folder, cause if yer like me you'll need it.

As to the MapMods, I'm pretty sure anything you have is in the TFM...... if not they are easy to load...... I took my The Full Monty mapmods folder and dumped into my Totally Freakin Mikey's version of TFM and it works right out of the starting gate.  If you want to use your Mapmods folder just put a dash (-) in front of the TFM version and use yours. 

Remember load one folder, make sure you installed the patches and then start the game, make sure it works, and load the next one.  I also turned off my anti-virus... took half the time it did with it on...... which means I did it more than once........ hence the advice to back up the good copy....... ;D

Cheers

Hoss

Title: Re: The Full Monty
Post by: ol' Navy on February 03, 2013, 11:53:18 AM
Thank you very much for your really quick and concise response.  As I have mentioned here before, oftentimes I get answers to my questions but I am really at a loss to understand what I am being told.  It isn't the responder's fault, it is entirely mine.  I think you covered it pretty well, and I will do as you say.  I'm never real sure about the file structure you mentioned, so I will try it the "long" way.  I have pretty much time on my hands, notwithstanding my grandkid sitting duties. :)  Thanks again.  Hopefully you won't hear from me again on this.
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 03, 2013, 12:55:45 PM
Your welcome, I put together some screens that may explain the file structure better than my feeble explanation.  A picture is worth a thousand words.


Main Game Drive
(http://i702.photobucket.com/albums/ww26/BeoWolf057/IL2_01_zpsf70b9509.png)

(http://i702.photobucket.com/albums/ww26/BeoWolf057/IL2_2_zps7824edca.png)

(http://i702.photobucket.com/albums/ww26/BeoWolf057/IL2_03_zps118efb87.png)

(http://i702.photobucket.com/albums/ww26/BeoWolf057/IL2_4_zps1c20c060.png)

(http://i702.photobucket.com/albums/ww26/BeoWolf057/IL2_5_zps0f7e34d1.png)

Hope the illustrations help some.

Cheers

Hoss
Title: Re: The Full Monty
Post by: Crash_MX06 on February 03, 2013, 01:55:28 PM
And you can play UP, DBW or HSFX when you want? awesome ! I should do that  :P
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 03, 2013, 02:34:06 PM
Yes, I just go into the corresponding folder and send the il2.exe to desktop, and rename it to the version of the game I want to play.  I have DBW, UP3, HSFX, and ModAct 4.  So if I screw one of them up I still have the other three intact.  I always back up the DBW/Mods folder for each of the games. 

That's why I always tell people when building a system or on existing systems that storage is just as important as CPU/GPU/RAM, If you need to reformat your OS drive you never lose your games on the storage drive.  I have a SSD for OS, a games drive and a storage drive.  And the way I screw the game up I need them, it speeds up the repair by 1000%.  I also have 4.10.1 and 4.11.1 on the storage drive, I just copy over those clean versions and Mod them with what ever flavor it was I screwed up........

Cheers

Hoss
Title: Re: The Full Monty
Post by: ol' Navy on February 03, 2013, 04:02:41 PM
You can build a TFM in two ways, doing it via jsgme or just take the vanilla #DBW folder and dropping the mods in one at a time and starting the game to see if it works.  First disable all the jsgme mods and put a dash in front of your #DBW folder  (-#DBW) this way you can leave your mods intact and not have to rebuild your current DBW folder if you want to go back to it.  With the dash (-) in front it disables that folder.  Put the new #DBW folder in your root il2 folder, you can put all the TFM folders into your jsgme folder and enable them that way, or do the direct over write method, and use the jsgme to enable Forgotten Countries, ecran wide, TIR....etc...

Make sure you over right packs 11, 12 and 13 with their patches before you drop them into the jsgme or overwrite method.  I know TFM pack #1 has been a problem for some people because the .rc file is not correct, there is a patch for that one too people forget to download, or it's just forgotten.

My .rc file:
Code: [Select]
@load com.maddox.rts.cmd.CmdParam NAME param \
HELP param <name of command> [<name param> [<value>]]

@load com.maddox.rts.cmd.CmdLoad NAME load \
HELP \
  load <full class name> \n \
\t[NAME <command name>] \n \
\t[HELP <help string>] \n \
\t[PARAM <name param> [<value>]]

@load com.maddox.rts.cmd.CmdLoad NAME unload \
HELP unload <command name>
@param unload DELETE on

@load com.maddox.rts.cmd.CmdFile NAME file PARAM CURENV on \
HELP file <file name of list commans> [BREAK] - in current environment

@load com.maddox.rts.cmd.CmdFile NAME f \
HELP f <file name of list commans> [BREAK] - in new environment

@load com.maddox.rts.cmd.CmdSet NAME set \
HELP set <name of atom> <string>

@load com.maddox.rts.cmd.CmdSet NAME del PARAM REMOVE on \
HELP del <name of atom>

@load com.maddox.rts.cmd.CmdShow NAME show \
HELP show [<pattern of name atoms>] [AREA <name of area>]

@load com.maddox.rts.cmd.CmdShow NAME history PARAM HISTORY on \
HELP history

@load com.maddox.rts.cmd.CmdHelp NAME help PARAM SIZE 10 WIDTH 60 \
HELP help [<pattern of commands>] [NAMES] [SIZE <size of colons>] [WIDTH <width>]

@load com.maddox.rts.cmd.CmdHelp NAME ? PARAM SIZE 10 WIDTH 60 \
HELP ? [<pattern of commands>] [NAMES] [SIZE <size of colons>] [WIDTH <width>]

@load com.maddox.rts.cmd.CmdAlias NAME alias \
HELP alias [<name> <string>] | [<name> REMOVE]

@load com.maddox.rts.cmd.CmdHotKey NAME hotkey \
HELP hotkey [<hot key> CMD <command>] [ENV [<environment>]] [CMDRUN [<cmdrun>] [REALTIME]]

@load com.maddox.rts.cmd.CmdHotKeyCmd NAME hotkeycmd \
HELP hotkeycmd [ENV [<environment>]] [EXEC <name> [TIME <sec>]] [START <name>] [STOP <name>]

@load com.maddox.il2.engine.cmd.CmdActorSpawn NAME spawn \
HELP \
  spawn <actor class name> \n \
\t[NAME <name>] [POSP <position>] [POSO <orientation>] \n \
\t[BASED <actor name for calculate position and orientation>] \n \
\t[BASE <name base actor>] [HOOK <name hook base actor>] \n \
\t[OWNER <name owner actor>] \n \
\t[ICON <icon name>] [MESH <mesh name>]

@load com.maddox.rts.cmd.CmdTimeout NAME timeout \
HELP timeout <timeout in ms> <command name> [<params>]

@load com.maddox.rts.cmd.CmdConsole NAME console0 \
HELP \
  console0 [WRAP [on|off]] [PAGE [<size>]] [PAUSE [on|off]] [CLEAR] \n \
\t[HISTORY [<size>]] [HISTORYCMD [<size>]] [LOG [on|off]] [LOGTIME [on|off]] \n \
\t[LOGFILE [<file name>]] [LOAD <file name>] [SAVE <file name>]

@load com.maddox.rts.cmd.CmdConsole NAME console \
HELP \
  console [CLEAR] [HISTORY [<size>]] [HISTORYCMD [<size>]] \n \
\t[LOG [on|off]] [LOGFILE [<file name>]] [LOAD <file name>] [SAVE <file name>]

@load com.maddox.il2.engine.cmd.CmdFObj NAME fobj \
HELP fobj [mask] [RELOAD]

@load com.maddox.rts.cmd.CmdSFS NAME sfs \
HELP sfs [MOUNT <lib name> [<as path>]] [UNMOUNT <lib name>]

@load com.maddox.rts.cmd.CmdGC NAME GC

@load com.maddox.il2.engine.cmd.CmdPreload NAME preload \
HELP preload [<name of resource>] [SAVE <file name>] [REGISTER] [NOREGISTER] [CLEAR]

@load com.maddox.il2.engine.cmd.CmdWindow NAME window \
HELP window [<width> [<height> [<bpp> [<stencilbits>]]]] [FULL] [PROVIDER <name.dll>]

@load com.maddox.il2.engine.cmd.CmdFov NAME fov \
HELP fov [<angle>]

@load com.maddox.il2.game.cmd.CmdMission NAME mission \
HELP mission [LOAD <name>] [BEGIN] [END] [DESTROY]

@load com.maddox.il2.game.cmd.CmdTOD NAME tod \
HELP tod [<hour.min>]

@load com.maddox.rts.cmd.CmdSocket NAME socket \
HELP \
 <empty>          (list protocols)\n \
 LISTENER [<0|1>] (enable/disable connect from remote hosts)\n \
 JOIN [BREAK]     (show status join/ break join)\n \
 <protocol>       (list sockets)\n \
 <protocol> CREATE [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] [CHANNELS <n>] [SPEED <n>]\n \
 <protocol> CHANNELS <n> [SPEED <n>] [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] \n \
 <protocol> SPEED <n> [CHANNELS <n>] [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] \n \
 <protocol> DESTROY [LOCALHOST <nm>] LOCALPORT <n> [HOST <nm>] [PORT <n>]\n \
 <protocol> JOIN [LOCALHOST <nm>] [LOCALPORT <n>] HOST <nm> [PORT <n>] [SPEED <n>]

@load com.maddox.rts.cmd.CmdSocks NAME socks \
HELP socks [ON|OFF] [HOST <socks host addr>] [PORT <socks host port>] [USER <user name>] [PWD <password>]

@load com.maddox.rts.cmd.CmdChannel NAME channel \
HELP \
 <empty>  (list channels)\n \
 <number> [DESTROY] [SPEED <b/s>] [TIMEOUT <sec>] [STAT <sec>]

@load com.maddox.rts.cmd.CmdHost NAME host \
HELP \
 <empty>  (list hosts)\n \
 PATH   (list pathes)\n \
 <name> (rename local host)

@load com.maddox.il2.game.cmd.CmdUser NAME user \
HELP [<name>|<*>] [# <N>] [ARMY <N>|<name>] [STAT]

@load com.maddox.il2.game.cmd.CmdKick NAME kick \
HELP <name>

@load com.maddox.il2.game.cmd.CmdKickN NAME kick# \
HELP <N>

@load com.maddox.il2.game.cmd.CmdBanned NAME ban \
HELP \
 [ADD] [REM] [NAME [<name>]] [PATTERN [<pattern>]] [IP [<ip mask>]]\n \
 [CLEAR] [LOAD [<file name>]] [SAVE [<file name>]]

@load com.maddox.il2.game.cmd.CmdChat NAME chat \
HELP <message> [ALL] [MY_ARMY] [TO# <N>] [TO <name>|<*>] [ARMY <N>|<name>]

@load com.maddox.il2.game.cmd.CmdRadio0 NAME rch \
HELP rch NEW|KILL|SET|LIST|INFO <name>

@load com.maddox.il2.game.cmd.CmdRadio NAME radio \
HELP radio [<name>] [NONE] [COMMON] [ARMY] [LIST]

@load com.maddox.sound.CmdMusic NAME music \
HELP music [PLAY] [STOP] [BREAK] [VOL] [PATH <randpathname>] [FILE <filename>]

@load com.maddox.il2.game.cmd.CmdDotRange NAME mp_dotrange \
HELP mp_dotrange [FRIENDLY|FOE] [DEFAULT] [COLOR <km>] [DOT <km>] [RANGE <km>] [TYPE <km>] [ID <km>] [NAME <km>]

@load com.maddox.il2.engine.cmd.CmdFPS NAME fps \
HELP fps [START|STOP] [SHOW|HIDE] [LOG <sec>]

@load com.maddox.il2.game.cmd.CmdSpeedBar NAME speedbar \
HELP speedbar [SHOW|HIDE]

@load com.maddox.il2.game.cmd.CmdExtraOcclusion NAME extraocclusion \
HELP extraocclusion [ON|OFF]

@load com.maddox.il2.game.cmd.CmdSaveWeapons

@sfs MOUNT fb_3do.sfs
@sfs MOUNT fb_3do01.sfs
@sfs MOUNT fb_3do02.sfs
@sfs MOUNT fb_3do03.sfs
@sfs MOUNT fb_3do04.sfs
@sfs MOUNT fb_3do05.sfs
@sfs MOUNT fb_3do06.sfs
@sfs MOUNT fb_3do07.sfs
@sfs MOUNT fb_3do08.sfs
@sfs MOUNT fb_3do08p.sfs
@sfs MOUNT fb_3do09p.sfs
@sfs MOUNT fb_3do10p.sfs
@sfs MOUNT fb_3do11.sfs
@sfs MOUNT fb_3do11p.sfs
@sfs MOUNT fb_3do12.sfs
@sfs MOUNT fb_3do12p.sfs
@sfs MOUNT fb_3do13.sfs
@sfs MOUNT fb_3do13p.sfs
@sfs MOUNT fb_3do14.sfs
@sfs MOUNT fb_3do14p.sfs
@sfs MOUNT fb_3do15.sfs
@sfs MOUNT fb_3do16.sfs
@sfs MOUNT fb_3do16p.sfs
@sfs MOUNT fb_3do17.sfs
@sfs MOUNT fb_3do18.sfs
@sfs MOUNT fb_3do19.sfs
@sfs MOUNT fb_3do20.sfs
@sfs MOUNT fb_3do21.sfs
@sfs MOUNT fb_3do22.sfs

@sfs MOUNT up_planes01.sfs
@sfs MOUNT up_planes02.sfs
@sfs MOUNT up_planes03.sfs
@sfs MOUNT up_planes04.sfs
@sfs MOUNT up_planes05.sfs
@sfs MOUNT up_planes06.sfs
@sfs MOUNT up_planes07.sfs

@sfs MOUNT SAS_DBW/dbw_planes_01.sfs
@sfs MOUNT SAS_DBW/dbw_planes_02.sfs
@sfs MOUNT SAS_DBW/dbw_planes_03.sfs
@sfs MOUNT SAS_DBW/dbw_planes_04.sfs
@sfs MOUNT SAS_DBW/dbw_planes_05.sfs
@sfs MOUNT SAS_DBW/dbw_planes_06.sfs
@sfs MOUNT SAS_DBW/dbw_planes_07.sfs
@sfs MOUNT SAS_DBW/dbw_planes_08.sfs
@sfs MOUNT SAS_DBW/dbw_planes_09.sfs
@sfs MOUNT SAS_DBW/dbw_planes_10.sfs


@sfs MOUNT up_cockpits01.sfs
@sfs MOUNT up_cockpits02.sfs
@sfs MOUNT up_cockpits03.sfs
@sfs MOUNT up_cockpits04.sfs
@sfs MOUNT up_cockpits05.sfs

@sfs MOUNT SAS_DBW/dbw_ckpts_01.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_02.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_03.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_04.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_05.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_06.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_07.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_08.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_09.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_10.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_11.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_12.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_13.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_14.sfs
@sfs MOUNT SAS_DBW/dbw_ckpts_15.sfs





@sfs MOUNT fb_maps.sfs
@sfs MOUNT fb_maps01.sfs
@sfs MOUNT fb_maps02.sfs
@sfs MOUNT fb_maps03.sfs
@sfs MOUNT fb_maps04.sfs
@sfs MOUNT fb_maps05.sfs
@sfs MOUNT fb_maps06.sfs
@sfs MOUNT fb_maps07p.sfs
@sfs MOUNT fb_maps08p.sfs
@sfs MOUNT fb_maps09p.sfs
@sfs MOUNT fb_maps10.sfs
@sfs MOUNT fb_maps10p.sfs
@sfs MOUNT fb_maps11.sfs
@sfs MOUNT fb_maps12.sfs
@sfs MOUNT fb_maps12p.sfs
@sfs MOUNT fb_maps13.sfs
@sfs MOUNT fb_maps14.sfs
@sfs MOUNT fb_maps15.sfs
@sfs MOUNT fb_maps16.sfs
@sfs MOUNT fb_maps17.sfs

@sfs MOUNT up_maps01.sfs
@sfs MOUNT up_maps02.sfs
@sfs MOUNT up_maps03.sfs
@sfs MOUNT up_maps04.sfs
@sfs MOUNT up_maps05.sfs

@sfs MOUNT updbw_mapex_01.sfs
@sfs MOUNT updbw_mapex_02.sfs
@sfs MOUNT updbw_mapex_03.sfs
@sfs MOUNT updbw_mapex_04.sfs
@sfs MOUNT updbw_mapex_05.sfs
@sfs MOUNT updbw_mapex_06.sfs
@sfs MOUNT updbw_mapex_07.sfs
@sfs MOUNT updbw_mapex_08.sfs

@sfs MOUNT SAS_DBW/dbw_maps_01.sfs
@sfs MOUNT SAS_DBW/dbw_maps_02.sfs
@sfs MOUNT SAS_DBW/dbw_maps_03.sfs
@sfs MOUNT SAS_DBW/dbw_maps_04.sfs
@sfs MOUNT SAS_DBW/dbw_maps_05.sfs
@sfs MOUNT SAS_DBW/dbw_maps_06.sfs
@sfs MOUNT SAS_DBW/dbw_maps_07.sfs
@sfs MOUNT SAS_DBW/dbw_maps_08.sfs
@sfs MOUNT SAS_DBW/dbw_maps_09.sfs
@sfs MOUNT SAS_DBW/dbw_maps_10.sfs

@sfs MOUNT up_textures01.sfs
@sfs MOUNT up_textures02.sfs

@sfs MOUNT SAS_DBW/dbw_tex_01.sfs
@sfs MOUNT SAS_DBW/dbw_tex_02.sfs
@sfs MOUNT SAS_DBW/dbw_tex_03.sfs
@sfs MOUNT SAS_DBW/dbw_tex_04.sfs
@sfs MOUNT SAS_DBW/dbw_tex_05.sfs
@sfs MOUNT SAS_DBW/dbw_tex_06.sfs
@sfs MOUNT SAS_DBW/dbw_tex_07.sfs


@sfs MOUNT up_objects01.sfs
@sfs MOUNT up_objects02.sfs
@sfs MOUNT up_objects03.sfs
@sfs MOUNT up_objects04.sfs

@sfs MOUNT SAS_DBW/dbw_objects_01.sfs
@sfs MOUNT SAS_DBW/dbw_objects_02.sfs
@sfs MOUNT SAS_DBW/dbw_objects_03.sfs
@sfs MOUNT SAS_DBW/dbw_objects_04.sfs
@sfs MOUNT SAS_DBW/dbw_objects_05.sfs
@sfs MOUNT SAS_DBW/dbw_objects_06.sfs
@sfs MOUNT SAS_DBW/dbw_objects_07.sfs





@sfs MOUNT sasup_fbdsm_01.sfs
@sfs MOUNT sasup_fbdsm_02.sfs
@sfs MOUNT sasup_fbdsm_03.sfs
@sfs MOUNT sasup_fbdsm_04.sfs
@sfs MOUNT sasup_fbdsm_05.sfs
@sfs MOUNT sasup_fbdsm_06.sfs
@sfs MOUNT sasup_fbdsm_07.sfs
@sfs MOUNT sasup_fbdsm_08.sfs
@sfs MOUNT sasup_fbdsm_09.sfs
@sfs MOUNT sasup_fbdsm_10.sfs
@sfs MOUNT sasup_fbdsm_11.sfs
@sfs MOUNT sasup_fbdsm_12.sfs
@sfs MOUNT sasup_fbdsm_13.sfs
@sfs MOUNT sasup_fbdsm_14.sfs
@sfs MOUNT sasup_fbdsm_15.sfs

@sfs MOUNT SAS_DBW/sasup_fbdsm_16.sfs
@sfs MOUNT SAS_DBW/sasup_fbdsm_17.sfs
@sfs MOUNT SAS_DBW/sasup_fbdsm_18.sfs
@sfs MOUNT SAS_DBW/sasup_fbdsm_19.sfs
@sfs MOUNT SAS_DBW/sasup_fbdsm_20.sfs

@sfs MOUNT up_effects01.sfs

@sfs MOUNT SAS_DBW/dbw_fx_01.sfs
@sfs MOUNT SAS_DBW/dbw_fx_02.sfs
@sfs MOUNT SAS_DBW/dbw_fx_03.sfs
@sfs MOUNT SAS_DBW/dbw_fx_04.sfs
@sfs MOUNT SAS_DBW/dbw_fx_05.sfs
@sfs MOUNT SAS_DBW/dbw_fx_06.sfs
@sfs MOUNT SAS_DBW/dbw_fx_07.sfs


@sfs MOUNT SAS_DBW/dbw_3dfix_01.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_02.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_03.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_04.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_05.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_06.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_07.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_08.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_09.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_10.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_11.sfs
@sfs MOUNT SAS_DBW/dbw_3dfix_12.sfs



@sfs MOUNT fb_sound.sfs
@sfs MOUNT fb_sound01.sfs
@sfs MOUNT fb_sound02.sfs
@sfs MOUNT fb_sound03.sfs
@sfs MOUNT fb_sound04.sfs
@sfs MOUNT fb_sound05.sfs
@sfs MOUNT fb_sound06.sfs

@sfs MOUNT SAS_DBW/dbw_sound_01.sfs
@sfs MOUNT SAS_DBW/dbw_sound_02.sfs
@sfs MOUNT SAS_DBW/dbw_sound_03.sfs
@sfs MOUNT SAS_DBW/dbw_sound_04.sfs
@sfs MOUNT SAS_DBW/dbw_sound_05.sfs
@sfs MOUNT SAS_DBW/dbw_sound_06.sfs
@sfs MOUNT SAS_DBW/dbw_sound_07.sfs

@sfs MOUNT SAS_DBW/sasup_decals_01.sfs


@sfs MOUNT SAS_DBW/dbw_decals_01.sfs
@sfs MOUNT SAS_DBW/dbw_decals_02.sfs

@sfs MOUNT SAS_DBW/dbw_misc_01.sfs
@sfs MOUNT SAS_DBW/dbw_misc_02.sfs
@sfs MOUNT SAS_DBW/dbw_misc_03.sfs
@sfs MOUNT SAS_DBW/dbw_misc_04.sfs
@sfs MOUNT SAS_DBW/dbw_misc_05.sfs

@sfs MOUNT SAS_DBW/dbw_cod_01.sfs
@sfs MOUNT SAS_DBW/dbw_maps_cntrl.sfs

@sfs MOUNT SAS_DBW/dbw_basic_01.sfs
@sfs MOUNT SAS_DBW/dbw_cntrl_01.sfs

@sfs MOUNT fb410_clay01.sfs
@sfs MOUNT fb410_clay02.sfs

#preload REGISTER
@file .preload

if you scan down to the bottom you will see
@sfs MOUNT fb410_clay01.sfs
@sfs MOUNT fb410_clay02.sfs
which you need to get Clay's 190 pack to load from SFS files, this is missing in some TFM #1 packages.

The jsgme is the easiest way to do it, but it takes a good bit of time to get it installed.  If you understand the il2 root and sub folder construction the direct dump method is the quickest way to go.
But what ever you do, once you load a section start the game and make sure it loads, and you got the content listed in the documentation folder of the pack.  Once it's up and running with all 20 packs installed, with just the TFM in it make a back up of it and one of the Vanilla #DBW folder, cause if yer like me you'll need it.

As to the MapMods, I'm pretty sure anything you have is in the TFM...... if not they are easy to load...... I took my The Full Monty mapmods folder and dumped into my Totally Freakin Mikey's version of TFM and it works right out of the starting gate.  If you want to use your Mapmods folder just put a dash (-) in front of the TFM version and use yours. 

Remember load one folder, make sure you installed the patches and then start the game, make sure it works, and load the next one.  I also turned off my anti-virus... took half the time it did with it on...... which means I did it more than once........ hence the advice to back up the good copy....... ;D

Cheers

Hoss



When you say what you said about the patches, I notice there are Part 2's for Monty 11, 12, and 13.  Do you just unzip them (the patches) into the Monty 11 12 and 13 folders?  I use 7 zip if that makes a difference.  And I guess the same question applies to the patch for Monty 01.  Does it just get unzipped into the Monty 01 folder?  For my feeble mind, that just sounds too simple.  I said I wouldn't be back, but here I am.  Thanks, and Hoss, it is apparent you went to an awful lot of trouble sending me those screenshots of your game stuff.  Thanks a lot.  I wish I knew how to do that, but I don't think my keyboard has the proper keys.  I really appreciate the help.
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 03, 2013, 06:23:55 PM
Unzip Monty#1 into a folder ie: jsgme and then unzip Monty#1 patch into the same folder and when it asks to overwrite say yes, but you have to remember the Clay 190 sfs files need to go in the il2 root folder if you do the direct method into the game and #DBW folder, that's why I said you need to look at them before you place them in game, getting used to the file structure. There's one structure for jsgme and a different one for building it directly yourself by overwriting to the root folder

Good luck

Code: [Select]
And last but not least here is something for the ATI fan boys, remember this is originally for 2048....

***Make sure you have the latest ATI driver. http://support.amd.com/US/GPUDOWNLOAD/WINDOWS/Pages/downloads.aspx

Copy and paste your old config.ini somewhere or write down changes you are making to both NVidia Control panel and config.ini just in case you need to look at what your settings were before.


Get a atioglxx.dll:

Downloading dll's from unverified sources is never a good idea. The procedure is very simple:

1. Browse to http://support.amd.com/US/GPUDOWNLOAD/WINDOWS/Pages/downloads.aspx and select your operating system. On the right there is a small menu containing a link to previous drivers.
2. Download the driver of your choice. For me, the 11.6 and 11.8 give playable (low fps) results, and earlier versions than 11.6 wont launch.
3. The driver comes as an autoextracter. Let the files extract and then cancel the install program when this comes up.
4. Browse to the folder where you extracted the files. The default location is c:/ATI/support or c:/AMD.
5. The driver can be found in a subfolder of the driver folder, usually something like c:/ATI/support/amd-catalyst-11-6-yada-yada-whatever/Packages/Drivers/Display/W7_INF/Bxxxxxx/
6. In this folder you will find a file called atioglxx.dl_, which is a compressed dll. It can be unpacked using 7zip, giving you the atioglxx.dll.
7. Put the atioglxx.dll in your Main IL-2 1946 folder right in the main folder where config.ini is.

7zip can be found here: http://www.7-zip.org/


**************************************************************

Seeing complete file names:

First of all, to see "all" file extensions you need to enable it. If you do not you will only
see "Config" not Config.ini"

Here is how to change File Types:

Click "Start" button at lower left of your Taskbar.
Then, "Control Panel".
Then, "Folder Options".
Then, Click "View" tab.
Then, Under "Advanced settings" scroll to see "Hide extensions for known file types" and UNCHECK it.
Then, hit "Apply" in the lower right corner of that screen.
Your done.

**************************



Caytalist Control Center or CCC settings:
AA: override app. 2x, samples 2x filter: box
AF: override app. per pixel sample 2x
Catalyst AI: disabled <<<<<<<<<Mipmap: performance
V-sync off <<<<<<<<<<<<<< Some cards like this turned on, check it out.
OpenGL: triple buffering enabled



**************************



Below is config.ini [Render_OpenGL] section of the config.ini you need to change. AGAIN, THIS IS
ONLY FOR ATI CARDS!! Nvidia cards will be posted on another thread.



Start here with this one. If you have major issues try the second setup. You can use

Water=1 crap,2 ok,or 3 best: Water=4 is not supported by ATI cards

Both of these configs are set to water=2, try 2 then see how 3 plays.


Make sure you put in:
[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=atioglxx.dll
DirectX=dx8wrap.dll

This directs OpenGL to use atioglxx.dll which you just put into your main IL-2 folder.


1:
***********************************************
###############################################


[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=atioglxx.dll
DirectX=dx8wrap.dll

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
FogLow=2
FogHaze=2


Sky=2
Forest=3
LandShading=3
LandDetails=2
TypeClouds=1


LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=8
Water=2
Effects=0
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0


I found the post from my squad mate that addresses the ATI setup that's a bit more current.
Title: Re: The Full Monty
Post by: ol' Navy on February 04, 2013, 12:46:17 PM
Unzip Monty#1 into a folder ie: jsgme and then unzip Monty#1 patch into the same folder and when it asks to overwrite say yes, but you have to remember the Clay 190 sfs files need to go in the il2 root folder if you do the direct method into the game and #DBW folder, that's why I said you need to look at them before you place them in game, getting used to the file structure. There's one structure for jsgme and a different one for building it directly yourself by overwriting to the root folder

Good luck

Code: [Select]
And last but not least here is something for the ATI fan boys, remember this is originally for 2048....

***Make sure you have the latest ATI driver. http://support.amd.com/US/GPUDOWNLOAD/WINDOWS/Pages/downloads.aspx

Copy and paste your old config.ini somewhere or write down changes you are making to both NVidia Control panel and config.ini just in case you need to look at what your settings were before.


Get a atioglxx.dll:

Downloading dll's from unverified sources is never a good idea. The procedure is very simple:

1. Browse to http://support.amd.com/US/GPUDOWNLOAD/WINDOWS/Pages/downloads.aspx and select your operating system. On the right there is a small menu containing a link to previous drivers.
2. Download the driver of your choice. For me, the 11.6 and 11.8 give playable (low fps) results, and earlier versions than 11.6 wont launch.
3. The driver comes as an autoextracter. Let the files extract and then cancel the install program when this comes up.
4. Browse to the folder where you extracted the files. The default location is c:/ATI/support or c:/AMD.
5. The driver can be found in a subfolder of the driver folder, usually something like c:/ATI/support/amd-catalyst-11-6-yada-yada-whatever/Packages/Drivers/Display/W7_INF/Bxxxxxx/
6. In this folder you will find a file called atioglxx.dl_, which is a compressed dll. It can be unpacked using 7zip, giving you the atioglxx.dll.
7. Put the atioglxx.dll in your Main IL-2 1946 folder right in the main folder where config.ini is.

7zip can be found here: http://www.7-zip.org/


**************************************************************

Seeing complete file names:

First of all, to see "all" file extensions you need to enable it. If you do not you will only
see "Config" not Config.ini"

Here is how to change File Types:

Click "Start" button at lower left of your Taskbar.
Then, "Control Panel".
Then, "Folder Options".
Then, Click "View" tab.
Then, Under "Advanced settings" scroll to see "Hide extensions for known file types" and UNCHECK it.
Then, hit "Apply" in the lower right corner of that screen.
Your done.

**************************



Caytalist Control Center or CCC settings:
AA: override app. 2x, samples 2x filter: box
AF: override app. per pixel sample 2x
Catalyst AI: disabled <<<<<<<<<Mipmap: performance
V-sync off <<<<<<<<<<<<<< Some cards like this turned on, check it out.
OpenGL: triple buffering enabled



**************************



Below is config.ini [Render_OpenGL] section of the config.ini you need to change. AGAIN, THIS IS
ONLY FOR ATI CARDS!! Nvidia cards will be posted on another thread.



Start here with this one. If you have major issues try the second setup. You can use

Water=1 crap,2 ok,or 3 best: Water=4 is not supported by ATI cards

Both of these configs are set to water=2, try 2 then see how 3 plays.


Make sure you put in:
[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=atioglxx.dll
DirectX=dx8wrap.dll

This directs OpenGL to use atioglxx.dll which you just put into your main IL-2 folder.


1:
***********************************************
###############################################


[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=atioglxx.dll
DirectX=dx8wrap.dll

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
FogLow=2
FogHaze=2


Sky=2
Forest=3
LandShading=3
LandDetails=2
TypeClouds=1


LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=8
Water=2
Effects=0
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0


I found the post from my squad mate that addresses the ATI setup that's a bit more current.

It's me again.  Now I bet you are sorry you helped me in the first place.  I activated parts 1 thru 10, started up the game each time to make sure it would load and it did.  But when I did the same for Part 11, it kicked me out at 70%.  What I had done was as you told me.  I unzipped the Monty 11 into the JSGME folder in my game, then I did the same for the Monty 11 Pt 2.  I went back to the original post and it said, among other things, that the issues in Monty 11 thru 13 wouldn't be issues any more with Monty 14.  At least I think that is what I read.  Does it mean that I should go ahead and activate Monty 11 thru 13, and then Monty 14, and maybe I wouldn't get kicked out at 70%.  Lordy!  Any advice, again and as usual, is really appreciated.
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 04, 2013, 06:29:33 PM
Go ahead and load it to #14 and see what happens, if it does not work I will send you my STD folder from Monty 11pt 2  and it should work, 70% crash is usually something in the STD file that's wrong. 

it it still does not work, unload Monty 14, 13, 12, but don't forget to put parts 2 into 12 and 13...

Good luck

Hoss
Title: Re: The Full Monty
Post by: sirrover on February 04, 2013, 08:57:57 PM
Nice setup if you don't worry about your hard drive space. Those who lack it (like me) should pay closer attention to the freakin' awesome TotalModder that let's you keep all installations in one folder and switch between them in an instant. Crash, just browse this site to get more info.
Title: Re: The Full Monty
Post by: sphantom on February 05, 2013, 09:34:11 AM
Well Monty what do you have up your sleeve been kinda quiet lately.
Title: Re: The Full Monty
Post by: ol' Navy on February 05, 2013, 12:09:26 PM
Go ahead and load it to #14 and see what happens, if it does not work I will send you my STD folder from Monty 11pt 2  and it should work, 70% crash is usually something in the STD file that's wrong. 

it it still does not work, unload Monty 14, 13, 12, but don't forget to put parts 2 into 12 and 13...

Good luck

Hoss

OK, I did it and now it works.  I just couldn't believe I was understanding what I had read.  I am always really afraid I will screw something up and not be able to fix it, so that is why I ask.  Thank you very very much for your help and having the patience to provide it.  I have said before, you guys here really are super when it comes to providing assistance to us who are really not very smart (and old).
Title: Re: The Full Monty
Post by: KG3_V on February 05, 2013, 02:24:01 PM
Ok, stupid question so dont hit me. These things are not included in DBW 1.7. So I just have to dl the pack, remove some of the planes which I add allready, and it will work ?
Title: Re: The Full Monty
Post by: sphantom on February 05, 2013, 02:58:19 PM
What things ??????
Title: Re: The Full Monty
Post by: KG3_V on February 05, 2013, 03:04:20 PM
The whole nice stuff :D
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 05, 2013, 06:43:58 PM
Go ahead and load it to #14 and see what happens, if it does not work I will send you my STD folder from Monty 11pt 2  and it should work, 70% crash is usually something in the STD file that's wrong. 

it it still does not work, unload Monty 14, 13, 12, but don't forget to put parts 2 into 12 and 13...

Good luck

Hoss

OK, I did it and now it works.  I just couldn't believe I was understanding what I had read.  I am always really afraid I will screw something up and not be able to fix it, so that is why I ask.  Thank you very very much for your help and having the patience to provide it.  I have said before, you guys here really are super when it comes to providing assistance to us who are really not very smart (and old).

yer preaching to the choir................. I'm a slow old fart too.........
Title: Re: The Full Monty
Post by: sphantom on February 05, 2013, 07:26:54 PM
not as old and slow as me
Title: Re: The Full Monty
Post by: sphantom on February 05, 2013, 07:29:02 PM
Ok, stupid question so dont hit me. These things are not included in DBW 1.7. So I just have to dl the pack, remove some of the planes which I add allready, and it will work ?
are you starting to install the monty packs for the first time
Title: Re: The Full Monty
Post by: BravoFxTrt on February 05, 2013, 07:37:38 PM
KG3, you have to down load all the Packs to get the most out of The Full Monty. Look back in the thread there are a couple ways to install them to your DBW, but these are assembled Mods from all over IL2. You have to install 1 at a time in order (1 - 20), along with the Patches or you will encounter heart problems. :)
Title: Re: The Full Monty
Post by: KG3_V on February 06, 2013, 03:13:39 AM
Ok I will do :D I have once make the mistake to try update Il2 while i was drunk.....this lead me to DBW from my old 4.09 Version :D I was just confused that some of the things the pack in include i allreade have, btw the Cougar is in DBW, so I just want to know if i had to delete my mods which i put into DBW and now are also in the pack and then it will work :D

A few days ago I check the DBW Thread.....Update 3.2......so happy........3.2.2012 ;( The new year havent reach me yet
Title: Re: The Full Monty
Post by: sphantom on February 06, 2013, 03:25:18 AM
KG
what you have to do is make another install of a virgin il2 410.1 then install a virgin DBW 1.71 then starting with the monty pack 1 thru 20 and all the patches, Do Not Forget to put the sfs files in the root file. Every mod is in the packs well most of them.
Go to the first post of this thread and the listing of the mods are there.
Title: Re: The Full Monty
Post by: Upkeep on February 16, 2013, 12:35:06 PM
I hope someone can help. I am new to the forum and am having great difficulty with The Fully Monty Part 14. It is the only file that is seven zip. I have seven zip but it will not open the downloaded file stating that it is not an archive. I have tried downloading a number of times with the same result. The other RAR files have also given me problems but I am able to repair each one of those. But I cannot repair the seven zip file and am stuck at this level. Is there an alternative download available or can No 14 be provided as a RAR as it is the only seven zip file? Or is there another way I can open the download?

I hope someone can help me.


Thanks in advance.

All the best

Upkeep.
Title: Re: The Full Monty
Post by: sphantom on February 16, 2013, 05:13:04 PM
since you have 7 zip test monty 14 sounds like it is missing something doing down loading. try to down load again. if all else fails I have all the monty packs. e=mail me and I will attach the packs and send them to you including the patches.
Title: Re: The Full Monty
Post by: Upkeep on February 17, 2013, 02:25:25 AM
Dear sphantom:

Thank you very much for your kind offer. Much appreciated and very helpful of you.

However, I don't believe my service provider would allow an incoming email with such a large attachment. Monty 14 weighs in zipped at over 200 MB. I currently have problems when someone sends me a 10 MB photos, so I am not sure that solution would work for me.

I have tried the download for Pack 14 several times now and even on different machines using various operating systems. Always the same message: 'Cannot open file as an archive', so the problem appears to lie with the original file.

It would be great if the original file could be looked at, because if I am having trouble I am sure others will, and it stops this great work being utilised more widely.

I have searched hard for a utility that is able to repair 7 zip but with no success (tried a number they they are unable to improve the situation), so I am pretty much back to square one. It is rather disappointing that this is the only 7 zip file and all the others are RAR (which I can repair).

Looks like I am going to have to stop at Monty 13 unless anyone else has any thoughts.

Thank you again sphantom for your offer. Just hope someone is abne to take a look at that original file on Mediafire which looks like the source of the problem.

All the best


Upkeep.
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 17, 2013, 09:09:07 AM
Go ahead and load pack 15 it will fix your problem, I do believe Monty says that in one of his threads. 

Cheers

Hoss
Title: Re: The Full Monty
Post by: Upkeep on February 17, 2013, 09:50:34 AM
Dear Hoss,

Thank you for offering help. Good of you.

In fact, I tried loading Pack 15 and ignoring Pack 14 but just got a crash to desktop at 70% loading. I believe this is because the air.ini file in Pack 15 refers to items included in Pack 14, which of course I cannot open and therefore cannot install.

After this crash to desktop I looked at page 1 of this main Monty thread and made a note of those items listed in Pack 14. I then edited the air.ini file on Pack 15 to remove all items listed in Pack 14 to see if that loaded. No luck. Still crash to desktop at 70%. Of course as I cannot open Pack 14 I cannot see precisely what is in it, so may have left some entried in the air.ini file that I should have removed as well.

So back to square one, I'm afraid.

Thank you anyway for your help.

Best wishes


Upkeep.
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 17, 2013, 11:36:15 AM
Why can't you open it?


Check your PM's in messages........... I sent you TFM #14
Title: Re: The Full Monty
Post by: Flying H on February 17, 2013, 12:27:02 PM
Have you got the latest 7zip program? Check on the 7zip homepage!
Title: Re: The Full Monty
Post by: Upkeep on February 17, 2013, 12:34:04 PM
Yes. Thank you so much Hoss. It has worked brilliantly and I can now move forward. I very much appreciate your help.

To Flying H: I also appreciate your response and will follow up your suggestions. I think I do have the latest program but I will check as clearly I have a problem. I have a feeling that the problem might be at my end rather than the file itself so I will need to investigate further

I am new to this forum but am very impressed with the help I am getting.

Thanks again

best wishes.

Upkeep

Upkeep.
Title: Re: The Full Monty
Post by: Flying H on February 17, 2013, 12:45:17 PM
Glad if I can help, I think you mentioned Avast AV somewhere in your messages. I think this AV can cause problems with downloads at times! Check the setting of your AV if you can make it neglect certail downloads, sites or whatever you need! An AV program that messes with your DLs is a PIA!
Title: Re: The Full Monty
Post by: Upkeep on February 18, 2013, 03:54:12 AM
To: Monty 27:

Thank you for your pm, but unfortunately it says your mailbox is full. I will try again later today.

All the best.

Upkeep.
Title: Re: The Full Monty
Post by: BravoFxTrt on February 20, 2013, 01:07:07 PM
Hi Monty, This is with PAL Visual MOD and He-111 Pack v8.0 installed my TFM. Theres still plenty of room to pack my TFM. Thank you all TFM Creators.

(https://www.sas1946.rocks/images/imageshit/img11/9261/20130220at215818.jpg)
Title: Re: The Full Monty
Post by: indio on February 20, 2013, 01:56:41 PM
Hi Monty, This is with PAL Visual MOD and He-111 Pack v8.0 installed my TFM. Theres still plenty of room to pack my TFM. Thank you all TFM Creators.

Sorry, waht you mean with "PAL Visual MOD" installed? It seems normal 2D not 3D? Please explain I'm a noob in modding :)
Title: Re: The Full Monty
Post by: BravoFxTrt on February 20, 2013, 02:25:12 PM
It can be used in 2d as well, the angle.
Title: Re: The Full Monty
Post by: indio on February 20, 2013, 02:37:43 PM
Maybe I understood, the angle is not centered as the default F2 right?

Thanks!
Title: Re: The Full Monty
Post by: BravoFxTrt on February 20, 2013, 04:04:01 PM
Right!
Title: Re: The Full Monty
Post by: indio on February 20, 2013, 06:02:38 PM
Just finished to install full 20 parts.

FPS drop, huge! Also more planes and stationary/column, less load on the gpus (I know it sounds ridicoulous).
I have 3 580 and 3 monitor, with 60 planes on channel autumn very good fps and 12-18% load on the cards (checking with afterburner). __ But the weird thing is flying alone same map, 60-70% load on the gpus...any answer? I don't have it...

Strange thing, I have also a DBW 1.71 installation with UV3 Tiger and Plutonium, and effects are much more enhanced than in TFM. In fact TFM seems like stock to me...
any idea what's wrong? I compared the directories from the downloaded packs (UV3 - Plutonium v2, links on the first page) and the dirs in the Full Monty parts, they are not same dimensions...
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 20, 2013, 06:25:27 PM
One thing you need to realize that a lot of people don't is the 24bit skin mod and 2048 bit mods are part of the TFM, if you conf.ini is not set up right you will get big fps drop.  I disabled them in my install because I don't really see the difference, and I have a high end computer. 

Cheers

Hoss
Title: Re: The Full Monty
Post by: vegetarian on February 21, 2013, 12:05:34 AM
indio,

The optional Gurners FX 4.3 causes a severe fps drop with TFM. You will need to comment out the distance classfile  8A318408BB7C513E - see the post by CWMV on page 32 of this thread. My fps went from 16 to over 60+, and I run TFM with Gurners and 2048 skin mods.

Hope this helps,

Cheers
Title: Re: The Full Monty
Post by: indio on February 21, 2013, 02:22:03 AM
Thanks a lot for your info, here is my config.ini opengl part (nvidia 3x580, i7 26k 5ghz, running at 5770x1080, nvidia control panel FXAA - AA2x -Transparency2X - Anisotropic 16X, Voltage maximum performance no idle undervoltage):

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=0
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=2
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


It should be the best for nvidia cards. Tried to activate S3 compression, no improvements.

In the other DBW1.71 I installed the 24 skins (jsgme folder "True Color Textures for Dark Blue World"), I think the ones in TFM are the same? About the 2048 textures, I think these are quite heavy...

About the GurnerFX, I didn't installed. I tried right now, also commenting the classfile, effect are the same as before and no fps drop.
As i said before, FX effects after installing all the 20 packs it seems to me the same as stock.
I have a DBW 1.71 with Plutonium and GurnerFX and I know very well how the explosions and smokes are in that mods. In TFM, they are stock in my installation. Any idea how to check? I tried removing the Plutonium folder fromm DBW and copied the one from the Plutonium thread, no difference. Copied also the Plutonium directory from my DBW 1.71 (which is the same as the thread), no difference, stock effects.
This is very strange. I like the Plutonium effects and I really want to enjoy them in the TFM.

More objects on the map (planes, stationary and columns), less load on the gpu, tested on several maps. This should be a bottleneck from the CPU (5 ghz! WTF). If I load a stock map with one plane, gpu's works good, up to 80% load.
Title: Re: The Full Monty
Post by: csvousden on February 24, 2013, 09:01:57 PM
Monty,

A question for you:  I cannot seem to get the F4F-4 to take off from a carrier.  It works for me in my non-TFM versions fo the game, and in 4.11 or 4.09, but not in my TFM. 

Of course it was just a fluke that I ran into this, but I have been here watching the oscars and trying to launch an F4F-4 from a carrier to no avail.  I have tried various mods for carrier takeoffs, but just can't get the F4F-4 to do it. 

The other planes in the USN list work.

If you launch a DGEN Navy fighter pilot, does it work for you? I tried making a single mission too, but the planes just blew up.

It is just the F4F-4.  Try it and let me know if somehow I have goofed up my installation, but it is pure as far as I know.

C
Title: Re: The Full Monty
Post by: SAS~Monty27 on February 25, 2013, 04:07:34 AM
Monty,

A question for you:  I cannot seem to get the F4F-4 to take off from a carrier.  It works for me in my non-TFM versions fo the game, and in 4.11 or 4.09, but not in my TFM. 

Of course it was just a fluke that I ran into this, but I have been here watching the oscars and trying to launch an F4F-4 from a carrier to no avail.  I have tried various mods for carrier takeoffs, but just can't get the F4F-4 to do it. 

The other planes in the USN list work.

If you launch a DGEN Navy fighter pilot, does it work for you? I tried making a single mission too, but the planes just blew up.

It is just the F4F-4.  Try it and let me know if somehow I have goofed up my installation, but it is pure as far as I know.

C

Hi csvousden

First off, which carrier exactly?  Lets assume one of the 1970's models. 
Lets also assume we are talking Steam Cats, won't get the ol' Double Ugly airborne with anything less at sea...

Carriers were a bit tricky to set up but with DBW and TFM we have most of the carriers covered, ie; Boxer, Valley Forge, Illustrious, all the Colossus class, the Graf Zeppelin etc.

Everything was steamed up where necessary except for those USS Essex Cvs SCB125 models, by western0221.

https://www.sas1946.com/main/index.php/topic,24177.0.html

However, If you simply drop THIS into #DBW

AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release

Found Here:

https://www.sas1946.com/main/index.php/topic,23327.0.html

The issue is solved and ALL STEAM CATS ARE NOW ACTIVE!  I will include this feature in the next Monty Pack but meantime its quite safe to just drop this into your #DBW.  Please make sure it is named:

00000_SAS_AI_Engine_HotKeys_Carriers

to achieve the correct load order for TFM.

Happy Catting! - Thanks to SAS~Anto, SAS~Benitomuso and SAS~western0221 for this excellent solution.
Title: Re: The Full Monty
Post by: 352nd_Hoss on February 25, 2013, 05:54:26 AM
if it's not at the top make it
!000_SAS_AI_Engine_HotKeys_Carriers........... the exclamation point will make sure it's at the top.  But be warned if you use the 2.6 version you will lose UV3 fly by sounds.

Cheers

Hoss
Title: Re: The Full Monty
Post by: SAS~Monty27 on February 25, 2013, 03:24:04 PM
Good points, thanks Mike.  We got a whole lot of stuff available with this install now!
Title: Re: The Full Monty
Post by: csvousden on February 25, 2013, 08:54:45 PM
Some feedback:  I did add the file: !000_SAS_AI_Engine_HotKeys_Carriers

Then I tried the DGen US Navy Fighter starting a campaign in various ranks with either the f4f-3, the f4f-4, or the F4u-1a, and the -3 and the corsair worked fine at any rank.

the F4F-4 would not work without exploding on the carrier.

I urge you to start the Santa Cruz part of the DGen US Navy Fighter and see what happens.  The carriers are the early ones: In this case the Saratoga CV3

Here is the mission file:

Code: [Select]
[MAIN]
  briefSound samples/sounds/CarrierUSA1.wav
  MAP CoralSea/load.ini
  TIME 7.50
  CloudType 1
  CloudHeight 600.0
  player USN_VF_3B00
  playerNum 1
[Wing]
  USN_VF_3B00
  IJN_C_Zuiho_FS_VB10
  usa0110
  ja0110
  usa0111
  ja0111
  usa0112
  ja0112
  usa0113
[USN_VF_3B00]
  Planes 2
  Skill0 3
  Skill1 0
  pilot0 US_22.bmp
  Class air.F4F4
  Fuel 100
  weapons default
[USN_VF_3B00_Way]
  TAKEOFF -409769.44 -480134.22 0.00 0.00 8_Chief 0 &0
  NORMFLY -404815.66 -479455.94 400.00 400.00 &0
  NORMFLY -407879.96 -475504.98 800.00 400.00 &0
  NORMFLY -409769.44 -480134.22 1100.00 400.00 &0
  NORMFLY -423349.81 -525003.47 1250.00 400.00 &0
  NORMFLY -426065.88 -533977.32 1250.00 400.00 &0
  NORMFLY -428781.95 -542951.17 1250.00 400.00 &0
  NORMFLY -429789.63 -537301.87 1100.00 400.00 &0
  LANDING -430797.31 -531652.56 0.00 0.00 8_Chief 0 &0
[IJN_C_Zuiho_FS_VB10]
  Planes 3
  Skill0 0
  Skill1 0
  Skill2 0
  Class air.A6M2_21
  Fuel 100
  weapons default
[IJN_C_Zuiho_FS_VB10_Way]
  TAKEOFF -534277.44 -688431.69 0.00 0.00 25_Chief 0 &1
  NORMFLY -528416.58 -680349.44 700.00 400.00 &1
  NORMFLY -522555.72 -672267.19 1400.00 400.00 &1
  NORMFLY -481529.70 -615691.43 3000.00 400.00 &1
  NORMFLY -440503.67 -559115.67 3000.00 400.00 &1
  NORMFLY -434642.81 -551033.42 3000.00 400.00 &1
  NORMFLY -428781.95 -542951.17 3000.00 400.00 USN_VF_3B00 6 &1
  NORMFLY -434055.50 -550245.13 3000.00 400.00 &1
  NORMFLY -439329.06 -557539.08 3000.00 400.00 &1
  NORMFLY -481517.48 -615890.74 3000.00 400.00 &1
  NORMFLY -523705.90 -674242.40 3000.00 400.00 &1
  NORMFLY -528979.45 -681536.35 1800.00 400.00 &1
  LANDING -534253.00 -688830.31 0.00 0.00 25_Chief 0 &1
[usa0110]
  Planes 2
  Skill0 1
  Skill1 1
  Class air.F4F4
  Fuel 100
  weapons default
  StartTime 9
[usa0110_Way]
  NORMFLY -414685.32 -492757.46 1750.00 400.00 &0
  NORMFLY -417855.71 -502241.59 2500.00 400.00 &0
  NORMFLY -419440.90 -506983.65 2500.00 400.00 &0
  GATTACK -421026.09 -511725.71 2500.00 400.00  &0
  NORMFLY -426737.83 -518910.48 1800.00 400.00 &0
  LANDING -432449.56 -526095.25 0.00 0.00 9_Chief 0 &0
[ja0110]
  Planes 2
  Skill0 2
  Skill1 2
  Class air.A6M2_21
  Fuel 100
  weapons default
  StartTime 7
[ja0110_Way]
  NORMFLY -414914.27 -492024.04 2000.00 400.00 &1
  NORMFLY -416004.63 -496903.70 2400.00 400.00 &1
  NORMFLY -417094.98 -501783.37 2800.00 400.00 &1
  GATTACK -419275.70 -511542.70 3000.00 400.00  &1
  NORMFLY -424561.48 -519809.19 3000.00 400.00 &1
  NORMFLY -429847.27 -528075.69 3000.00 400.00 &1
  NORMFLY -524991.43 -676872.69 3000.00 400.00 &1
  NORMFLY -530277.21 -685139.19 1900.00 400.00 &1
  LANDING -535563.00 -693405.69 0.00 0.00 26_Chief 0 &1
[usa0111]
  Planes 2
  Skill0 1
  Skill1 0
  Class air.F4F4
  Fuel 100
  weapons default
  StartTime 11
[usa0111_Way]
  NORMFLY -414685.32 -492757.46 1750.00 400.00 &0
  NORMFLY -417855.71 -502241.59 2500.00 400.00 &0
  NORMFLY -419440.90 -506983.65 2500.00 400.00 &0
  GATTACK -421026.09 -511725.71 2500.00 400.00  &0
  NORMFLY -426737.83 -518910.48 1800.00 400.00 &0
  LANDING -432449.56 -526095.25 0.00 0.00 9_Chief 0 &0
[ja0111]
  Planes 2
  Skill0 0
  Skill1 0
  Class air.A6M2_21
  Fuel 100
  weapons default
  StartTime 11
[ja0111_Way]
  NORMFLY -414914.27 -492024.04 2000.00 400.00 &1
  NORMFLY -416004.63 -496903.70 2400.00 400.00 &1
  NORMFLY -417094.98 -501783.37 2800.00 400.00 &1
  GATTACK -419275.70 -511542.70 3000.00 400.00  &1
  NORMFLY -424561.48 -519809.19 3000.00 400.00 &1
  NORMFLY -429847.27 -528075.69 3000.00 400.00 &1
  NORMFLY -524991.43 -676872.69 3000.00 400.00 &1
  NORMFLY -530277.21 -685139.19 1900.00 400.00 &1
  LANDING -535563.00 -693405.69 0.00 0.00 26_Chief 0 &1
[usa0112]
  Planes 2
  Skill0 1
  Skill1 1
  Class air.F4F4
  Fuel 100
  weapons default
  StartTime 7
[usa0112_Way]
  NORMFLY -414685.32 -492757.46 1750.00 400.00 &0
  NORMFLY -417855.71 -502241.59 2500.00 400.00 &0
  NORMFLY -419440.90 -506983.65 2500.00 400.00 &0
  GATTACK -421026.09 -511725.71 2500.00 400.00  &0
  NORMFLY -426737.83 -518910.48 1800.00 400.00 &0
  LANDING -432449.56 -526095.25 0.00 0.00 9_Chief 0 &0
[ja0112]
  Planes 2
  Skill0 2
  Skill1 2
  Class air.A6M2_21
  Fuel 100
  weapons default
  StartTime 7
[ja0112_Way]
  NORMFLY -414914.27 -492024.04 2000.00 400.00 &1
  NORMFLY -416004.63 -496903.70 2400.00 400.00 &1
  NORMFLY -417094.98 -501783.37 2800.00 400.00 &1
  GATTACK -419275.70 -511542.70 3000.00 400.00  &1
  NORMFLY -424561.48 -519809.19 3000.00 400.00 &1
  NORMFLY -429847.27 -528075.69 3000.00 400.00 &1
  NORMFLY -524991.43 -676872.69 3000.00 400.00 &1
  NORMFLY -530277.21 -685139.19 1900.00 400.00 &1
  LANDING -535563.00 -693405.69 0.00 0.00 26_Chief 0 &1
[usa0113]
  Planes 2
  Skill0 2
  Skill1 2
  Class air.F4F4
  Fuel 100
  weapons default
  StartTime 11
[usa0113_Way]
  NORMFLY -414685.32 -492757.46 1750.00 400.00 &0
  NORMFLY -417855.71 -502241.59 2500.00 400.00 &0
  NORMFLY -419440.90 -506983.65 2500.00 400.00 &0
  GATTACK -421026.09 -511725.71 2500.00 400.00  &0
  NORMFLY -426737.83 -518910.48 1800.00 400.00 &0
  LANDING -432449.56 -526095.25 0.00 0.00 9_Chief 0 &0
[Chiefs]
  8_Chief Ships.USSSaratogaCV3 1 0 0 5.0
  9_Chief Ships.USSCVGeneric 1 0 0 5.0
  10_Chief Ships.Tramp 1 0 0 5.0
  11_Chief Ships.USSIndianapolisCA35 1 0 0 5.0
  12_Chief Ships.Tanker 1 0 0 5.0
  13_Chief Ships.USSKiddDD661 1 0 0 5.0
  14_Chief Ships.USSFletcherDD445 1 0 0 5.0
  25_Chief Ships.IJNShokakuCV 2 0 0 5.0
  26_Chief Ships.IJNZuikakuCV 2 0 0 5.0
  27_Chief Ships.IJNAkagiCV 2 0 0 5.0
  28_Chief Ships.IJNAkizukiDD42 2 0 0 5.0
  29_Chief Ships.IJNAkizukiDD42 2 0 0 5.0
Title: Re: The Full Monty
Post by: SAS~Monty27 on February 25, 2013, 11:28:31 PM
LOL!  We were at cross purposes there!  I was talking about F-4 Phantom IIs!  Which work fine from FMB BTW.  OK, so DGEN F4F-4 Wildcat.

Anyway, now I'm looking at the right campaign, standard DGEN, Santa Cruz, F4F-4, VF-5 - As the mission loads the aircraft spawn on top of one another, exploding at the start.

However, if we set up a full flight F4-4 Launch from FMB the aircraft spawn normally and sit there on the deck, properly spaced and ready for takeoff.

Therefore the problem is likely to reside in the mission file component of that DGEN campaign.  DGEN gurus like Boelcke and Juri, would be the ones to ask about this.  Meanwhile I will have a play with the mission files and see what is happening there.  Perhaps Hoss, who has more virtual carrier hours than anyone I know, might also take a look at this for us.

Thanks for posting the mission file, it doesn't load in FMB for me, there are no [Chief_Road] entries and the [Chiefs] are sequenced oddly.  So I am pretty sure it will be a question of fixing this mission so it works in FMB first and then testing the substitute. - Will take a look and be in touch...
Title: Re: The Full Monty
Post by: SAS~Monty27 on February 25, 2013, 11:54:48 PM
It looks more and more like this is only a fragment of the mission.  Could you tell me the name of the mission, presumably located in the DGen folder...
Title: Re: The Full Monty
Post by: csvousden on February 26, 2013, 07:04:19 PM
Sorry, I did only post part of it. It is long, but here is the rest.  And Thank you so much for your investigations.  I love your work!

part I of the rest
Code: [Select]
[MAIN]
  briefSound samples/sounds/CarrierUSA1.wav
  MAP CoralSea/load.ini
  TIME 7.50
  CloudType 1
  CloudHeight 600.0
  player USN_VF_3B00
  playerNum 1
[Wing]
  USN_VF_3B00
  IJN_C_Zuiho_FS_VB10
  usa0110
  ja0110
  usa0111
  ja0111
  usa0112
  ja0112
  usa0113
[USN_VF_3B00]
  Planes 2
  Skill0 3
  Skill1 0
  pilot0 US_22.bmp
  Class air.F4F4
  Fuel 100
  weapons default
[USN_VF_3B00_Way]
  TAKEOFF -409769.44 -480134.22 0.00 0.00 8_Chief 0 &0
  NORMFLY -404815.66 -479455.94 400.00 400.00 &0
  NORMFLY -407879.96 -475504.98 800.00 400.00 &0
  NORMFLY -409769.44 -480134.22 1100.00 400.00 &0
  NORMFLY -423349.81 -525003.47 1250.00 400.00 &0
  NORMFLY -426065.88 -533977.32 1250.00 400.00 &0
  NORMFLY -428781.95 -542951.17 1250.00 400.00 &0
  NORMFLY -429789.63 -537301.87 1100.00 400.00 &0
  LANDING -430797.31 -531652.56 0.00 0.00 8_Chief 0 &0
[IJN_C_Zuiho_FS_VB10]
  Planes 3
  Skill0 0
  Skill1 0
  Skill2 0
  Class air.A6M2_21
  Fuel 100
  weapons default
[IJN_C_Zuiho_FS_VB10_Way]
  TAKEOFF -534277.44 -688431.69 0.00 0.00 25_Chief 0 &1
  NORMFLY -528416.58 -680349.44 700.00 400.00 &1
  NORMFLY -522555.72 -672267.19 1400.00 400.00 &1
  NORMFLY -481529.70 -615691.43 3000.00 400.00 &1
  NORMFLY -440503.67 -559115.67 3000.00 400.00 &1
  NORMFLY -434642.81 -551033.42 3000.00 400.00 &1
  NORMFLY -428781.95 -542951.17 3000.00 400.00 USN_VF_3B00 6 &1
  NORMFLY -434055.50 -550245.13 3000.00 400.00 &1
  NORMFLY -439329.06 -557539.08 3000.00 400.00 &1
  NORMFLY -481517.48 -615890.74 3000.00 400.00 &1
  NORMFLY -523705.90 -674242.40 3000.00 400.00 &1
  NORMFLY -528979.45 -681536.35 1800.00 400.00 &1
  LANDING -534253.00 -688830.31 0.00 0.00 25_Chief 0 &1
[usa0110]
  Planes 2
  Skill0 1
  Skill1 1
  Class air.F4F4
  Fuel 100
  weapons default
  StartTime 9
[usa0110_Way]
  NORMFLY -414685.32 -492757.46 1750.00 400.00 &0
  NORMFLY -417855.71 -502241.59 2500.00 400.00 &0
  NORMFLY -419440.90 -506983.65 2500.00 400.00 &0
  GATTACK -421026.09 -511725.71 2500.00 400.00  &0
  NORMFLY -426737.83 -518910.48 1800.00 400.00 &0
  LANDING -432449.56 -526095.25 0.00 0.00 9_Chief 0 &0
[ja0110]
  Planes 2
  Skill0 2
  Skill1 2
  Class air.A6M2_21
  Fuel 100
  weapons default
  StartTime 7
[ja0110_Way]
  NORMFLY -414914.27 -492024.04 2000.00 400.00 &1
  NORMFLY -416004.63 -496903.70 2400.00 400.00 &1
  NORMFLY -417094.98 -501783.37 2800.00 400.00 &1
  GATTACK -419275.70 -511542.70 3000.00 400.00  &1
  NORMFLY -424561.48 -519809.19 3000.00 400.00 &1
  NORMFLY -429847.27 -528075.69 3000.00 400.00 &1
  NORMFLY -524991.43 -676872.69 3000.00 400.00 &1
  NORMFLY -530277.21 -685139.19 1900.00 400.00 &1
  LANDING -535563.00 -693405.69 0.00 0.00 26_Chief 0 &1
[usa0111]
  Planes 2
  Skill0 1
  Skill1 0
  Class air.F4F4
  Fuel 100
  weapons default
  StartTime 11
[usa0111_Way]
  NORMFLY -414685.32 -492757.46 1750.00 400.00 &0
  NORMFLY -417855.71 -502241.59 2500.00 400.00 &0
  NORMFLY -419440.90 -506983.65 2500.00 400.00 &0
  GATTACK -421026.09 -511725.71 2500.00 400.00  &0
  NORMFLY -426737.83 -518910.48 1800.00 400.00 &0
  LANDING -432449.56 -526095.25 0.00 0.00 9_Chief 0 &0
[ja0111]
  Planes 2
  Skill0 0
  Skill1 0
  Class air.A6M2_21
  Fuel 100
  weapons default
  StartTime 11
[ja0111_Way]
  NORMFLY -414914.27 -492024.04 2000.00 400.00 &1
  NORMFLY -416004.63 -496903.70 2400.00 400.00 &1
  NORMFLY -417094.98 -501783.37 2800.00 400.00 &1
  GATTACK -419275.70 -511542.70 3000.00 400.00  &1
  NORMFLY -424561.48 -519809.19 3000.00 400.00 &1
  NORMFLY -429847.27 -528075.69 3000.00 400.00 &1
  NORMFLY -524991.43 -676872.69 3000.00 400.00 &1
  NORMFLY -530277.21 -685139.19 1900.00 400.00 &1
  LANDING -535563.00 -693405.69 0.00 0.00 26_Chief 0 &1
[usa0112]
  Planes 2
  Skill0 1
  Skill1 1
  Class air.F4F4
  Fuel 100
  weapons default
  StartTime 7
[usa0112_Way]
  NORMFLY -414685.32 -492757.46 1750.00 400.00 &0
  NORMFLY -417855.71 -502241.59 2500.00 400.00 &0
  NORMFLY -419440.90 -506983.65 2500.00 400.00 &0
  GATTACK -421026.09 -511725.71 2500.00 400.00  &0
  NORMFLY -426737.83 -518910.48 1800.00 400.00 &0
  LANDING -432449.56 -526095.25 0.00 0.00 9_Chief 0 &0
[ja0112]
  Planes 2
  Skill0 2
  Skill1 2
  Class air.A6M2_21
  Fuel 100
  weapons default
  StartTime 7
[ja0112_Way]
  NORMFLY -414914.27 -492024.04 2000.00 400.00 &1
  NORMFLY -416004.63 -496903.70 2400.00 400.00 &1
  NORMFLY -417094.98 -501783.37 2800.00 400.00 &1
  GATTACK -419275.70 -511542.70 3000.00 400.00  &1
  NORMFLY -424561.48 -519809.19 3000.00 400.00 &1
  NORMFLY -429847.27 -528075.69 3000.00 400.00 &1
  NORMFLY -524991.43 -676872.69 3000.00 400.00 &1
  NORMFLY -530277.21 -685139.19 1900.00 400.00 &1
  LANDING -535563.00 -693405.69 0.00 0.00 26_Chief 0 &1
[usa0113]
  Planes 2
  Skill0 2
  Skill1 2
  Class air.F4F4
  Fuel 100
  weapons default
  StartTime 11
[usa0113_Way]
  NORMFLY -414685.32 -492757.46 1750.00 400.00 &0
  NORMFLY -417855.71 -502241.59 2500.00 400.00 &0
  NORMFLY -419440.90 -506983.65 2500.00 400.00 &0
  GATTACK -421026.09 -511725.71 2500.00 400.00  &0
  NORMFLY -426737.83 -518910.48 1800.00 400.00 &0
  LANDING -432449.56 -526095.25 0.00 0.00 9_Chief 0 &0
[Chiefs]
  8_Chief Ships.USSSaratogaCV3 1 0 0 5.0
  9_Chief Ships.USSCVGeneric 1 0 0 5.0
  10_Chief Ships.Tramp 1 0 0 5.0
  11_Chief Ships.USSIndianapolisCA35 1 0 0 5.0
  12_Chief Ships.Tanker 1 0 0 5.0
  13_Chief Ships.USSKiddDD661 1 0 0 5.0
  14_Chief Ships.USSFletcherDD445 1 0 0 5.0
  25_Chief Ships.IJNShokakuCV 2 0 0 5.0
  26_Chief Ships.IJNZuikakuCV 2 0 0 5.0
  27_Chief Ships.IJNAkagiCV 2 0 0 5.0
  28_Chief Ships.IJNAkizukiDD42 2 0 0 5.0
  29_Chief Ships.IJNAkizukiDD42 2 0 0 5.0
[8_Chief_Road]
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[9_Chief_Road]
  -411121.34 -474877.38 120.00 0 2 16.666666666666668
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[10_Chief_Road]
  -410520.44 -477130.25 120.00 0 2 2.5722224712371826
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[11_Chief_Road]
  -415176.63 -477580.84 120.00 0 2 2.5722224712371826
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[12_Chief_Road]
  -415911.31 -475233.75 120.00 0 2 2.5722224712371826
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[13_Chief_Road]
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[14_Chief_Road]
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[25_Chief_Road]
  -534277.44 -688431.69 120.00 0 294 15.833333333333332
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  -527196.63 -804040.00 120.00
  -527172.19 -804438.63 120.00
  -527147.81 -804837.31 120.00
  -527123.38 -805235.94 120.00
[26_Chief_Road]
  -535585.94 -693006.19 120.00 0 280 15.833333333333332
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  -534437.88 -712982.63 120.00
  -534414.94 -713382.13 120.00
  -534391.94 -713781.69 120.00

part 2
Code: [Select]
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  -529179.75 -804474.63 120.00
[27_Chief_Road]
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  -529076.81 -739068.38 120.00
  -529053.38 -739467.13 120.00
  -529029.88 -739865.88 120.00
  -529006.38 -740264.69 120.00
Title: Re: The Full Monty
Post by: csvousden on February 27, 2013, 08:45:00 PM
Okay, here is a single mission I created just to test my exploding Wildcat.  I created it with corsairs and tried various planes in it.  With the F4F-4 it explodes, all others seem to work.  I am clueless, but do appreciate any thoughts:


Code: [Select]
[MAIN]
  MAP Solomons/load_0842.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player USN_VF_42A00
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  USN_VF_42A00
[USN_VF_42A00]
  Planes 4
  Skill 1
  Class air.F4U1A
  Fuel 100
  weapons default
[USN_VF_42A00_Way]
  TAKEOFF 794008.77 171840.35 0 0 1_Chief 0 &0
  NORMFLY 775240.98 177371.92 500.00 300.00 &0
  NORMFLY 737904.42 189240.50 1000.00 300.00 &0
  NORMFLY 683013.67 196469.26 2000.00 300.00 &0
  NORMFLY 639807.76 158452.02 3000.00 300.00 &0
  NORMFLY 631891.28 157070.96 3000.00 300.00 &0
  NORMFLY 659620.87 136922.95 3000.00 300.00 &0
  LANDING 639206.63 79265.77 0 0 &0
[Chiefs]
  0_Chief Ships.USSSimsDD1941 1 0 2 1.0
  1_Chief Ships.USSLexingtonCV2 1 0 2 1.0
  2_Chief Ships.MAS501UNP 1 0 2 1.0
  3_Chief Ships.MAS501UNP 1 0 2 1.0
  4_Chief Ships.USSChesterCA27 1 0 2 1.0
  5_Chief Ships.USSMcKean 1 0 2 1.0
  6_Chief Ships.USSMcKean 1 0 2 1.0
  7_Chief Ships.USSMcKean 1 0 2 1.0
  8_Chief Ships.USSMcKean 1 0 2 1.0
  9_Chief Ships.USSMcKean 1 0 2 1.0
  10_Chief Ships.USSMcKean 1 0 2 1.0
  11_Chief Ships.USSMcKean 1 0 2 1.0
  12_Chief Ships.USSMcKean 1 0 2 1.0
[0_Chief_Road]
  668734.38 82206.88 120.00 0 18 13.88888931274414
  653700.00 97300.00 120.00
  601100.00 99700.00 120.00
  599700.00 99300.00 120.00
  597500.00 98100.00 120.00
  597100.00 97900.00 120.00
  596300.00 97300.00 120.00
  594100.00 96300.00 120.00
  592700.00 95700.00 120.00
  592500.00 95500.00 120.00
  591100.00 94100.00 120.00
  590900.00 93900.00 120.00
  589100.00 92100.00 120.00
  589300.00 71700.00 120.00
  589500.00 69900.00 120.00
  589700.00 69300.00 120.00
  597300.00 58100.00 120.00
  598988.38 35117.38 120.00
[1_Chief_Road]
  794006.69 171843.75 120.00 0 2 8.809722900390625
  767258.50 187821.92 120.00 0 2 8.809722900390625
  804521.81 238635.45 120.00
[2_Chief_Road]
  644553.25 85442.04 120.00 0 2 8.333333969116211
  629121.00 88453.22 120.00 0 2 8.333333969116211
  631002.94 84312.84 120.00 0 2 8.333333969116211
  641918.44 88453.22 120.00
[3_Chief_Road]
  610677.56 107273.05 120.00 0 2 8.333333969116211
  605784.38 102756.25 120.00 0 2 8.333333969116211
  606160.75 107649.41 120.00 0 2 8.333333969116211
  606913.56 114048.20 120.00 0 2 8.333333969116211
  611430.31 102003.47 120.00
[4_Chief_Road]
  734135.63 91087.98 120.00 0 2 8.424028396606445
  686709.63 96357.52 120.00 0 2 8.424028396606445
  688591.63 82054.45 120.00 0 2 8.424028396606445
  719456.19 70009.77 120.00
[5_Chief_Road]
  719456.19 103132.66 120.00 0 2 9.002778053283691
  702894.69 104261.87 120.00 0 2 9.002778053283691
  702518.31 104638.28 120.00 0 2 9.002778053283691
  692355.63 110660.59 120.00
[6_Chief_Road]
  625357.00 128727.64 120.00 0 2 9.002778053283691
  616699.88 121952.49 120.00 0 2 9.002778053283691
  626109.81 114048.20 120.00 0 2 9.002778053283691
  633637.75 118188.52 120.00 0 2 9.002778053283691
  630626.56 121952.49 120.00
[7_Chief_Road]
  684451.25 126092.88 120.00 0 2 9.002778053283691
  702894.69 126469.23 120.00 0 2 9.002778053283691
  694990.38 131738.81 120.00 0 2 9.002778053283691
  686333.25 142654.30 120.00 0 2 9.002778053283691
  677299.75 134373.58 120.00
[8_Chief_Road]
  707411.44 140395.95 120.00 0 2 9.002778053283691
  691979.19 150558.64 120.00 0 2 9.002778053283691
  672406.56 143407.13 120.00
[9_Chief_Road]
  664878.63 95604.73 120.00 0 2 9.002778053283691
  638154.50 109531.40 120.00 0 2 9.002778053283691
  629121.00 101250.69 120.00
[10_Chief_Road]
  750320.69 184810.75 120.00 0 2 9.002778053283691
  753708.25 201372.19 120.00
[11_Chief_Road]
  762365.38 199113.81 120.00 0 2 9.002778053283691
  760107.00 192715.06 120.00 0 2 9.002778053283691
  759730.63 184434.33 120.00
[12_Chief_Road]
  752202.69 209652.91 120.00 0 2 9.002778053283691
  739028.75 199113.81 120.00
[NStationary]
[Buildings]
[Bridge]
[House]
[FrontMarker]
  FrontMarker0 507544.87 59094.27 1
  FrontMarker1 573037.88 95228.34 1
  FrontMarker2 627615.38 164108.92 1
  FrontMarker3 645682.42 223203.19 1
  FrontMarker4 690473.62 315796.75 1
  FrontMarker5 696495.96 313538.37 2
  FrontMarker6 655092.34 221697.60 2
  FrontMarker7 631002.95 161474.14 2
  FrontMarker8 576801.84 91087.98 2
  FrontMarker9 510556.04 54577.51 2
Title: Re: The Full Monty
Post by: BravoFxTrt on February 27, 2013, 09:09:03 PM
Csvous. I tried this last mission, my Plane didnt explode but the engine wouldnt start. And dont you mean F4U not F4F?
Title: Re: The Full Monty
Post by: SAS~Monty27 on February 27, 2013, 09:17:05 PM
Csvous. I tried this last mission, my Plane didnt explode but the engine wouldnt start. And dont you mean F4U not F4F?
Hello Bravo, thanks for looking at this:  Just change the plane type in FMB and lets see what happens...
Title: Re: The Full Monty
Post by: BravoFxTrt on February 27, 2013, 09:22:07 PM
He's right the F4F-4 Explodes at mission start
Title: Re: The Full Monty
Post by: BravoFxTrt on February 27, 2013, 09:27:42 PM
Nothing interesting in the Log file either:

WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 105,  Vert 3475,  Ind 13806
WARNING: * Buf1 : Obj: 955,  Vert 92690,  Ind 238350
WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
Load bridges
Load static objects
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F4F-4/F4F-4 3 tone.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F4F-4/F4F-4 Atlantic.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F4F-4/void.bmp height=1024 width=1024 bpp=8
[28.02.2013 6:25:09] -------------- END log session -------------
Title: Re: The Full Monty
Post by: SAS~Monty27 on February 27, 2013, 11:54:28 PM
See, we have here an old sim, that has been patched and upgraded over the years even before being modded.

Therefore some old mission files, written ages ago on effectively a different game, are going to be buggy with heavily modded installs.

This Pacific Fighter F4F-3/4 DGen campaign DOES work on Vanilla DBW and some new object introduced in TFM has screwed with it.  Somebody might come up with the culprit, but I have been unable to find the offending object or mod that is causing this.

Interim Solution: Fly this campaign with a Vanilla DBW, achieved in 30 Seconds by RENAMING #DBW to #DBW-TFM (so the change can be reversed later as required) - Then rename your backup #DBW-CLEAN folder to #DBW. 

Go play the old DGens to your hearts content now and when ready to return to TFM, reverse the above process.

Newer missions, and those written on TFM in the first place, are going to be fine.  In fact, this is the point of TFM.  But some of those old DGen missions are soooo ancient, who knows what has upset them?
Title: Re: The Full Monty
Post by: pilotpimpf on February 28, 2013, 03:08:27 AM
Thats an excellent idea Monty27, I have many campaigns going back to the beginnig of time, the ones by FSM which I enjoy flying are unwilling to work in TFM.
By doing this there is no need to go back to an earlier version of the game.
Title: Re: The Full Monty
Post by: csvousden on February 28, 2013, 05:57:37 AM
Thanks Monty.  I am totally fine with that solution.  I have lots of variations of the game on my rig, but my favorite is TFM, so I am very content with using different game versions for different things. 

The only thing I really love about the DGen campaigns is that they are easy, fast, and keep a written record of the types of EA destroyed.  DCG campaigns do that as well, but are slightly more difficult for me to keep in play.  Of course the best campaigns in my opinion are those created by the players, but they only provide a minimalist's record of results.

Thank you very much for checking this out, though, and please do consider me one of your biggest fans!

C
Title: Re: The Full Monty
Post by: SAS~Monty27 on February 28, 2013, 03:07:56 PM
I have had the privilege of looking through some old WWII Logbooks and it might be nice to make a pdf in that format to attach to a campaign. 

Even better, an Il2 logbook could be created in Excel or similar and filled in after each flight...
Title: Re: The Full Monty
Post by: csvousden on February 28, 2013, 04:23:52 PM
I would love a mod that tracked all kills by all AC involved in a mission and then reported the results.  Of course I have no clue how to make that happen, but this issue did get me thinking that would be nice.  Although I love this game and have since I first got it ages ago.

C
Title: Re: The Full Monty
Post by: Flying H on February 28, 2013, 04:55:29 PM
In the by now old IL2 Stab there was a "Tagebuch" that kept records but the last incarnation of the program is from 2007 so I´d think it would not work in todays game! Anyway  I think it can be found at M4T somewhere. Here is the very extensive readme with version history et all.
Code: [Select]

IL-2 Shturmovik Stab
Version 6.3


Matt Thompson-Moltzen
29 March 2007


WHAT IS IL-2 SHTURMOVIK STAB?

IL-2 Shturmovik Stab is an un-official add-on to 1C:Maddox Games' IL-2 Sturmovik, IL-2 Sturmovik: Forgotten Battles, Pacific Fighters and IL-2 Sturmovik: 1946.  It provides easy configuration of documented and undocumented features within the game.


MAIN FEATURES

Display Historically correct Luftwaffe and Finnish aircraft markings.
Display authentic German and Finnish awards/medals.
Use alternate Luftwaffe ranks in Campaigns.
Easily modify game options that cannot be modified in the game GUI.
Record your own thoughts and comments in Campaigns in a free format War Diary.


SPECIAL THANKS

A special thanks to:

Oleg Maddox of 1C:Maddox Games
Ham of Sturmovik Technika (http://www.il2center.com/technika/ - note that this site is now closed permanently) for testing and hosting this application
A special thanks to Ralf Manfred Jung for providing the translations into German
Jerry Boucher for allowing me to use his "5./JG5" image.  This image is copyright Jerry Boucher (http://www.the-vaw.com)
Patrick Bravin for allowing me to use his "VF-17" image
Stefan Wikstrom for allowing me to include his excellent German Awards pack
Tom Cofield of SimHQ.com (http://www.simhq.com)
Vadim Kolosov
Maik Himstedt
Paul Lowengrin
Duane Doutel
Steve Fleming
Simon Humphrey
Matt Henderson


SYSTEM REQUIREMENTS

Windows 98, Windows Me, Windows 2000 Professional, Windows XP
Internet Explorer 5.01 or greater
IL-2 Sturmovik (International and Russian editions) patched to version 1.2
IL-2 Sturmovik: Forgotten Battles (International and Russian editions) patched to version 1.22
IL-2 Sturmovik: Forgotten Battles Ace Expansion Pack (optional) patched to version 2.04
Pacific Fighters patched to version 4.04 either in a merged install with IL-2 Sturmovik: Forgotten Battles/Ace Expansion Pack or in a stand alone install
Pe-2 Add-on (optional)
IL-2 Sturmovik: 1946 patched to version 4.08m either in a merged install with IL-2 Sturmovik: Forgotten Battles/Ace Expansion Pack/Pacific Fighters or in a stand alone install
Desktop resolution set to 1024 by 768 pixels (or greater) and 16 bit colour


LANGUAGE SUPPORT

IL-2 Shturmovik Stab has program support built-in to support languages other than English. 

English and German languages are provided in the base release.


PACKAGE CONTENTS

The ZIP file that was distributed with this release should contain the following 111 files/folders:

GRAPHICS.BMP
ICONSETTINGS_DE.BMP
ICONSETTINGS_EN.BMP
IL2BOXES.BMP
IL2STAB.BMP
LCD.BMP
PAYPAL.BMP
STABBACKGROUND0.BMP
STABBACKGROUND1.BMP
STABBACKGROUND2.BMP
STABBACKGROUND3.BMP

RESOLUTIONS.DAT
STABBACKGROUNDS.DAT

STABMON.DLL

IL2STAB.EXE
SETUP.EXE
STABBUCH.EXE

STABBACKGROUNDTEMPLATE.PSD

COPYRIGHT (DEUTSCH).RTF
COPYRIGHT (ENGLISH).RTF
IL2STAB README (DEUTSCH).RTF
IL2STAB README (ENGLISH).RTF

CAMPAIGN\DEALT_AWARD0.TGA
CAMPAIGN\DEALT_AWARD1.TGA
CAMPAIGN\DEALT_AWARD2.TGA
CAMPAIGN\DEALT_AWARD3.TGA
CAMPAIGN\DEALT_AWARD4.TGA
CAMPAIGN\DEALT_AWARD5.TGA
CAMPAIGN\DEALT_AWARD6.TGA
CAMPAIGN\DEALT_AWARD7.TGA
CAMPAIGN\DEALT_RANK.PROPERTIES
CAMPAIN\DGENALT_MESSAGEDE.DAT
CAMPAIN\DGENALT_MESSAGEEN.DAT
CAMPAIN\DGENALT_MESSAGEFR.DAT
CAMPAIN\DGENALT_US_MESSAGEDE.DAT
CAMPAIN\DGENALT_US_MESSAGEEN.DAT
CAMPAIN\DGENALT_US_MESSAGEFR.DAT
CAMPAIN\DGENORG_MESSAGEDE.DAT
CAMPAIN\DGENORG_MESSAGEEN.DAT
CAMPAIN\DGENORG_MESSAGEFR.DAT
CAMPAIN\DGENORG_US_MESSAGEDE.DAT
CAMPAIN\DGENORG_US_MESSAGEEN.DAT
CAMPAIN\DGENORG_US_MESSAGEFR.DAT
CAMPAIGN\FIALT_AWARD2.TGA
CAMPAIGN\FIALT_AWARD3.TGA
CAMPAIGN\FIALT_AWARD4.TGA
CAMPAIGN\FIALT_AWARD5.TGA
CAMPAIGN\FIALT_AWARD6.TGA
CAMPAIGN\FIALT_AWARD7.TGA

HAKENKREUZ\HAKEN0.MAT
HAKENKREUZ\HAKEN1.MAT
HAKENKREUZ\HAKEN2.MAT
HAKENKREUZ\HAKEN3.MAT
HAKENKREUZ\FAFHAKEN.MAT

HELP\IL2STAB.CSS
HELP\STABBUCHHELP01_DE.HTML
HELP\STABBUCHHELP01_EN.HTML
HELP\STABHELP01_DE.HTML
HELP\STABHELP01_EN.HTML
HELP\STABHELP02_DE.HTML
HELP\STABHELP02_EN.HTML
HELP\STABHELP03_DE.HTML
HELP\STABHELP03_EN.HTML
HELP\IMAGES\1946_BOX.JPG
HELP\IMAGES\DEUTSCH.JPG
HELP\IMAGES\ENGLISH.JPG
HELP\IMAGES\IL-2_BOX.JPG
HELP\IMAGES\IL-2_STAB_TITLE_DE.JPG
HELP\IMAGES\IL-2_STAB_TITLE_EN.JPG
HELP\IMAGES\IL-2FB_BOX.JPG
HELP\IMAGES\IL-2FB-ACE_BOX.JPG
HELP\IMAGES\PF_BOX.JPG

LANGUAGES\DEUTSCH.DLL

MARKINGS\DEFAULT_NULL.MAT

MEDIA\109 BEIM ANLASSEN.WAV
MEDIA\109 IM FLUGE.WAV
MEDIA\IL2STAB.WAV
MEDIA\STABCLICK.WAV

TAGEBUCH\BACKGROUND1.BMP
TAGEBUCH\BACKGROUND2.BMP
TAGEBUCH\BACKGROUND3.BMP
TAGEBUCH\BACKGROUND4.BMP
TAGEBUCH\BACKGROUND5.BMP
TAGEBUCH\BACKGROUND6.BMP
TAGEBUCH\INSIGNIA_FAF.BMP
TAGEBUCH\INSIGNIA_LUFTWAFFE.BMP
TAGEBUCH\INSIGNIA_RAF.BMP
TAGEBUCH\INSIGNIA_RHAF.BMP
TAGEBUCH\INSIGNIA_USAAF.BMP
TAGEBUCH\INSIGNIA_VVS.BMP
TAGEBUCH\LOGBOOKTITLE_DE.BMP
TAGEBUCH\LOGBOOKTITLE_EN.BMP
TAGEBUCH\MEDALCASE.BMP
TAGEBUCH\ROSTERTITLEFAF_DE.BMP
TAGEBUCH\ROSTERTITLEFAF_EN.BMP
TAGEBUCH\ROSTERTITLEIJN_DE.BMP
TAGEBUCH\ROSTERTITLEIJN_EN.BMP
TAGEBUCH\ROSTERTITLEIT_DE.BMP
TAGEBUCH\ROSTERTITLEIT_EN.BMP
TAGEBUCH\ROSTERTITLELUFTWAFFE_DE.BMP
TAGEBUCH\ROSTERTITLELUFTWAFFE_EN.BMP
TAGEBUCH\ROSTERTITLERHAF_DE.BMP
TAGEBUCH\ROSTERTITLERHAF_EN.BMP
TAGEBUCH\ROSTERTITLEUSAAF_DE.BMP
TAGEBUCH\ROSTERTITLEUSAAF_EN.BMP
TAGEBUCH\ROSTERTITLEVVS_DE.BMP
TAGEBUCH\ROSTERTITLEVVS_EN.BMP
TAGEBUCH\TITLEBAR_DE.BMP
TAGEBUCH\TITLEBAR_EN.BMP
TAGEBUCH\VICTORIESTITLE_DE.BMP
TAGEBUCH\VICTORIESTITLE_EN.BMP

If the ZIP file that was distributed with this release also includes the Stab Bonus Pack, it should contain the following additional 306 files/folders:

HELP\STABBUCHHELP02_DE.HTML
HELP\STABBUCHHELP02_EN.HTML
TAGEBUCH\BUTTONAIRCRAFT.BMP
TAGEBUCH\BUTTONBRIEFING.BMP
TAGEBUCH\BUTTONDCG.BMP
TAGEBUCH\BUTTONDOWN.BMP
TAGEBUCH\BUTTONFLY.BMP
TAGEBUCH\BUTTONINSIGNIA.BMP
TAGEBUCH\BUTTONPILOT.BMP
TAGEBUCH\BUTTONUP.BMP
TAGEBUCH\BUTTONWAYPOINT.BMP
TAGEBUCH\BUTTONWEATHER.BMP
TAGEBUCH\CAMPAIGNMAP.DAT
TAGEBUCH\CAMPAIGNMAP0.BMP
TAGEBUCH\CAMPAIGNMAP1.BMP
TAGEBUCH\CAMPAIGNMAP2.BMP
TAGEBUCH\CAMPAIGNMAP3.BMP
TAGEBUCH\CAMPAIGNMAPMAPPINGS.DAT
TAGEBUCH\CHALKBOARD.BMP
TAGEBUCH\CLIPBOARD.BMP
TAGEBUCH\MAPOVERLAY.BMP
TAGEBUCH\STABCAMPAIGNMAP_MALTA.DAT
TAGEBUCH\WAYPOINT_GATTACK.BMP
TAGEBUCH\WEATHER0.BMP
TAGEBUCH\WEATHER1.BMP
TAGEBUCH\WEATHER2.BMP
TAGEBUCH\WEATHER3.BMP
TAGEBUCH\WEATHER4.BMP
TAGEBUCH\WEATHER5.BMP
TAGEBUCH\WEATHER6.BMP
TAGEBUCH\AIRCRAFT\AIRCRAFT.DAT
TAGEBUCH\AIRCRAFT\NOIMAGE_SIDE_DE.JPG
TAGEBUCH\AIRCRAFT\NOIMAGE_SIDE_EN.JPG
TAGEBUCH\AIRCRAFT\NOIMAGE_TOP_DE.JPG
TAGEBUCH\AIRCRAFT\NOIMAGE_TOP_EN.JPG
TAGEBUCH\AIRCRAFT\A6M2\INIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M2\JAIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M2N\INIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M2_21\INIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M3\JAIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M5\INIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M5A\INIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M5B\INIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M5C\JAIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M7_62\INIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A6M7_63\JAIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\A_20G\USIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BEAU21\GBIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109E4\BF_109E4.DAT
TAGEBUCH\AIRCRAFT\BF_109E4\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109E4B\BF_109E4B.DAT
TAGEBUCH\AIRCRAFT\BF_109E4B\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109E7\BF_109E7.DAT
TAGEBUCH\AIRCRAFT\BF_109E7\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109E7NZ\BF_109E7NZ.DAT
TAGEBUCH\AIRCRAFT\BF_109E7NZ\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109F2\BF_109F2.DAT
TAGEBUCH\AIRCRAFT\BF_109F2\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109F2\DEIMAGE_TOP.JPG
TAGEBUCH\AIRCRAFT\BF_109F4\BF_109F4.DAT
TAGEBUCH\AIRCRAFT\BF_109F4\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109F4\DEIMAGE_TOP.JPG
TAGEBUCH\AIRCRAFT\BF_109G10\BF_109G10.DAT
TAGEBUCH\AIRCRAFT\BF_109G10\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109G14\BF_109G14.DAT
TAGEBUCH\AIRCRAFT\BF_109G14\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109G2\BF_109G2.DAT
TAGEBUCH\AIRCRAFT\BF_109G2\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109G2\DEIMAGE_TOP.JPG
TAGEBUCH\AIRCRAFT\BF_109G2\FIIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109G2\SKIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109G2\SKIMAGE_TOP.JPG
TAGEBUCH\AIRCRAFT\BF_109G6\BF_109G6.DAT
TAGEBUCH\AIRCRAFT\BF_109G6\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109G6\DEIMAGE_TOP.JPG
TAGEBUCH\AIRCRAFT\BF_109G6\FIIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109G6AS\BF_109G6AS.DAT
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TAGEBUCH\AIRCRAFT\BF_109G6LATE\BF_109G6LATE.DAT
TAGEBUCH\AIRCRAFT\BF_109G6LATE\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109K4\BF_109K4.DAT
TAGEBUCH\AIRCRAFT\BF_109K4\DEIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\BF_109K4C3\BF_109K4C3.DAT
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TAGEBUCH\AIRCRAFT\BF_110G2\DEIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\F4F_FM2\UNIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\F4UCORSAIR1\RNIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\F4UCORSAIR2\RNIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\FW_190A4\FW_190A4.DAT
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TAGEBUCH\AIRCRAFT\FW_190A5\FW_190A5.DAT
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TAGEBUCH\AIRCRAFT\FW_190A6\FW_190A6.DAT
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TAGEBUCH\AIRCRAFT\FW_190A9\DEIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\FW_190D9LATE\DEIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\G4M1_11\JAIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\MC_205_1\ITIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\ME_262A1A\DEIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\MOSQUITO6\MOSQUITO6.DAT
TAGEBUCH\AIRCRAFT\PE_2SERIES1\RUIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\P_51D5NT\USIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\P_63C\USIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\SBD5\UNIMAGE_SIDE.JPG
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TAGEBUCH\AIRCRAFT\YAK_9UT\RUIMAGE_SIDE.JPG
TAGEBUCH\AIRCRAFT\YP_80A\USIMAGE_SIDE.JPG
TAGEBUCH\MAPS\ARDENNES.JPG
TAGEBUCH\MAPS\BALATON.JPG
TAGEBUCH\MAPS\BERLIN.JPG
TAGEBUCH\MAPS\CRIMEA.JPG
TAGEBUCH\MAPS\GUADALCANAL.JPG
TAGEBUCH\MAPS\KUBAN.JPG
TAGEBUCH\MAPS\KURLAND.JPG
TAGEBUCH\MAPS\KURSK.JPG
TAGEBUCH\MAPS\LENINGRAD.JPG
TAGEBUCH\MAPS\LVOV.JPG
TAGEBUCH\MAPS\MOSCOW.JPG
TAGEBUCH\MAPS\MURMANSK.JPG
TAGEBUCH\MAPS\NEWGUINEA.JPG
TAGEBUCH\MAPS\NORMANDY.JPG
TAGEBUCH\MAPS\NORTHWESTEUROPE.JPG
TAGEBUCH\MAPS\PROKHOROVKA.JPG
TAGEBUCH\MAPS\SANDSOFTIME.JPG
TAGEBUCH\MAPS\SMOLENSK.JPG
TAGEBUCH\MAPS\STALINGRAD.JPG
TAGEBUCH\UNITS\DEUNITS.DAT
TAGEBUCH\UNITS\DUUNITS.DAT
TAGEBUCH\UNITS\FIUNITS.DAT
TAGEBUCH\UNITS\FRUNITS.DAT
TAGEBUCH\UNITS\GBUNITS.DAT
TAGEBUCH\UNITS\HUUNITS.DAT
TAGEBUCH\UNITS\INUNITS.DAT
TAGEBUCH\UNITS\ITUNITS.DAT
TAGEBUCH\UNITS\JAUNITS.DAT
TAGEBUCH\UNITS\PLUNITS.DAT
TAGEBUCH\UNITS\RAUNITS.DAT
TAGEBUCH\UNITS\RNUNITS.DAT
TAGEBUCH\UNITS\ROUNITS.DAT
TAGEBUCH\UNITS\RUUNITS.DAT
TAGEBUCH\UNITS\RZUNITS.DAT
TAGEBUCH\UNITS\SKUNITS.DAT
TAGEBUCH\UNITS\UMUNITS.DAT
TAGEBUCH\UNITS\UNUNITS.DAT
TAGEBUCH\UNITS\USUNITS.DAT

CHANGES SINCE LAST REVISION

Version 6.3

Added support for IL-2 Sturmovik: 1946.

Added options to the Graphics tab in the Options dialog.

Internal code changes.


Version 6.2

Added a new background image.  Image courtesy and by permission of Eric Neatherlin.

Added an option to run IL-2 Shturmovik Stab in an IL-2 MAT Manager compatibility mode.  Enabling this option will disable and set certain features in Stab to ensure IL-2 MAT Manager processes markings on aircraft correctly.

Added and modified fields on the Graphics tab in the Options dialog.

Added an Icon Settings section to the Audio/Visual tab in the Options dialog.

Internal code changes.


Version 6.1

Added support for Pe-2 add-on (game version 4.05m).

Changed the grid line drawing on maps to start in the bottom left corner the same as the FMB.

Added grid co-ordinates on maps.  Please note that co-ordinates may not match with mission briefings for nations that use Imperial measurements such as Great Britian and the US due to the difference in scale of 10 km against 10 miles.

The Time to a waypoint is now displayed on the Current Mission briefing panels.  Please note that these are approximate only and rounded up or down to the nearest whole minute.  It does not take in consideration climbing / descending rates etc.  Also, from Take Off to the first waypoint, speed is assumed to be 250 km/h.

Added 168 side profile images for flyable aircraft.  Most nations should now have an aircraft image appear in the Aircraft panel of the Current Mission briefing.

Changed the default top profile image to be a straight silhouette.


Version 6.0

Added an option on the Aircraft panel of the Current Mission briefing to enable/disable Gruppe/Regiment insignia for your unit.  The process to manually perform this was previously outlined in the Custom Gruppe\Regiment Insignia section of the ReadMe (Update 3).

Added an option on the Aircraft panel of the Current Mission briefing to call Ace's IL-2 MAT Manager (if installed) (Update 3).

Added support in The War Diary for DCG's non-DGen replacement mode campaigns (Update 3).

Added and / or updated data and images for the following aircraft: Bf 109 F-2, Bf 109 F-4, Bf 109 G-6 (Update 3).

Added and / or updated data and images for the following aircraft: FW 190 A-5, FW 190 A-6 (Update 2).

Added support for Pacific Fighters Version 4.04 (Update 1).

The Total Distance for waypoints to be flown is now displayed on the Current Mission briefing panel (and maps) (Update 1).

You can now display Distance Circles radiating from the Take Off waypoint (they are the same colour as the grid lines) on maps. They are set at 25 km or 20 miles depending on nation (Update 1).

Added and / or updated data and images for the following aircraft: FW 190 A-4, FW 190 A-5, Mosquito FB Mk VI (Update 1).

Added support for Pacific Fighters Version 4.03.

Included the Stab Bonus Pack in the public release of Stab.

Made the alternate IL-2 Sturmovik / Pacific Fighters start detection routine the default check method.

Allowed for custom Stab Backgrounds to be added easily.

Modified the About dialog.

In the War Diary, improved the routine to determine the last mission flown from the Event logs.

In the War Diary, you can now display details for the Current Mission to be flown (Stab Bonus Pack only).

Added an option on the Aircraft panel of the Current Mission briefing to call Hardball's Aircraft Viewer (Stab Bonus Pack only).

Internal code changes.


Version 5.4

Added support for Pacific Fighters Version 4.02.

Multiple copies of saved Pilot Careers can now be kept to provide extra security for career files (Stab Bonus Pack only).

Moved graphics related options from the Audio/Visual tab in the Options dialog to a new Graphics tab.

In the War Diary, added detailed maps for New Guinea and Northwest Europe (Stab Bonus Pack only).


Version 5.3

Provided an alternate IL-2 Sturmovik / Pacific Fighters start detection routine to reduce long game load times for those users experiencing this.

In the War Diary, added detailed maps for Ardennes, Guadalcanal, Kurland, Murmansk, Normandy and North Africa (Stab Bonus Pack only).

In the War Diary, resized the detailed map of Lenningrad to improve readability (Stab Bonus Pack only).

In the War Diary, weather icons are now displayed on detailed maps (Stab Bonus Pack only).

In the War Diary, added support for Marianas map (Stab Bonus Pack only).

Modified the Battle Over Europe detection routine.

Added options to the Audio/Visual tab in the Options dialog.

Removed unused code.

The About dialog now displays Stab Bonus Pack information.


Version 5.2

Added support for Pacific Fighters Version 4.01.

In the War Diary, the detailed operational maps are now displayed within the War Diary instead of loading in an external image viewer (Stab Bonus Pack only).

In the War Diary, the detailed operational maps now display Waypoints and Front Markers (Stab Bonus Pack only) (Update 1).

In the War Diary, the map zoom level is now displayed for a few seconds when changed (Stab Bonus Pack only) (Update 1).

In the War Diary, additional hot keys have been added to the map displays (Stab Bonus Pack only) (Update 1)

Added options to the Audio/Visual tab in the Options dialog.

Internal code changes.


Version 5.1

Modified the DGEN version detection routines.

Added Stab Bonus Pack support.

Internal code changes.


Version 5.0

Added support for Pacific Fighters.

Added support for Pacific Fighters Version 3.03.

Added support for the new nations in Pacific Fighters to the War Diary.

IL-2 Shturmovik Stab can be installed more than once so each instance installed can support a separate game.  For example, if you have a merged install of IL-2 Sturmovik: Forgotten Battles/Ace Expansion Pack/Pacific Fighters and a stand alone install of Pacific Fighters, you can install two instances of IL-2 Shturmovik Stab to support each of the games installed.

Added options to the Audio/Visual tab in the Options dialog.

Modified the Help to support more browsers such as Mozilla Firefox.

Internal code changes.


Version 4.3

Added support for Ace Expansion Pack Version 2.04 (Update 1).

Added support for Ace Expansion Pack Version 2.01.

Added support for DCG Version 2.58.

Added support for Regia Aeronautica (Royal Italian Air Force) Campaigns to the War Diary.

Internal code changes.


Version 4.2

In the War Diary, now parse the Campaign Logbook to be language independent.

Added support for DCG Version 2.54.

Added an alternate background for the main program screen interface.

Internal code changes.


Version 4.1

Added support for the Ace Expansion Pack.

Reworked the War Diary interface.

Resized all War Diary backgrounds to 800 by 600 pixels.

Added a Squadron Roster to the War Diary.

Added a Victories List to the War Diary.

Added support for 3rd party DCG (Dynamic Campaign Generator).

Internal code changes.


Version 4.0

Added support for IL-2 Sturmovik: Forgotten Battles Version 1.22.

Added support for the Battle over Europe expansion pack.

Added Help files for the Dynamic Campaign settings.

Added an option to External Programs that allows them to be automatically run when IL-2 Shturmovik Stab starts.

Replaced the Staffel/Eskadrilya Office interface with a more conventional main program screen interface.

Internal code changes.


Version 3.5

Added support for IL-2 Sturmovik: Forgotten Battles Version 1.21.

Added new Dynamic Campaign settings to the Dynamic Campaign tab in the Options dialog.

Added support for USAAF Campaigns to the War Diary.


Version 3.4

Added support for IL-2 Sturmovik: Forgotten Battles Version 1.11 (Update 1).

Added options to the IL-2 Sturmovik tab in the Options dialog.

Changed Help to HTML format.


Version 3.3

Added to the War Diary the ability to display the Log Book that is maintained for Dynamic Campaigns in IL-2 Sturmovik: Forgotten Battles.


Version 3.2

Added options to the IL-2 Shturmovik Stab tab in the Options dialog.

Added options to the Logging tab in the Options dialog.

When saving Pilot Career files, the Dynamic Campaign generated files are saved as well  (IL-2 Sturmovik: Forgotten Battles only).  When restoring a Pilot Career or all Pilot Careers, the Dynamic Campaign generated files are restored as well.

Changed the alternate Luftwaffe ranks to start from Gefreiter instead of Unteroffizier (Stabsfeldwebel rank has been dropped).

Corrects the folder structure for the La-7 3xB-20 skin in IL-2 Sturmovik: Forgotten Battles.


Version 3.1

Added support for IL-2 Sturmovik: Forgotten Battles Version 1.1.

Added new Dynamic Campaign settings to the Dynamic Campaign tab in the Options dialog.

Added support for custom Gruppe/Regiment insignia.

The War Diary now supports IL-2 Sturmovik: Forgotten Battles Dynamic Campaigns.


Version 3.0

Modified to support IL-2 Sturmovik: Forgotten Battles after it was changed from an upgrade to IL-2 Sturmovik to a stand alone product.

Configuration of Dynamic Campaign settings for IL-2 Sturmovik: Forgotten Battles has been added to the Options dialog.

Included Stefan Wikstrom's updated Awards pack that updates the German and now adds  correct Finnish and Hungarian awards for IL-2 Sturmovik: Forgotten Battles.

Internal code changes.


Version 2.2

Included support for Forgotton Battles, the add-on to IL-2.

Included alternate Rank files for Finnish and Hungarian Air Forces.

In the War Diary, when adding/editing a diary entry, you can display associated Mission Events.

In the War Diary, have added the ability to display Decorations awarded.

In the War Diary, you can now delete Diaries.

The option of clearing the IL-2 Logs and the size of the log files have been added to the Options dialog to save editing the IL2Stab.INI file to set these functions.

Configuration of External Programs has been added to the Options dialog.

Added Help screens for Installing/Patching IL-2 Sturmovik and Alternate Ranks (accessible from the Options dialog).

The Installer/Uninstaller now supports the German language (Windows 2000 Professional and Windows XP only).

Internal code changes.


Version 2.1

Added a free format War Diary for offline Campaign play.

Corrects the folder structure for the Bf 109 E-4B skin in IL-2 Sturmovik.


Version 2.0

There is now a dedicated Installer/Uninstaller program (English only).

The Setup and Options Wizards have been deleted and replaced with a single tab dialog box.

Moved the Logging functions to a separate dialog page.

Pilot Career files can be automatically saved at IL-2 Sturmovik program start.  You can therefore, restore individual Pilot or all Pilot Career files.

The Staffel/Eskadrilya Office interface can be disabled with all options being selectable from the Taskbar icon.

Changed the Taskbar icon to the program icon.

The Event log file will be cleared after it exceeds 200KB in size.

The clearing of the IL-2 log file and the Event log file can be disabled by specifying -1 as the value for the the MaxLogSize key.

Better support for Windows XP.

Internal code changes.


Version 1.5

The Configure IL-2 Sturmovik Wizard now displays the detected version of IL-2 Sturmovik installed.

Added options to the Miscellaneous Options dialog.

The IL-2 log file will be cleared after it exceeds 200KB in size.

Internal code changes.


Version 1.4

Added options to the Audio/Visual Options dialog.

Added options to the Miscellaneous Options dialog.

Internal code changes.


Version 1.3

Added the option of replacing the existing German Award images with more authentic images.

Hakenkreuz will now be copied (if configured to) whether IL-2 Shturmovik Stab loads IL-2 or IL-2 is started from a Desktop Shortcut, the Windows Start menu or loaded by another program such as Hyperlobby etc.

Language changes are now dynamic (no need to restart IL-2 Shturmovik Stab).

German language support has been added.

User defined external programs can be added as 'Hot Spots' to the Staffel/Eskadrilya Office.

Added some options to the Setup Wizard.


Version 1.2

Changed the method for copying the Hakenkreuz files.  It is no longer time dependent and will copy the files once the main IL-2 menu is displayed.

Added the Staffel/Eskadrilya Office as the main program interface.

Added support for language DLL's.

Internal code changes.
 

Version 1.1

Changed the alternate Luftwaffe ranks to start from Unteroffizier instead of Feldwebel.

Added alternate VVS ranks for Campaigns.

Added the ability to launch external programs from IL-2 Shturmovik Stab.

Added menu items to the Windows Start menu to run IL-2 Shturmovik Stab components.

Added an uninstall option.

Internal code changes.


Version 1.0

Initial release.


FIXED PROBLEMS

Version 6.3

Corrected the map co-ordinate mappings for the Northwest Europe map in the War Diary.


Version 6.2

None.


Version 6.1

None.


Version 6.0

Issue caused by new DGen version 4.0.4.3 and later versions campaign generator which caused the Current Mission not to be determined (Update 2).

Issue when DCG non-DGen replacement campaigns causing a crash when trying to display the Current Mission (Update 2).


Version 5.4

None.


Version 5.3

Corrected the spelling on German Theatre map names (Stab Bonus Pack only).

Corrected the saving of the TypeClouds setting in conf.ini.


Version 5.2

None.


Version 5.1

Corrected mission list issue in the War Diary.

Corrected the Pacific Fighters version detection routine.
 

Version 5.0

Corrected deleting files when uninstalling.


Version 4.3

None.


Version 4.2

None.


Version 4.1

Corrected the TGA decoding for inverted images in the War Diary.


Version 4.0

On the Dynamic Campaign tab in the Options dialog, corrected which version of IL-2 Sturmovik: Forgotten Battles the Flak Density and Active Front Line options should be active for.


Version 3.5

Corrected the version number reported for the official version 1.21 patch (Update 1).


Version 3.4

Corrected spelling and displaying of fields in the Options dialog (German language only).

Corrected the Pilot name parsing routine to handle embedded spaces in the name.

When creating a new Diary in the War Diary, ensure that only Dynamic Campaigns for the current Pilot are listed.


Version 3.3

None.


Version 3.2

Corrections to the German version of the ReadMe file.

Corrected updating of Dynamic Campaign settings.


Version 3.1

Corrected the Pilot name parsing routine.

Corrected the file copy error in the Setup program for the original IL-2 Sturmovik game.


Version 3.0

Corrected the patching order for IL-2 Sturmovik.


Version 2.2

The War Diary will now automatically pick up user created Campaigns such as those generated by IL-2 Gen and DCG.

In the War Diary, now correctly save the Current Rank when adding/editing entries.

Corrected the Finnish translation of 'The War Diary'.

In the War Diary, corrected the Date Time parser to cater for where the IL-2 locale setting differs from the System locale setting.  For example, IL-2 locale set to English and System Locale set to French.


Version 2.1

None.


Version 2.0

None.


Version 1.5

None.


Version 1.4

Corrected text on the Historical/Realism Options dialog.


Version 1.3

None.


Version 1.2

None.


Version 1.1

Fixed the problem when double-clicking on the IL-2 Shturmovik Stab executable and nothing happened (this only occurred when IL-2 Shturmovik Stab was installed into the default folder location and this folder was 'open').


Version 1.0

Initial release.


INSTALLATION NOTES

This applies to new installs only.

1. Unzip the contents of the downloaded file IL2Stab63mitBP.ZIP to a temporary folder.

2. Run SETUP.EXE.  The Installer will guide you through the installation.

A Shortcut will be created on the Desktop for IL-2 Shturmovik Stab as well as menu options on the Windows Start menu.

Note 1: IL-2 Shturmovik Stab can be installed more than once so each instance installed can support a separate game.  For example, if you have a merged install of IL-2 Sturmovik: Forgotten Battles/Ace Expansion Pack/Pacific Fighters and a stand alone install of Pacific Fighters, you can install two instances of IL-2 Shturmovik Stab to support each of the games installed.

Note 2: The install process will also correct the spelling of the NoSubTitles key within the games CONF.INI file (as described in the games Readme (Version 1.04) file).

Note 3: The install process will also correct the folder structure for the Bf 109 E-4B skin (IL-2 Sturmovik) and the La-7 3xB-20 skin (IL-2 Sturmovik: Forgotten Battles).

Note 4: If you have already installed a German Awards pack, you will need to restore the original German awards shipped with the game prior to installing IL-2 Shturmovik Stab.  During the install process, the original awards will be saved so that you can easily switch between the original versions and the authentic versions.


UPGRADING FROM A PREVIOUS VERSION OF IL-2 SHTURMOVIK STAB

This applies if you have already installed a previous version only.

1. Unzip the contents of the downloaded file IL2Stab63mitBP.ZIP to a temporary folder.

2. Run SETUP.EXE.  The Installer will guide you through the installation.  Ensure that you specify the folder you previously installed IL-2 Shturmovik Stab into.

3. After installing, run IL-2 Shturmovik Stab, go into the Options dialog and select OK.

Note 1: See Note 1 in the new installs above.  If you want to change which install (IL-2 Sturmovik, IL-2 Sturmovik: Forgotten Battles or Pacific Fighters stand alone) IL-2 Shturmovik Stab supports, you will need to install another instance of IL-2 Shturmovik Stab.

Note 2: If you have already installed a German Awards pack, you will need to restore the original German awards shipped with the game prior to upgrading IL-2 Shturmovik Stab.  During the upgrade process, the original awards will be saved so that you can easily switch between the original versions and the authentic versions.  This is only applicable if upgrading from versions prior to Version 1.3.


DE-INSTALLATION NOTES

To remove an instance of IL-2 Shturmovik Stab, run the menu item on the Windows Start menu, select the instance of IL-2 Shturmovik Stab in Control Panel's Add or Remove Programs applet or alternatively, run SETUP.EXE in the folder you installed the instance of IL-2 Shturmovik Stab into.  Each instance of IL-2 Shturmovik Stab can be removed separately.


OPERATIONAL NOTES

IL-2 Shturmovik Stab runs in the Windows Taskbar.  To access all functions, right click on the icon (which is the same as the IL-2 Shturmovik Stab icon).

Selecting Display Historically correct Luftwaffe and FAF markings will allow the Hakenkreuz (swastika) to be displayed on the tail of Luftwaffe aircraft and display complete Finnish aircraft markings.  This option is only enabled for International editions of the game as the Russian edition displays historically correct Luftwaffe markings.

This feature was first documented by Demon/ÜberDemon on the SimHQ Forum (http://www.simhq.com).

Selecting Use alternate Luftwaffe ranks in Campaigns will change the ranks to start from a Gefreiter as the lowest rank available and go upto a Hauptmann as the highest rank available for the Luftwaffe.  This option is not available for the Russian edition of the game.

IL-2 Shturmovik Stab can optionally save all Pilot Career files at IL-2 Sturmovik program start (this saves the complete Users folder and saves the Dynamic Campaign generated files for IL-2 Sturmovik: Forgotten Battles as well).  This gives the ability to restore an individual Pilot Career if the need should arise, or to restore all Pilot Careers which may be required if re-installing IL-2 Sturmovik for example (Note: if re-installing IL-2 Sturmovik, make sure you disable the automatic saving of Pilot Careers within IL-2 Shturmovik Stab before doing so to avoid losing the saved Pilot Career files).

If you do not automatically save Pilot Careers, you have a menu option to manually save the Career files at anytime.

When starting, IL-2 Shturmovik Stab will check the size of the IL-2 Log File (if the Enable logging option is checked) and the Event Log File and clear them if either file exceeds 200KB in size.  If you wish to set a different size or disable this feature, this can be set through the Options dialog.


CUSTOM GRUPPE/REGIMENT INSIGNIA

One problem with the Campaign mode in IL-2 Sturmovik, is the Gruppe/Regiment insignia on aircraft.  They are large and not always in the correct location and they cannot be disabled as they can in the Quick Mission builder for example.

To disable them, you can copy the file Default_null.mat, which is located in the ...\Markings folder where you installed IL-2 Shturmovik Stab, to correspond with the Gruppe/Regiment you want.

For example, let us say that you are flying for I/Jagdgeschwader 3 "Udet" (I/JG3).  Copy the Default_null.mat file to I_JG3.mat.  Now when, IL-2 Sturmovik starts, IL-2 Shturmovik Stab will copy the contents of this folder into the ...\PaintSchemes\Cache folder of IL-2 Sturmovik and the Gruppe insignia for I/JG3 will be disabled, even if selected in the Aircraft Customisation screens in the game.

To determine what the Gruppe/Regiment file needs to be named, do the following:

1. Run IL-2 Sturmovik and go into the Quick Mission builder.  Select the side and aircraft of your choice and go into Aircraft Customisation.

2. Select the Gruppe/Regiment of your choice.

3. With the game still running, switch back to the Windows Desktop (CTRL - ESC).  Look in the ...\PaintSchemes\Cache folder in IL-2 Sturmovik.  Here will be displayed the MAT file for the Gruppe/Regiment you selected.

If you prefer, you can replace the game insignia with your own.  You will need to create your own <gruppe/regiment>.mat file and matching <gruppe/regiment>.tga file for the insignia to display.  Copy them into the ...\Markings folder and IL-2 Shturmovik Stab will load them when IL-2 Sturmovik starts.

The procedure for creating MAT and TGA files is explained well on Aces High site (http://www.acesartwork.co.uk/), in the MAT and TGA File Tutorial article.

If you wish to just change the location and size of the game insignia, you just need to create an appropriate MAT file and copy into the ...\Markings folder.  Copy the game created MAT file (see the steps above as to how to get it) and edit it as outlined in the MAT and TGA File Tutorial.


WAR DIARY

The War Diary is a free format Diary to record your comments and thoughts during a Campaign.  It is designed to be used with offline Campaigns only.

You can create an individual Diary for each Campaign that you are playing but each Pilot can only have an individual Campaign occurring once.

The Diary will always start with the currently selected Pilot in IL-2 Sturmovik.

You can also display the Log Book that is maintained for Dynamic Campaigns in IL-2 Sturmovik: Forgotten Battles.

Press F1 to get a list of shortcut keys that are defined.  Right-clicking on the Diary cover or on a Diary page will display a Context menu of options.

Note 1: It is highly recommended to have the Events Log enabled within IL-2 Sturmovik.  The War Diary will parse this file to determine the last Mission flown.  This feature can be enabled in the Options dialog of IL-2 Shturmovik Stab.

Note 2: German language support in the War Diary is only available if you are running Windows 2000 Professional or Windows XP.


CAMPAIGN MAPS (STAB BONUS PACK ONLY)

The feature to display Theatre and Operational maps for campaigns has been added to the War Diary with the Stab Bonus Pack (see note below).

The Operational maps are resized versions of the maps supplied with the Ace Expansion Pack (AEP) on CD 2 (maps are for the Eastern Front only) and are converted to JPEG format to reduce their size for download.

Although these are adequate, it is recommended to do one of the following:

a. Unzip the maps provided with the AEP on CD 2 to your hard drive

b. Download and unzip to your hard drive the Eastern Front and Pacific maps by Jumo, a SimHQ forum member, made from the Full Mission Builder (recommended)

c. Use maps available on various internet sites

Once either of the above has been done, edit the file ..\Tagebuch\CampaignMap.dat using Wordpad and change the DetailedMap= entry for each map to point to the maps on your hard drive.  If no entry exists for a map, simply add it.

Note: The Stab Bonus Pack is only made available to users that have made a donation towards IL-2 Shturmovik Stab (see the website for details) as a thank you for supporting my work over the years.


EXTERNAL PROGRAM SUPPORT

IL-2 Shturmovik Stab can be configured to easily launch external programs that you frequently use with IL-2 Sturmovik.

To configure external programs within IL-2 Shturmovik Stab, select the External Applications tab within the Options dialog.

Note 1: Up to 25 external programs can be configured in this way.

Note 2: The executable specified does not need to be an executable file.  It can be an executable, a Batch (or a Command file for Windows 2000 and Windows XP), a URL or any file that can be resolved by the Windows Shell.


KNOWN PROBLEMS/CONSIDERATIONS

When I try to install IL-2 Shturmovik Stab, I get the error message "Installation file validation failed.  There are files missing from the source folder.  Setup will abort. ".

When you unzip the distribution file, ensure that you have the Use folder names option checked in the Extract dialog.  The Setup program needs the file and folder structure that is listed in the Package Contents section.


Pacific Fighters has two different install types.  Which install type does IL-2 Shturmovik Stab support?

IL-2 Shturmovik Stab supports Pacific Fighters installed as a stand alone game or in a merged install of IL-2 Sturmovik: Forgotten Battles/Ace Expansion Pack/Pacific Fighters.  You will need to install two separate instances of IL-2 Shturmovik Stab to support each of these installs if you have installed both types on your system.


I already have IL-2 Shturmovik Stab installed supporting an IL-2 Sturmovik: Forgotten Battles/Ace Expansion Pack installation.  I then install Pacific Fighters into this existing installation (a merged install).  Do I need to install another instance of IL-2 Shturmovik Stab to support this?

No.   IL-2 Shturmovik Stab stills considers this merged install as an IL-2 Sturmovik: Forgotten Battles installation.  It will automatically detect the Pacific Fighters components and enable options and adjust itself accordingly.

If you had installed Pacific Fighters in a stand alone installation, then you would need to install another instance of IL-2 Shturmovik Stab to support that installation.


IL-2 Sturmovik, IL-2 Sturmovik: Forgotten Battles or Pacific Fighters hangs when I use IL-2 Shturmovik Stab.

This is almost always caused by anti-virus software.  Do one of the following:

1. Disable the anti-virus software before running IL-2 Shturmovik Stab and IL-2 Sturmovik, IL-2 Sturmovik: Forgotten Battles or Pacific Fighters.  You should do this when running all games anyway.

2. If you cannot disable the anti-virus software, exclude the IL-2 Shturmovik Stab executable IL2STAB.EXE and the game executable IL2.EXE, IL2FB.EXE or PF.EXE in the anti-virus configuration.

If the above does not help, then try the Use alternate IL-2 Sturmovik / Pacific Fighters start check option in the IL-2 Shturmovik Stab Options dialog.
 

Does IL-2 Shturmovik Stab work with DCG?

IL-2 Shturmovik Stab supports Paul Lowengrin's Dynamic Campaign Generator (DCG).  Full support requires DCG version 3.25 or greater (English only).  DCG can be operating in DGen replacement mode or non-DGen replacement mode.


What should I do if I apply a patch to the game?

After applying an official patch to the game, you should run IL-2 Shturmovik Stab, go into the Options dialog and select OK.  This will ensure that any options that you have set are re-applied to the appropriate game files.

Also, check the IL-2 Shturmovik Stab website as an updated release (which provides compatibilty with the official patch) is usually posted within a few days after the patch is released.


IL-2 Shturmovik Stab does nothing when I run it

IL-2 Shturmovik Stab runs as an application in the Windows Taskbar.  If it is running, you will see the applications icon displayed there.  Right-click on this icon to activate options for the application.


I right-click the IL-2 Shturmovik Stab icon in the Taskbar and I get no menu of options

If you are displaying the main program screen or displaying dialogs, the menu of options is disabled whilst these functions are running.


Hakenkreuz is not displayed on Luftwaffe aircraft

The files used to display the Hakenkreuz must be copied into the ...PaintSchemes\Cache folder of IL-2 Sturmovik each time that IL-2 Sturmovik is loaded.  This must be done after the main part of the program (including the Intro track has played) has loaded and the main menu is displayed.

To achieve this, IL-2 Shturmovik Stab must be running prior to launching IL-2 Sturmovik, as IL-2 Shturmovik Stab monitors for the launch of IL-2 Sturmovik and copies the required files when appropriate.


In the Options dialog, some fields are grayed out and not selectable

This is due to the fact that some options are only applicable to Pacific Fighters, IL-2 Sturmovik: Forgotten Battles, Ace Expansion Pack or to the original IL-2 Sturmovik game.  Similary, you may not have applied a game patch in which the option was first introduced.


Uninstalling the application

The Uninstaller will not completely uninstall the application on Windows 98/Windows Me systems.  After uninstalling, you will need to manually delete the folder IL-2 Shturmovik Stab was installed into.

This does not apply for Windows 2000 Professional or Windows XP systems.  The folder IL-2 Shturmovik Stab was installed into will be deleted after the next reboot of the system.


OBTAINING TECHNICAL SUPPORT

If you have any problems with this software, please post at the SimHQ forums at http://www.simhq.com and I will do my best to respond to you as I can.

email me at mailto:bfw@internode.on.net and I will do my best to respond to you as I can.

The latest version of this program can be obtained from http://mission4today.com.


COPYRIGHT NOTICE

Matt Thompson-Moltzen 2001-2007
All Rights Reserved


REVISION HISTORY

29 March 2007 - IL-2 Shturmovik Stab Version 6.3
18 August 2006 - IL-2 Shturmovik Stab Version 6.2
22 June 2006 - IL-2 Shturmovik Stab Version 6.1
14 April 2006 - IL-2 Shturmovik Stab Version 6.0 (Update 3)
3 March 2006 - IL-2 Shturmovik Stab Version 6.0 (Update 2)
26 February 2006 - IL-2 Shturmovik Stab Version 6.0 (Update 1)
15 February 2006 - IL-2 Shturmovik Stab Version 6.0
13 November 2005 - IL-2 Shturmovik Stab Version 5.4
6 September 2005 - IL-2 Shturmovik Stab Version 5.3
13 August 2005 - IL-2 Shturmovik Stab Version 5.2 (Update 1)
2 July 2005 - IL-2 Shturmovik Stab Version 5.2
12 May 2005 - IL-2 Shturmovik Stab Version 5.1
22 January 2005 - IL-2 Shturmovik Stab Version 5.0
24 July 2004 - IL-2 Shturmovik Stab Version 4.3 (Update 1)
23 May 2004 - IL-2 Shturmovik Stab Version 4.3
2 May 2004 - IL-2 Shturmovik Stab Version 4.2
13 April 2004 - IL-2 Shturmovik Stab Version 4.1
22 January 2004 - IL-2 Shturmovik Stab Version 4.0
5 December 2003 - IL-2 Shturmovik Stab Version 3.5 (Update 1)
24 November 2003 - IL-2 Shturmovik Stab Version 3.5
3 October 2003 - IL-2 Shturmovik Stab Version 3.4 (Update 1)
13 August 2003 - IL-2 Shturmovik Stab Version 3.4
1 August 2003 - IL-2 Shturmovik Stab Version 3.3
24 July 2003 - IL-2 Shturmovik Stab Version 3.2
14 July 2003 - IL-2 Shturmovik Stab Version 3.1
29 March 2003 - IL-2 Shturmovik Stab Version 3.0
19 October 2002 - IL-2 Shturmovik Stab Version 2.2
12 September 2002 - IL-2 Shturmovik Stab Version 2.1
10 August 2002 - IL-2 Shturmovik Stab Version 2.0
15 June 2002 - IL-2 Shturmovik Stab Version 1.5
24 April 2002 - IL-2 Shturmovik Stab Version 1.4
8 February 2002 - IL-2 Shturmovik Stab Version 1.3
15 January 2002 - IL-2 Shturmovik Stab Version 1.2
7 January 2002 - IL-2 Shturmovik Stab Version 1.1
27 December 2001 - IL-2 Shturmovik Stab Version 1.0

DISCLAIMER

I have produced this software as Freeware.  You may use this software without restriction.  However, you may not copy and distribute this software without written permission from myself.  I am not responsible for the addiction that IL-2 Sturmovik may cause!

I SHALL NOT BE LIABLE FOR TECHNICAL OR EDITORIAL ERRORS OR OMISSIONS CONTAINED HEREIN; NOR FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM THE FURNISHING, PERFORMANCE, OR USE OF THIS MATERIAL.

I reserve the right to revise this document and/or change product features or specifications without advance notice.

TRADEMARKS

IL-2 Sturmovik, IL-2 Sturmovik: Forgotten Battles, Pacific Fighters and IL-2 Sturmovik: 1946 are trademarks of and developed by 1C:Maddox Games and published by Ubi Soft Entertainment.  Windows 98, Windows Me, Windows 2000 Professional and Windows XP are registered trademarks of Microsoft Corporation.

All other trademarks and registered trademarks are the properties of their respective owners.

 
Title: Re: The Full Monty
Post by: csvousden on February 28, 2013, 07:27:30 PM
I will check that out!
C
Title: Re: The Full Monty
Post by: csvousden on February 28, 2013, 07:56:37 PM
Tried the Il-2 Stab but can't get it to install... oh well, that is for another discussion and another day.
Title: Re: The Full Monty
Post by: SAS~Monty27 on March 04, 2013, 08:08:56 PM
Tried the Il-2 Stab but can't get it to install... oh well, that is for another discussion and another day.
STAB was wonderful in its day, I will take another look at it with TFM, see if it can work...
Title: Re: The Full Monty
Post by: Venator77 on March 05, 2013, 04:04:29 PM
I have a problem. Some of the Fw-190s in TFM has gone missing, even though their air.ini is there where it's supposed to be and the files in the folder. The 190s gone are the A2, the three A3s, Ta-152B, and two C variants of Ta-152. How do I solve this?
Title: Re: The Full Monty
Post by: BravoFxTrt on March 05, 2013, 06:35:03 PM
These are FW-190A-3 1.42Ata. In my TFM. So Maybe post your Log File?

(https://www.sas1946.rocks/images/imageshit/img547/4162/20130306at032848.jpg)
Title: Re: The Full Monty
Post by: Venator77 on March 05, 2013, 07:41:25 PM
Oh wait! I almost forgot I temporarily solved the A2 and A3 problem by installing a seperate A2 and A3 mod. But some of the Ta-152s are still missing.

And how do I post my Log File? I don't know where it is.
Title: Re: The Full Monty
Post by: BravoFxTrt on March 05, 2013, 10:48:27 PM
Read here:   https://www.sas1946.com/main/index.php/topic,13457.msg141551.html#msg141551

And Here:    https://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: The Full Monty
Post by: Venator77 on March 08, 2013, 07:29:10 PM
Found problem. Here it is. I have to say, I got missing files that prevent myself from loading the Ta-152s.

Einfield, It cant stand as it is now so I edited this log file so that it fits into the code brackets. Next time delete all parts wich aren't necessary and post only the lines wich are from any interest.

Code: [Select]
[09.03.2013 2:09:18] ------------ BEGIN log session -------------

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 2048 -> 512 (delta = -1536) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 2048 -> 512 (delta = -1536) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 8000 -> 512 (delta = -7488) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 128 (delta = -172) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
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
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
Cannot load sound preset motor.griffon.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset motor.griffon.start.end (java.lang.Exception: Invalid preset format)
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Bomb100Lbs Was Found!!
BombGun100Lbs Was Found!!
Bomb110GalNapalm Was Found!!
BombGun110GalNapalm Was Found!!
Bomb75Napalm Was Found!!
Bomb75GalNapalm Was Found!!
BombGun75Napalm Was Found!!
BombGun75GalNapalm Was Found!!
F8F-2 Option Weapon Was Found!!
sFMDir = gui/game/buttons
s1 = flightmodels/f8f-2.fmd
s = FlightModels/F8F-2.fmd
m_lastFMFile = gui/game/buttons
F8F-2 Loading FMD: FlightModels/F8F-2.fmd
F8F2 Wepon Loading List:default
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
F8F2 Wepon Loading List:4xhvar2
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.14:RocketGunHVAR2(1)
    No.15:RocketGunHVAR2(1)
    No.16:RocketGunHVAR2(1)
    No.17:RocketGunHVAR2(1)
F8F2 Wepon Loading List:4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
F8F2 Wepon Loading List:1x150dt4xhvar2
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR2(1)
    No.15:RocketGunHVAR2(1)
    No.16:RocketGunHVAR2(1)
    No.17:RocketGunHVAR2(1)
F8F2 Wepon Loading List:1x150dt4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:1x150dt4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x100
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
F8F2 Wepon Loading List:2x100_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x100_4xhvargp1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x100_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x100_4xhvarap1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x100_1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
F8F2 Wepon Loading List:2x250
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
F8F2 Wepon Loading List:2x250_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x250_4xhvargp1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x250_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x250_4xhvarap1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x250_1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
F8F2 Wepon Loading List:1x500
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun500lbs(1)
F8F2 Wepon Loading List:1x500_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun500lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:1x500_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun500lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x500
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun500lbs(1)
    No.9:BombGun500lbs(1)
F8F2 Wepon Loading List:2x500_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun500lbs(1)
    No.9:BombGun500lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x500_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun500lbs(1)
    No.9:BombGun500lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x500_1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun500lbs(1)
    No.9:BombGun500lbs(1)
F8F2 Wepon Loading List:1x1000
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun1000lbs(1)
F8F2 Wepon Loading List:1x1000_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun1000lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:1x1000_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun1000lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:none
F8F2 Wepon Loading List:2x100_1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun100Lbs(1)
    No.9:BombGun100Lbs(1)
F8F2 Wepon Loading List:2x110GalNapalm_1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
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    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun110GalNapalm(1)
    No.9:BombGun110GalNapalm(1)
F8F2 Wepon Loading List:2x75GalNapalm_1x150dt
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun75GalNapalm(1)
    No.9:BombGun75GalNapalm(1)
F8F2 Wepon Loading List:2x75Napalm_1x150dt
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun75Napalm(1)
    No.9:BombGun75Napalm(1)
F8F2 Wepon Loading List:2xTyniyTim_1x150dt
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.18:RocketGunTinyTim(1)
    No.19:RocketGunTinyTim(1)
F8F-2 Loading FMD: FlightModels/F8F-2.fmd
F8F2 Wepon Loading List:default
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
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F8F2 Wepon Loading List:4xhvar2
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.14:RocketGunHVAR2(1)
    No.15:RocketGunHVAR2(1)
    No.16:RocketGunHVAR2(1)
    No.17:RocketGunHVAR2(1)
F8F2 Wepon Loading List:4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
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    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:4xhvarap
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    No.2:MGunHispanoMkIkWF(205)
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    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:1x150dt
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
F8F2 Wepon Loading List:1x150dt4xhvar2
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR2(1)
    No.15:RocketGunHVAR2(1)
    No.16:RocketGunHVAR2(1)
    No.17:RocketGunHVAR2(1)
F8F2 Wepon Loading List:1x150dt4xhvargp
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:1x150dt4xhvarap
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x100
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
F8F2 Wepon Loading List:2x100_4xhvargp
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    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
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    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGunFAB50(1)
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    No.14:RocketGunHVAR5(1)
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F8F2 Wepon Loading List:2x250
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F8F2 Wepon Loading List:2x250_4xhvargp
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F8F2 Wepon Loading List:2x250_4xhvargp1x150dt
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F8F2 Wepon Loading List:2x250_4xhvarap
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F8F2 Wepon Loading List:2x250_4xhvarap1x150dt
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F8F2 Wepon Loading List:2x250_1x150dt
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F8F2 Wepon Loading List:1x1000_4xhvarap
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F8F2 Wepon Loading List:none
Ship: Value of [ItalPoetiDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:224)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:302)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:475)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:11)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1603)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalPoetiDD
Ship: Value of [ItalNavigatoriDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:224)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:302)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:475)
....
Title: Re: The Full Monty
Post by: dark_jak on March 08, 2013, 07:30:34 PM
Where can I download "The full Monty" pack...
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 08, 2013, 08:11:07 PM
Where can I download "The full Monty" pack...


Right here

http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2547

Read the instructions very carefully, put the patches in as directed, after loading each pack start the game up and make sure it loads and starts, no crashes, it it crashes come back and let us know.  There is a .rc entry missing in pack one.  Someone will send you the fix if it doesn't start.

Einfeld11, for God Sake learn how to use "insert code" function, your last post is out of control Duder!...

cheers

Hoss

Title: Re: The Full Monty
Post by: dark_jak on March 08, 2013, 08:17:04 PM
Thanks AG-51, I alredy been there and I didn't fine a torrent file or a direct file to download.
Title: Re: The Full Monty
Post by: Venator77 on March 08, 2013, 08:21:54 PM

Einfeld11, for God Sake learn how to use "insert code" function, your last post is out of control Duder!...

cheers

Hoss



I am using the code correctly. It keeps glitching and uncoding itself.
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 08, 2013, 08:31:28 PM

Einfeld11, for God Sake learn how to use "insert code" function, your last post is out of control Duder!...

cheers

Hoss



I am using the code correctly. It keeps glitching and uncoding itself.

Your last line looks like this

 at com.maddox.rts.Spa[

it's missing the rest of the command i.e. code]  go back and hit modify and just type in code] it will work
Cheers

Hoss
Title: Re: The Full Monty
Post by: Venator77 on March 08, 2013, 08:41:09 PM
I did this four times!! But it keeps going back the way it was.
Title: Re: The Full Monty
Post by: dark_jak on March 08, 2013, 09:35:38 PM
Can anybody send me the torrent file to download a working direct link file download.
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 08, 2013, 09:36:46 PM
there is no Torrent yet that I know of.  if you go to that link I posted, you will find printed in green letters, there are no torrents, for reasons beyond Monty's control.  I know he has been busy with real life issues for more than the past month, so he has not had a lot of time to even upload them if he could.

take some time and just download the ones available via Monty's download links, use download manager and it will go faster, you can do more than one at a time.  I went and checked and all the links work.

Cheers

Hoss
Title: Re: The Full Monty
Post by: farang65 on March 08, 2013, 09:39:32 PM


go here   :D

http://wnhammons.mediafire.com/?csjanfo9wuwnm (http://wnhammons.mediafire.com/?csjanfo9wuwnm)

am downloading the full monty now  ;)

takes a while but hope to be fully monty'd soon  :D

Kirby
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 08, 2013, 09:41:46 PM


go here   :D

http://wnhammons.mediafire.com/?csjanfo9wuwnm (http://wnhammons.mediafire.com/?csjanfo9wuwnm)

am downloading the full monty now  ;)

takes a while but hope to be fully monty'd soon  :D

Kirby

Don't forget the patches for pack 11/12/13 are not on that page......

Cheers
Title: Re: The Full Monty
Post by: dark_jak on March 08, 2013, 09:43:15 PM
Thanks a lot, I was losing my hope... ;)
Yeah I know I can download does in the http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?2547

Title: Re: The Full Monty
Post by: farang65 on March 08, 2013, 10:04:49 PM
Thanks Hoss

For the info concerning the patches.

The full monty is a fairly new pack for me to try out

looking forward to it  :D

Kirby
Title: Re: The Full Monty
Post by: dark_jak on March 09, 2013, 07:35:23 AM
Hoss just one question tha patch for pack 11/12/13 are inserted after the original ones are inserted right?

Regards
Title: Re: The Full Monty
Post by: Venator77 on March 09, 2013, 07:58:12 AM
Just add them in order.
Title: Re: The Full Monty
Post by: dark_jak on March 09, 2013, 12:58:52 PM
This is really huge... I'm put into to JSGME for almost 8hours and I'm only at monty 12...
Is this normal
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 09, 2013, 02:49:15 PM
Yes it is normal, you can disconnect from the web, turn off your Anti virus and it will load quicker.  I installed the patches for 11, 12, 13 before I put them into jsgme, less time waiting on three extra overwrites.  I did not use jsgme after the first install.  I just took each pack and pasted them over the vanilla #DBW folder.  It's 100 times faster and I have a back up to the original.  Once you have it installed and working I highly recommend if you have the storage space to copy that #DBW folder and store it somewhere.  If your install gets hosed just use the jsgme to remove mods like Ecran wide, TIR, Forgotten countries to where there is nothing left in your DBW folder except the Full Monty, then delete it, copy and paste your back up and yer ready to go again.  Just put back in your extra mods you took out earlier.  I hope you read the instructions very carefully, there is a point where it won't start, pack 14 I believe, but if you load pack 15 it will work just fine, it's missing a entry somewhere that the STD folder in pack 15 fixes.  You are starting the game after each install right?......................I hope so.... that way you'll know which pack you had problems with when it didn't start.

Keep at it

Cheers

Hoss
Title: Re: The Full Monty
Post by: dark_jak on March 09, 2013, 03:36:21 PM
Thanks Hoss, what I've done with the 11/12/13 put the fixes in the DBWs in the jsgme folders. Didn't know I could just past it directly in the #DBW folder, maybe next time if all goes right I hope.
Yeah I've done a backup file of the original #DBW just in case.
No I I'm trying to run the game after each install UPSS, hope everything goes right :p, well if it dosen't go just gonna have to live with the reality I hasted about half day for nothing, but at least I know now how to it a faster and safe way... lol ;)
Thanks again, I'll report back as I finish the jsgme install.

Title: Re: The Full Monty
Post by: dark_jak on March 09, 2013, 04:42:18 PM
Ok, just finish installing the mod, and got some prob, the game loaded fine, try a quickplayer mission and use the normandy map, and it started laging a lot and getting some glitches in the cockpit, one of the maps that didn't lag was Smolensk, and on some other maps it game a error of Mesh3do/humans/paratrooper/russia/mono.si
And I also don't have any sound in the FlyBy view
Title: Re: The Full Monty
Post by: dark_jak on March 09, 2013, 05:57:40 PM
I thing I got the prob solved... I manege to solve the lag and glitches changing the Directx to OpenGL, maybe because of my graphic cards (Nvidia Gforce 9800 GT 1gb), and the ("Mission loading failed: Mesh3do/humans/Paratroopers/Russia/mono.sim not created") was a problem with the lack of memory to load, just changed the TexCompress and now it runs, althrought it take a little bit to load...

The only thing I still didn't solve was the FlyBy View sound problem...
Title: Re: The Full Monty
Post by: Venator77 on March 09, 2013, 06:16:50 PM
Attention all!

There was a mistake in the air.ini of the Full Monty. Two P-38s had ini forgotten to be put in. Here it is:

P-38G-5-LO        air.P_38G5LO 1                            usa01 DESERT
P-38G-10-LO       air.P_38G10LO 1                           usa01 DESERT

  Cheers(http://ultrapack.tuttovola.org/Smileys/ExcellentSmileys1/drinks.gif)(http://ultrapack.tuttovola.org/Smileys/ExcellentSmileys1/drinks.gif)(http://ultrapack.tuttovola.org/Smileys/ExcellentSmileys1/drinks.gif),

      Einfeld
Title: Re: The Full Monty
Post by: dark_jak on March 10, 2013, 07:09:33 PM
Hello fellas, I need some help here, I don't have any sound the the Flyby View. I've searched around installed the Maps Mod tiger fix, and didn't work, install the normal UV3 nothing also. Already change the channels to four and SoundFlags.hardware to one, in the config.ini and nothing, I also have the latest realtek codec drivers.
Any help will be good ;)

Regards
Title: Re: The Full Monty
Post by: Venator77 on March 10, 2013, 07:33:14 PM
That's usually caused by the number of planes in a mission. It's around 16 or more to cause this.
Title: Re: The Full Monty
Post by: dark_jak on March 10, 2013, 10:07:37 PM
But I alredy try in the quick mission with only my plane, and its the same..
Anothing thing that happen its in the quick mission, certain plains don't even appear on the gameplay, and in the menu if you try to go to the custom menu it don't even open.
Title: Re: The Full Monty
Post by: farang65 on March 11, 2013, 12:34:26 AM
my poor terra copy program giot worked over too much  ???

gave up on it all

massively huge pack

no full monty for me   :(

Kirby
Title: Re: The Full Monty
Post by: pilotpimpf on March 11, 2013, 03:49:22 AM
Just an update.

Well it took a whole day to install.
I  D/L everything from C2Aaircrew hosted files (thank you very much C2Aaircrew)
No problems ,all D/L very quickly.

Fresh install of IL2 which was then patched as instructed.
Changed #DWB folder deleting the old one.
Then patiently loaded all 20 files into JGSME and activated without any testing at all !
Started IL2 and everything ran perfectly first time and a plus this version for some reason loads far quicker than the previous one.
This is the second time I have done this as there where some glitches in the first install.
Being a complete numpty in alterations to IL2 this pack has given me many many mods I would of never installed otherwise, I can only just about turn the computer on !

Look forward to pack #21 now...... LOL

Thank you once again Monty27 / Simon
Title: Re: The Full Monty
Post by: dark_jak on March 11, 2013, 03:12:01 PM
Ok, I manage to solve the "Flyby View" sound prob, for those who have the same prob, in the conf.ini just add

[Mods]
Flyby=0

Regards
Title: Re: The Full Monty
Post by: doramas67 on March 13, 2013, 09:40:56 AM
I like very much full monty, but I've noticed that there is a bug. I can't fire HVAR rockets with Avengers and F-4U1D Corsair. The game stops and crashs.
Please, help me.
Thank you very much, SAS Monty27, for your great job!
Title: Re: The Full Monty
Post by: BravoFxTrt on March 13, 2013, 05:42:53 PM
@ doramas67 there is something you did wrong with your install of your TFM. I have a very Heavy Modded TFM and all my Ordnance works flawlessly. My suggestion would be to re install your TFM to make sure every thing was installed correctly! :)
Title: Re: The Full Monty
Post by: doramas67 on March 13, 2013, 08:10:32 PM
@ doramas67 there is something you did wrong with your install of your TFM. I have a very Heavy Modded TFM and all my Ordnance works flawlessly. My suggestion would be to re install your TFM to make sure every thing was installed correctly! :)
Yes, Bravo, perhaps I'd modified or deleted some file. I'm going to re install my TFM.
Thank you very much, Bravo.
Title: Re: The Full Monty
Post by: doramas67 on March 13, 2013, 08:36:45 PM
Solved, Bravo!
My XTD folder was corrupt and it was the reason of the bug. I re installed it, just that folder.
Thanks, again.
Title: Re: The Full Monty
Post by: BravoFxTrt on March 13, 2013, 08:47:31 PM
Well Good on you, Im glad you got it sorted. Now you can Enjoy TFM like us all.
Title: Re: The Full Monty
Post by: SAS~Malone on March 15, 2013, 03:05:53 AM
i plan to start downloading this over the next few days, as i've had more basic issues to work through first, and haven't qualified as one of those pilots 'that have everything', lol :D
Title: Re: The Full Monty
Post by: jt189 on March 15, 2013, 06:00:30 AM
Malone
it is not hard have enough storage space a strong enough cpu plenty of ram and a good cooling system. Recommend a cryo cooling system over anything else. Plus patience when things keep going bonk
Title: Re: The Full Monty
Post by: SAS~Malone on March 15, 2013, 06:14:03 AM
i don't have any issues hardware-wise, mate.
my rig may not be the latest, greatest, but it is more than sufficient to handle IL-2, and runs some of the latest games with ease.
and i still have well over 2TB external HD space, so no worries there, either ;)
my problems have been with my actual IL-2 installs only. i have had strange issues which have occurred consistently with my last few installs, and because of that, i have simply started lagging behind, as far as getting up to date with the recent mods....
the strange problems were literally occurring overnight, with no apparent cause, and eventually dragged on into months of my time, just spent trying to figure out exactly wtf was going on.
as for patience, well, usually i have that in bucket-loads, although admittedly, the buckets have been running on empty at times, due to all the problems i've been encountering recently, lol.
anyway, all seems well at the moment.
my latest installs are running fine, and at last i am able to tackle projects like this. ;)
Title: Re: The Full Monty
Post by: jt189 on March 15, 2013, 06:25:10 AM
I have those gremlins too might be able to help on some if it has happen to me the worst one is the famous 6dof failure. When I find and repair that one after a time something else happens.
Title: Re: The Full Monty
Post by: SAS~Malone on March 15, 2013, 07:30:09 AM
thanks for the offer, jt.
for now, while everything is working well, i don't want to 'rock the boat', though..:D
Title: Re: The Full Monty
Post by: Bonez on March 15, 2013, 02:59:42 PM
Monty 1 @ http://wnhammons.mediafire.com/?csjanfo9wuwnm (http://wnhammons.mediafire.com/?csjanfo9wuwnm) comes in at 1.22GB, not 2.09 as stated here (https://www.sas1946.com/main/index.php/topic,28809.msg306051.html#msg306051). WTF?
Title: Re: The Full Monty
Post by: SAS~Malone on March 15, 2013, 03:19:37 PM
no need to stress out for your very first post, mate.
2.09 would be the size once it's unzipped, no doubt..... ;)
Title: Re: The Full Monty
Post by: Bonez on March 15, 2013, 03:51:37 PM
I'm not stressing. I've read the 73 page thread for TFM "a time or two", as well as many other threads on this forum regarding DBW, UP3, & TFM.

Nope. That's the unzipped properties. Nice try, but a wrong answer. I do know wtf I'm doing with a computer. I've been 'playing' with them since 1980-81 :)

My 70% CTD problem arose at Monty 5. 1-4 ran fine.
Title: Re: The Full Monty
Post by: BravoFxTrt on March 15, 2013, 05:43:22 PM
Well I can tell you Bonez you Boned your install, only meaning you didnt follow completely the install instructions. Re do it and come back with a better attitude.
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 15, 2013, 05:49:52 PM
As far as I know Bonez there are no known issues with pack 5.  Try loading pack 6 it might put the entry in that you are missing.  You are going to have to do that anyway at pack 14/15.  Don't forget to install the patches for 11, 12, 13. 

Keep trying, don't give up, if you have to go back and redownload pack 5. 

Cheers

Hoss
Title: Re: The Full Monty
Post by: Bonez on March 15, 2013, 06:11:58 PM
Well I can tell you Bonez you Boned your install, only meaning you didnt follow completely the install instructions. Re do it and come back with a better attitude.
First off, there's nothing wrong with my attitude. I simply was wondering WTF Monty 1 is doing coming in under the reported size when it's been downloaded from the mediafire file share from C2Aaircrew (http://wnhammons.mediafire.com/?csjanfo9wuwnm). Are you ignoring the little smiley in my post deliberately to stir the pot, or do you always jump to conclusions, or maybe you believe you are an expert at interpreting, tone, inflection, mood, and other emotions via text?

As far as screwing up the install, I'm not so sure about that. I followed EXACTLY what has been written. I added one mod at a time (after patching 1, 11, 12, & 13 first, of course), testing each one before moving on to the next one.

I started with the stock 4.07. game. Patched using FBDSM 407 to DBW1.71. CAREFULLY compared the files in the patched existing #DBW folder to the Vanilla ones posted here (https://www.mediafire.com/?dre4yd3jof79twc). They were all IDENTICAL to the byte, including time stamps and, where verifiable, the file contents.

Another discrepancy that I noticed is the file list and sizes provided does not list Monty #7. Another "WTF" moment. ???

I'm not rushing things anyway. I have perfectly good separate installs working of Stock, HSFX6, & DBW 1.71+UP3RC4 version. I'll get it sorted, eventually.

Hoss, I did try just plowing through methodically as I had been until then, but even up to 10 it was still no go. I reverted with the backup I kept and went back to research and reading to see if there was anything with 5. Having found nothing about it, I agree with your sentiments on 5; that, in itself, isn't the issue.

There are no CRC errors in any of my RAR archives and with the exceptions of 1 & 7, the sizes are perfect when unpacked. (I tested every last one before I unpacked so much as a readme.txt from any of them.)
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 15, 2013, 06:57:33 PM
The 70% crash has to be a .ini file somewhere, I could send you my pack 5 .STD and see what happens.

Did you turn your log file on?..............  go in and put Log=1 in your conf.ini.  Start the game, when it crashes go back into the root folder and look for a file called Log.lst, towards the bottom of the list you'll see what the game is looking for when it crashes. Come back and post the last third of that file in the #Code# command so it's not so long.


Cheers

Hoss
Title: Re: The Full Monty
Post by: SAS~Boomer on March 15, 2013, 07:13:32 PM
Hi Bonez
not sure if it may help,or if you need it or not
are you using Tigers sound Mod,
if not maybe you might need the patch for 1
so it will work without Tigers sound mod...
  Don't forget to install the patches for 11, 12, 13. 
Quote
#DBW_MONTY-01 - PATCH.rar   
DOWNLOAD -              https://www.mediafire.com/?trcf57ckf0p86tj
The is to replace the .RC file in Monty-01 so that it will work without Tiger33 Sounds.  The Sounds are added, and the .RC file altered accordingly, in Monty-10, so if you activate everything up to 10 and beyond you are OK, if you want to test beforehand, you need to add the patch for Monty-01.   



as to why the download size is different.... not sure myself  :D
thought I would mention this other patch though  :)
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 15, 2013, 08:23:41 PM
I just went to the downloads and the size is wrong on the site, it's 1.13GB, instead of the 2.09GB.  I'll have to send Monty an email and see if he can get a hold of the guy he has hosting it.

Cheers

Hoss

The heck with it, Simon has been pretty busy lately, give me an hour and I'll have it uploaded for you to re-download.



Title: Re: The Full Monty
Post by: Bonez on March 15, 2013, 09:03:30 PM
Unticked 'Enable Mod Cache Files' in Selector (was enabled the whole time), loaded TFM 1-10 and they are,apparently, working fine.

Onward to 11-20, and soon I'll be UPWARDS without further ado.

Just now found this tidbit elsewhere:

Whenever I try to load the game,it crashes at 70%
Disable mod files cache.
Title: Re: The Full Monty
Post by: BravoFxTrt on March 15, 2013, 10:13:20 PM
Thanks for your reply Bonez, and good luck Mate! :)
Title: Re: The Full Monty
Post by: SAS~Malone on March 15, 2013, 10:31:49 PM
good news! let's hope things go smoothly from here on out.
just to try and clarify things, Bonez - none of us here paid professionals in any way, far as gaming is concerned.
we are just fans of this sim, who grouped together to help each other to enjoy the mods.
most who have spoken to you in this thread, are senior members of SAS and UP, so you are in good hands.
sometimes we get it wrong - such as when i wrongly advised the size.
if you read a few posts earlier, it'll be apparent that i am also only now in the process of d/l'ing these same files, so in that respect, we're on an even keel.
a few months offline, and i found myself playing catch-up for some time now, due to the high amount of mods coming through the door.
as editor and co-founder of this site, i love to help where i can, but am also not above making a mistake here and there - lol, my game was recently so buggered, i had to start over, cause i couldn't find the cause.
word of advice - always, always make backups before modding any files.
it is critical for this sim, more so than any other, as this game was never intended or designed for mods.
we literally hacked our way into the game to mod it.  aaargh, me hearties!  8)
there are many guys here whose technical knowledge far exceeds mine, and they will provide such assistance if needed.
others, such as myself, focus more on the day to day running of the forums, and together, we manage to keep things on a relatively even keel.
like you, i have been 'playing' with computers since the early days - i remember the ol' Spectrum fondly, lol.
in fact, the average age of players here is more senior than most other 'games' - let's just call it 'middle-aged', to keep from upsetting anyone, lol.
anyway, i'm starting to babble, not particularly fond of too much typing, especially at 5:30 am :D
good luck with TFM, and many happy flying hours to you!

Title: Re: The Full Monty
Post by: SAS~Boomer on March 16, 2013, 02:54:23 AM
The files cacheing
is only for if in fact,someone gets there game exactly how they like it
and they do not want ANY changes to take place
they can then enable files caching ,and you can not mod your game,or change anything at all with your game
fool proof way of safely freezing the content of your game

I myself,install Mods to often to ever use files caching  :D

it has been a bit of a pain in the ass files caching IMHO,for troubleshooting mod installs for sure...
but I suppose some actually use it for what it is meant for

all comes down to check marking things a little to quick,or a a few to many things at a one time
without fully understanding what is being checkmarked ..... actually does,or is going to do

glad to see you got it sorted though  :D
Title: Re: The Full Monty
Post by: Bonez on March 16, 2013, 09:38:20 PM
Sorry Simon for this different TFM Loading Structure. Its my way of Bypassing JSGME Activation Method which is very time consuming.

you can Drag and Drop. But if you do you will loose that downloaded Data Base and have to UnZip every thing all over if you fuck up this my/this Install Procedure. Do at your own Risk, Its as Simple as this:


Mouse Drag & Drop Tips: SHIFT+Release= MOVE; CTRL+Release=COPY ALT+Release=Create Shortcut in target folder.
Storage tip: Keep files you move around a lot on the same physical drive. Moves are painless and Copying takes less time.
Title: Re: The Full Monty
Post by: BravoFxTrt on March 17, 2013, 05:28:28 AM
Good tip, Thanks Bonez
Title: Re: The Full Monty
Post by: sphantom on March 17, 2013, 07:23:21 AM
I have been fmt since the first great mod.
Title: Re: The Full Monty
Post by: Crash_MX06 on March 24, 2013, 01:41:49 AM
I have a question, for the patches : #DBW_MONTY-01 - PATCH.rar ; Monty-11Pt2.rar ; Monty-12Pt2.rar ; Monty-13Pt2.rar and #DBW_1.71_Gurner FX.rar
We must to add them to jsgme after the complete instal of "the full monty" or for exemple #DBW_MONTY-01 - PATCH.rar between #DBW_MONTY-01.rar and #DBW_MONTY-02.rar ?
Title: Re: The Full Monty
Post by: Bonez on March 24, 2013, 02:27:36 AM
MERGE the Patch contents into the Base contents.

Ex: Extract Monty_1 then extract Monty-1 patch and put the contents of Monty-1 patch into Monty-1 etc.
Title: Re: The Full Monty
Post by: Crash_MX06 on March 24, 2013, 02:46:42 AM
ok thank you but since I had already figured out, but thank you anyway.  :D But for Gurner FX, I add it at the end?
Title: Re: The Full Monty
Post by: indio on March 25, 2013, 10:43:48 AM
...I have a problem:
Full TFM installed, Zeroes have landing gear upside down (so they crash apart from the intro...very funny...) and JU-88 other weird thing, if air-start ok, if it starts from the runway the gears seems broken or missing because the plane sits on the ground, dead.
I remember some years ago a similar problem but I really can't remember if there were any solution...
Any had the same problem with TFM?
Thanks a lot for help.
Title: Re: The Full Monty
Post by: Sharkzz on March 26, 2013, 01:09:28 AM
 ;)
Ohhhhhhhhhhhhhhh I long for a torrent which had this all !
Title: Re: The Full Monty
Post by: vpmedia on March 26, 2013, 02:52:26 AM
Torrent is good but for hosting sites there's jdownloader.
Its the same process as bittorrent, only with different data source.
http://jdownloader.org/home/screenshots
Title: Re: The Full Monty
Post by: Sharkzz on March 26, 2013, 03:01:13 AM
 :)
slow and  steady, a couple of files at a time, singularly and downloaded no problems... BIG BIG thank you to all involved and can't wait to "stick it in "  :o
~S~ thanks again
Title: Re: The Full Monty
Post by: Sharkzz on March 26, 2013, 03:07:24 AM
 :D
VP mate ~S~ thanks LOL.. just finnished doing  it the long way......................  patch's n all...cant wait now.   though I think I better take it slow and steady and READ as well  :-[....to be on the safe side I downloadded the 1.71 folder  because I already have a load of adon stuff in my DBW folder. should I disable the original DBW folder with a - ? and go from there ?I gather there are air ini's  etc and all the other stuf already in the Monty download ?. I really don't want to (LOL) go the way of manually adding into the in files  :'(. my brain would fry....
 :P
fingers crossed i will do it right.....tytytyty
Title: Re: The Full Monty
Post by: Chewaca on March 28, 2013, 06:07:22 PM
Indio try to disable the "Gear damage Pack" it seems to have problems with the Zeros
Title: Re: The Full Monty
Post by: 352nd_Hoss on March 28, 2013, 06:32:55 PM
:D
VP mate ~S~ thanks LOL.. just finnished doing  it the long way......................  patch's n all...cant wait now.   though I think I better take it slow and steady and READ as well  :-[....to be on the safe side I downloadded the 1.71 folder  because I already have a load of adon stuff in my DBW folder. should I disable the original DBW folder with a - ? and go from there ?I gather there are air ini's  etc and all the other stuf already in the Monty download ?. I really don't want to (LOL) go the way of manually adding into the in files  :'(. my brain would fry....
 :P
fingers crossed i will do it right.....tytytyty

Yes you can put a - in front of your current #DBW folder, make sure you disable all jsgme mods first.  Then install a vanilla #DBW folder into the root folder (il2).  And either enable the jsgme's or do a direct copy and paste into the folder one pack at a time and check each to see it starts.  If you do the jsgme's disable your anti virus, it will go a lot faster......................... :)
Title: Re: The Full Monty
Post by: Sharkzz on March 28, 2013, 09:00:12 PM
 :)
cool thanks chewy m8.. you know when throw the monty's from the left to the right in jsgme to enable, i getz the "already enabled etc etc do i want to enable this anyway, there may be confilct" ? I gather thats all part of it and just let them enable from 1 to 20 ? it's taking me ages to get them to enable.. each one at a time..though I spose that once done i won't have to keep doing it.  :-[ :D, did i notice Boom mentioning about sticking em ALL in a single folder (placing that into the jsgme) and then enabling the one folder with them all in it ?though again it would probably get the "already in previous" blah blahs....but aprt from that so far so good..slow but steady.. I even went into task manager and end processed alot of crap that didn't need running, hoping this would speed things up. (I wander if my "other pictures" folder with all my "other pictures.. :o" collected from th net ;)  slow it down also ?).. not that i do that sort of thing.... :P :Dssshhhhhhdont tell the missus........... ???  or  :'( lol   thanks again....
Title: Re: The Full Monty
Post by: Avid Sim Player on March 30, 2013, 08:44:14 AM
Stuck at #6 giving me a 70% crash, which means that an ini file is not good, Packs 1-5 ran well. Does any body have the cure for #6?
Title: Re: The Full Monty
Post by: sphantom on March 30, 2013, 10:03:28 AM
did you install the patch to monty1 before installing monty6
Title: Re: The Full Monty
Post by: Avid Sim Player on March 30, 2013, 10:08:48 AM
Yes, and it worked in packs 1-5. I also redownloaded pack 6 in case something was corrupted in the download, and made a fresh copy in the jsgmemods folder but to no avail.
Title: Re: The Full Monty
Post by: sphantom on March 30, 2013, 10:36:44 AM
okay how about the sfs files did you drop them in the root of il2 If I remember right there was two of them.
Title: Re: The Full Monty 70% failure
Post by: lordish on March 30, 2013, 04:04:31 PM
Is there anyone here willing to read my log.lst file to determine what I have to do to get Full Monty running?  I have loaded all 20 of the Monty mods, and I noted that there is a great deal of overlap.

I can't make heads or tails of the file but there's a lot of error notifications in it. 

lordish

Code: [Select]
[30.03.2013 20:05:52] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 4650
  Version: 2.1.8787
  Extensions: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 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_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: 1024x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 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
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
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
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/Cannonsmoke.mat'
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/Gunsmoke.mat'
WARNING: object '3DO/Effects/GunShells/Gunsmoke.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
WARNING: object '3DO/arms/ETC-900TypeD/skin.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/arms/ETC-900TypeD/Ordnance1.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Ordnance1.mat'
Preload resource 3DO/arms/ETC-900TypeD/mono.sim failed: Mesh 3DO/arms/ETC-900TypeD/mono.sim not created
Cannot load sound preset motor.griffon.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset motor.griffon.start.end (java.lang.Exception: Invalid preset format)
Spawn.get( com.maddox.il2.objects.air.MOSQUITONF30 ): com.maddox.il2.objects.air.MOSQUITONF30
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.MOSQUITONF30
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.stationary.Freya$FreyaUnit ): com.maddox.il2.objects.vehicles.stationary.Freya
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.stationary.Freya
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:210)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1605)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.stationary.Wuerzburg$WuerzburgUnit ): com.maddox.il2.objects.vehicles.stationary.Wuerzburg
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.stationary.Wuerzburg
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:210)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1605)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.stationary.WuerzburgFreya$WuerzburgFreyaUnit ): com.maddox.il2.objects.vehicles.stationary.WuerzburgFreya
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.stationary.WuerzburgFreya
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:210)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1605)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.stationary.ChaffCloud$ChaffCloudUnit ): com.maddox.il2.objects.vehicles.stationary.ChaffCloud
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.stationary.ChaffCloud
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:210)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1605)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
No spawner for 'com.maddox.il2.objects.vehicles.artillery.Artillery$Battery88mm'
No spawner for 'com.maddox.il2.objects.vehicles.artillery.Artillery$Battery75mm'
...
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$KI_43_IIIKO'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$N1K3A'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$WAGEN'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
...
s = FlightModels/S-199.fmd
m_lastFMFile = nf17mrl23
opening new fm file nf19mrl25
com.maddox.il2.objects.air.MOSQUITONF30
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.MOSQUITONF30
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:419)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
sFMDir = gui/game/buttons

edit by Gerax:
lordish you must shorten the log before you paste it here.
The forums editor has a character size limitation (2000 chars),
it simply cuts the later parts of the log (what has happened to your log)!
And please use the code (#) and note the quote option.

Above is your cutted log in code brackets now,
sadly later parts was lost but some relevant parts
(from what was avilable) are in.

Or, make a download of the log and link it.
Title: Re: The Full Monty
Post by: sphantom on March 30, 2013, 06:03:52 PM
from the looks of it you have a ini problem do not know which and also missing a sfs file???.
Title: Re: The Full Monty
Post by: lordish on March 30, 2013, 06:36:46 PM
from the looks of it you have a ini problem do not know which and also missing a sfs file???.

I agree on the .ini problem.  I think the program of the Mosquito NF30 isn't there while it's entry is in air.ini.

I don't know about the .sfs files.  How many should I have, and which one?

lordish
Title: Re: The Full Monty 70% crash
Post by: Avid Sim Player on March 30, 2013, 11:40:41 PM
In reply to sphantom above, I went through the regular motions of creating a clean DBW 1.71and unpacking the packages into the jsgmemods folder and activating each one and testing upon activation. I hit the brick wall on #6.
Title: Re: The Full Monty
Post by: sphantom on March 31, 2013, 06:08:06 AM
okay this is the way I did it and never had a problem Lets do this by the steps
1st dl virgin 1.71 link 1st page
2nd dl the monty packs and patches and read the ist page
3rd put a minus sign in front of the existing dbw and move all mods in the jsmge folder to the left side.
4th make three temp folders with minus signs in front like this -temp then number the others -1temp and so forth
5th unzip the monty pack1 to a temp folder and if it needs a patch unzip that to the next temp folder
6th inside the monty pack is a dbw folder move that to the temp folder and if there is a patch for that drop in and let over ride. Do this for each and every one that way all you have is one dbw folder to drop in the root folder. Now do not remember which one has the sfs files which you drop in the root folder.
!!!!!! I DO NOT USE JSMGE FOLDER FOR THE PACKS THAT I EXPLAINED TO PUT TOGETHER ABOVE !!!!
8 After all this in the jsmge folder move to the right which ones you would like to use like wide screen support and so forth.
Also what might hekp in the forum on the monty packs you will not find a single post of me having problems also it might help if you read the whole forum too.
Title: Re: The Full Monty 70% failure
Post by: lordish on March 31, 2013, 12:05:27 PM

edit by Gerax:
lordish you must shorten the log before you paste it here.
The forums editor has a character size limitation (2000 chars),
it simply cuts the later parts of the log (what has happened to your log)!
And please use the code (#) and note the quote option.

Above is your cutted log in code brackets now,
sadly later parts was lost but some relevant parts
(from what was avilable) are in.

Or, make a download of the log and link it.

[/quote]

OK I don't know how to make a download of the .lst file.  I don't have a web site.  How about giving me an email address and I'll attach the lst file to an email.  Also, I'm such a novice that I don't know what to edit to give you the information you need.    Seems to me sending you an Email with the .lst file attached is the best alternative.  Will that do?

lordish
Title: Re: The Full Monty
Post by: lordish on March 31, 2013, 12:21:32 PM
Will Full Monty even run without all 20 files activated?

lordish
Title: Re: The Full Monty
Post by: YoYoRage on April 03, 2013, 09:36:14 AM
Be patient, it works after all files are installed 8)

Question: with DBW + FULL MONTY, do we need to install FBDSM?

YoYoRage
Title: Re: The Full Monty
Post by: flatsixes on April 05, 2013, 07:05:57 PM
I've finally worked up the courage to attempt loading TFM, but I'm stuck at Monty #6. It won't download. Just keeps telling me that I don't have access to that page(404 error). The other 19 sections downloaded just fine.

Any ideas for me?

Thanks.


EDIT: Isaid it was a 404 error. Actually its a 403 error
HTTP Error 403 (Forbidden): The server refused to fulfill the request.

Thanks
Title: Re: The Full Monty
Post by: SAS~Malone on April 08, 2013, 12:18:40 AM
hi Simon
there seems to be an issue with the Part 13 patch ...it just refuses to start d/l'ing.
been trying since last night.....would you have a look, please, mate? ;)
Title: Re: The Full Monty
Post by: Flying H on April 08, 2013, 12:07:34 PM
flatsixes, #6 works today but #13 is bad luck, Malone!
Title: Re: The Full Monty
Post by: sphantom on April 08, 2013, 01:17:16 PM
Well if it does not get fixed I got it plus all the packs and patches including monty7 which was removed from the down load section. let me know and most likely will need help in setting up a link for them if you want. 
Title: Re: The Full Monty
Post by: SAS~Malone on April 08, 2013, 02:41:09 PM
i've laready been sent a working link for it, just mentioned it here for Simon to note, thanks guys. ;)
Title: Re: The Full Monty
Post by: strekship on April 08, 2013, 02:56:00 PM
Does anyone have a working link for Part 5? All of the other parts downloaded just fine, but I can't seem to get Part 5 to download.
Title: Re: The Full Monty
Post by: flatsixes on April 08, 2013, 05:55:12 PM
flatsixes, #6 works today but #13 is bad luck, Malone!

Outstanding! Part #6 is now in the can!
Now all I need to do is reread the directions another 56 times before I commit, and we'll be ready to go.

Thanks for the heads-up, Flying H.
Cheers.
Title: Re: The Full Monty
Post by: Flying H on April 09, 2013, 01:46:25 PM
Careful reading of TFM (the fucking manual or the full monty??) makes life a little easier!
Title: Re: The Full Monty
Post by: sphantom on April 09, 2013, 06:41:00 PM
it does help does it not
Title: Re: The Full Monty
Post by: indio on April 10, 2013, 09:49:41 AM
LOL!  We were at cross purposes there!  I was talking about F-4 Phantom IIs!  Which work fine from FMB BTW.  OK, so DGEN F4F-4 Wildcat.

Anyway, now I'm looking at the right campaign, standard DGEN, Santa Cruz, F4F-4, VF-5 - As the mission loads the aircraft spawn on top of one another, exploding at the start.

However, if we set up a full flight F4-4 Launch from FMB the aircraft spawn normally and sit there on the deck, properly spaced and ready for takeoff.

Hi Monty,
on page 68 someone talked about F4F-4 Wildcats exploding on carrier.
I have the same problem with every campaign...even full flight F4-4 Launch from FMB, same. Tried several carriers, stock and modded. No result. 3 explodes, number 4 lives. I tried DCG, same.

I tried to install each TFM pack 1by1 and check, at 10 the exploding wildcat issue start.
Removed Tiger33 Ultra Sound, and...no boom anymore.
Any one knows about this?

Hope is clear many thanks
Title: Re: The Full Monty
Post by: BravoFxTrt on April 10, 2013, 02:13:14 PM
Its a known Bug, Its because the F4F-4's spawn with their wings unfolded and at too close to each other that causes them to explode at Spawn. Dont know if any one is going to fix it or it has been fixed, I quit using them because of. Sorry this isnt any help, but now you know why.
Title: Re: The Full Monty
Post by: indio on April 10, 2013, 02:41:05 PM
I found a solution... :
The problem comes from some modded meshes added in 2 mods in TFM (3 in my TFM install) :

#DBW_MONTY-11   Fixed cowling engine & props
#DBW_MONTY-16   WildCat_fix Cowling Engines & prop

I think the one in the 16 is an updated release of the same in the 11, mod "Fix engines cowlings and prop´s " by PA_Jeronimo :
https://www.sas1946.com/main/index.php/topic,25142.0.html (https://www.sas1946.com/main/index.php/topic,25142.0.html)

If like me you have installed in -Ultra Suond Tiger 33 UV3- the modded 3do folder included in "The one-stop solution 3do folder (use to replace Tiger33 UV3 3do folder)" from crazyflak :
https://www.sas1946.com/main/index.php?topic=30047.5 (https://www.sas1946.com/main/index.php?topic=30047.5)
it also adds meshes for the Wildcat F4F-4.

In all 3 mods, delete the following files in \3do\plane\F4F-4(Multi1) and F4F-4(USA) :

WingLIn_D0
WingLIn_D1
WingLIn_D2
WingLIn_D3
WingRIn_D0
WingRIn_D1
WingRIn_D2
WingRIn_D3

I guess these are meshes for the wings damage...if someone knows please correct me.

First of all I would like to thank PAL for the Total Modder because without it installing and reinstalling TFM to find the conflict mesh would be impossible, at least to me.
And of course all of you IL-2 freaks who still work on this sim and resurrected my passion.

I think I could post a new thread with this solution so others can try it and if it really works on other TFM install share it...
I'm asking moderators if I can post it as a new thread (I don't want to double...)

Sorry for my broken English,

Cià
Title: Re: The Full Monty
Post by: BravoFxTrt on April 10, 2013, 06:10:39 PM
Indio, you are Magic, I deleted the 8 wing msh files from My  #HSFX 6_fix Cowling Engines & prop/3d0/plane/F4F-4(USA) & (Multi), And they dont explode. Way to go, and yes, start a new Thread to tell every one else to do the same. Maybe SAS~Admin will Sticky your Fix.

(https://www.sas1946.rocks/images/imageshit/a/img443/4384/20130411at020418.jpg)
Title: Re: The Full Monty Installation from 4.11.01
Post by: lordish on April 12, 2013, 10:31:18 PM
OK my tinkeritis got the better of me and my modded group of IL-2 games had gotten so mixed up (one had three MODS folders and 4 STD files.  None of my game setups worked anymore,

I've just loaded a clean GOG version of IL-2 and I want to install Full Monty.  I have all the basics of all my previous modding To #UP ultrapack.  I can go back to 4,10 and certainly I have DBW

Since The Full Monty is basically every mod ever added to IL-2 what do I have to add to my original game load to get me the complete FM.  Can I load FM directly to this low level Or must I load Ultra pack, DBW and others to get there.

Help  I promise this will be the end of my tinkering and I'm going to do a lot of flying.

lordish
Title: Re: The Full Monty
Post by: HotelAlpha on April 14, 2013, 08:58:41 AM
Monty 4 and 9 (As far as I know) have a problem, it is corrupt or something and I cannot redownload 4 from the Mediafire archive. Can someone please post better ones?

The torrent probably has the answers....
Title: Re: The Full Monty
Post by: si1va on April 14, 2013, 04:50:17 PM
For the dullards amongst us (me) I download the rar's from mediafire, extract them into the jsgmemods folder and activate them through jsgme right?

EDIT:
Everything installed properly and working well :)

Many thanks for this Monty.
Title: Re: The Full Monty
Post by: BravoFxTrt on April 21, 2013, 07:06:07 PM
Monty, your TFM works Well in The Holy Grail Install. ;)
Title: Re: The Full Monty
Post by: lordish on April 21, 2013, 10:42:14 PM
OK, I've been loading Full Monty, one mod at a time from a successful #DBW install from 4.01.1.  I did use the Monty clean #DBW. 

I got as far as #10 and now I've got a 5% dump out.  I just want to get to #11 to get to the Mosquito Night fighters.  Ideas?

lordish
Title: Re: The Full Monty
Post by: sphantom on April 22, 2013, 08:26:12 AM
Lordish
read reply 907 it might help
Title: Re: The Full Monty
Post by: lordish on April 23, 2013, 09:28:14 AM
YAY!  I have a successful IL-2 Full Monty installation.  I even used my own clean #DBW file.  I have one question however.  Why don't all those wonderful new airplanes show up in the Quick Mission Builder?  I'm especially anxious to get to the Mosquito night fighters

lordish
Title: Re: The Full Monty
Post by: si1va on April 23, 2013, 10:45:50 AM
I have a problem running a quick mission using the Bf109Z, When I try to use it I get a Mission loading failed: null.

 I have tried a forum search and I didn't find any mention of this. Is this a known fault or one specific to me?
Title: Re: The Full Monty
Post by: Flying H on April 23, 2013, 01:26:37 PM
What does log.lst say? Missing weapons?
Title: Re: The Full Monty
Post by: si1va on April 23, 2013, 03:01:50 PM
Mission error, ID_04: com.maddox.il2.engine.ActorException: Hook: _Clip02 not found
com.maddox.il2.engine.ActorException: Hook: _Clip02 not found
Title: Re: The Full Monty
Post by: Anthem on April 23, 2013, 05:10:44 PM
I have a problem running a quick mission using the Bf109Z, When I try to use it I get a Mission loading failed: null.

 I have tried a forum search and I didn't find any mention of this. Is this a known fault or one specific to me?

I Just tried, had same fault.
Did a search Bf-109Z within the #DBW Directory.
Resulted with four */3DO/plane/Bf-109Z folders within these #DBW sub directories:
*1: 00_BF109_Ultimate_Pack_v3
*2: 0_B&T wheel fix
*3: Bf-109 fix Spinner
*4: Fixed cowling engine & props
Removed (didn't delete in-case) all 4 Bf-109Z folders and the "null" stopped.
Not sure which caused the null. But it works now.

I ran into this same issue with the JU-87 G1 & G2 and Yak-3 VK107 -the yak-3 vk107 preview wasn't even showing in the game.

Hope this helps.

Title: Re: The Full Monty
Post by: lordish on April 23, 2013, 06:22:21 PM
OK in another thread I announced that I have Monty Running!  All of it.  But I still have a problem.  None of those new planes show up on the QMB or FMB lists.  How does one make them available?

lordish
Title: Re: The Full Monty
Post by: lordish on April 24, 2013, 11:59:59 AM
OK in another thread I announced that I have Monty Running!  All of it.  But I still have a problem.  None of those new planes show up on the QMB or FMB lists.  How does one make them available?

lordish

Are you sure? No Yak-11? Avia_float? Mine all show up fine. Did you use JSGME to activate or direct to #DBW folder?


Nope.  None of the above.  I was really looking for the Mosquito night fighters, but none of them showed up either.  Everything went through JSGME.  However, a large number of the monty files blacked each other out in JSGME.  No FMB no QMB.

lordish
Title: Re: The Full Monty
Post by: BravoFxTrt on April 24, 2013, 12:19:25 PM
Lordish I hate to say this, But you need to start all over, you fouled up your install Buddy.
Title: Re: The Full Monty
Post by: lordish on April 24, 2013, 12:57:34 PM
Lordish I hate to say this, But you need to start all over, you fouled up your install Buddy.

The game runs though,  There is a large selection of the Aircraft from the standard #DBW list,  It's just the new ones from SAS that don't show.  I was thinking the problem was with the selector, but there's no full monty in my selector.  Just #DBW.  I'll look at it again.  I'm convinced that if the installlation were totally fouled up, it wouldn't run at all,

lordish
Title: Re: The Full Monty
Post by: sphantom on April 24, 2013, 01:10:46 PM
It will not say full monty in the selector Full monty is a version of DBW
Title: Re: The Full Monty
Post by: BravoFxTrt on April 24, 2013, 01:32:07 PM
Well now you got me confused, is your game working or not? lol

And what do you mean SAS Planes, If your DBW (TFM) is working, all the Planes listed in the TFM/DBW air.ini should show up in QMB or FMB, the only way to see the SAS Planes is Launch SAS Modact 3 from your Selector.exe. Is this more what your meaning???
Title: Re: The Full Monty
Post by: sphantom on April 24, 2013, 01:54:22 PM
Well now you got me confused, is your game working or not? lol

And what do you mean SAS Planes, If your DBW (TFM) is working, all the Planes listed in the TFM/DBW air.ini should show up in QMB or FMB, the only way to see the SAS Planes is Launch SAS Modact 3 from your Selector.exe. Is this more what your meaning???
Your confused
P.S.
Having fun with your style of install Bravo Thanks
Title: Re: The Full Monty
Post by: Flying H on April 24, 2013, 02:12:07 PM
Have you got more than one air.ini? The game does only read one (the first I think) and if the new planes are not there you´ll not see hem! If you install with  PALs total modder you need to activate the configuration files through the Tools menu dropdown list. -->Tools->config files ->change button, go to STD/com/maddox/il2/objects -> highlight the objects folder and click OK button, click Activate profile wait a few seconds then start the game and you should be done!
Title: Re: The Full Monty
Post by: lordish on April 24, 2013, 03:40:27 PM
Quote
Quote
And what do you mean SAS Planes, If your DBW (TFM) is working, all the Planes listed in the TFM/DBW air.ini should show up in QMB or FMB, the only way to see the SAS Planes is Launch SAS Modact 3 from your Selector.exe. Is this more what your meaning???
Your confused
P.S.


Of COURSE I'm confused!  The game runs!  It loads, goes to the main menu, QMB comes up and it works fine.  The planes offered work great.  However, there's no Crusader, float Junkers, Float Avia, None of the new airplanes promised.  There are 18 #DBW files working in Full Monty, and I've not found the STD folder or the gui folder yet.  Actually most of the entries in JGSME are blacked out. 

Where do I find the Air.ini file?  I mean things are gigantic now!

lordish

PS Please don't patronize me.  I'm a newbie and doing the best I can dispite being extremely ill.

Title: Re: The Full Monty
Post by: lordish on April 24, 2013, 05:34:33 PM
I found 3 Air.ini's  Two inside the JSGME envelope and one outside.  Figuring that the OUTSIDE air. ini (I run window's seven so I can't see the file designation.  Big Pain!) was the one that drove the program.  This first one didn't have all the planes I want.  the SECOND one did.  So I switched it with the first one.  It didn't work!  The file remained a TEXT file and didn't effect the game at all.  Then I noticed that all the configuration files had a little gear on the folder marking.  I found another Air.ini file marked -Original air.ini UP3 that had a gear on it.  I went back to the big ini copied it, deleted the original's content and replaced it into the space of the ini outside JSGME. 

Now it dumps out at 5%  What the heck is going on here?  I'm especially bemused by the first ini file NOT turning into one that can run the game.  So now the game is dead again.

Lordish
Title: Re: The Full Monty
Post by: Flying H on April 25, 2013, 03:33:45 PM
Man, you should not delete anything when testing, instead put a hyphen (-) in front of the file or folder you want to exclude! I feel you should do a reinstall and READ EVERY manual AND follow  it  to the letter even if you know what you´re doing! When things gothis bad reinstall!
Title: Re: The Full Monty
Post by: BravoFxTrt on April 25, 2013, 06:47:01 PM
Lordish, you need to spend some time in Tech Help, you have no knowledge of IL2 Folder Structure, Please do your self and ours a favor and Start here to learn how to Use your Game Folder. Thanks!    https://www.sas1946.com/main/index.php/topic,3969.msg40749.html#msg40749
Title: Re: The Full Monty
Post by: Aragorn1963 on April 26, 2013, 12:33:14 AM
I've installed the full monty, all 20 files, without too much trouble. I can't begin to imagine how much work must have been involved in making this supermod. I thank the people who did it. Thank you very much.
Title: Re: The Full Monty
Post by: BravoFxTrt on April 26, 2013, 08:10:04 AM
Glad you get to enjoy TFM, and you did it right the first time. Way to go!
Title: Re: The Full Monty
Post by: si1va on April 26, 2013, 11:33:23 AM
I Just tried, had same fault.
Did a search Bf-109Z within the #DBW Directory.
Resulted with four */3DO/plane/Bf-109Z folders within these #DBW sub directories:
*1: 00_BF109_Ultimate_Pack_v3
*2: 0_B&T wheel fix
*3: Bf-109 fix Spinner
*4: Fixed cowling engine & props
Removed (didn't delete in-case) all 4 Bf-109Z folders and the "null" stopped.
Not sure which caused the null. But it works now.

I ran into this same issue with the JU-87 G1 & G2 and Yak-3 VK107 -the yak-3 vk107 preview wasn't even showing in the game.

Hope this helps.

Sorry for the late reply, I've been enjoying the release 8.5 of World of Tanks.

Thanks for looking into it, I've gone through the four folders you highlighted one at a time and the #Lufftwaffe pilots folder seems to be ok but the others cause the mission loading fault so I have disabled those folders and all is well.

Thanks again :)
Title: Re: The Full Monty
Post by: lordish on April 26, 2013, 02:50:49 PM
As for me, I've just successfully patched down to 4.10.1 from 4.11.  Sorry for the slowness but I've not a lot of energy today.  Should have #DBW going in an hour or so.

lordish
Title: Re: The Full Monty
Post by: BravoFxTrt on April 26, 2013, 07:36:02 PM
Good Lordish, looks like your about to get all sorted Mate
Title: Re: The Full Monty
Post by: sphantom on April 26, 2013, 09:05:06 PM
Well I was going to give a smart ass answer glad you got it figured out
Title: Re: The Full Monty
Post by: lordish on April 26, 2013, 09:47:03 PM
Just got #UP 3.0 CN up and running.  #DBW is next.

See I'm not so ignorant.

lordish
Title: Re: The Full Monty
Post by: BravoFxTrt on April 26, 2013, 10:26:29 PM
Oh Lordish No body thinks your ignorant, hell it took me a while to learn all about the IL2 folder. Im glad your getting it all together Mate ~S~ Bro!
Title: Re: The Full Monty
Post by: lordish on April 27, 2013, 12:06:38 PM
OK,

I have #DBW Supermod 1.71 alive and working good.  I had to change the resolution to become able to read the QMB a/c list but everything looks fine now. 

I don't want to touch anything when it comes to Monty yet but I'm ready to go.  And thanks!

Title: Re: The Full Monty
Post by: BravoFxTrt on April 27, 2013, 12:57:02 PM
Very Cool Lordish, Wheres the Screen Shots??
Title: Re: The Full Monty
Post by: lordish on April 27, 2013, 05:38:05 PM
Umm  Say again?  I've not learned how to pull a screen shot out of the game yet.  When I can I'll pull out some Lancasters getting plastered over Hamburg.

lordish
Title: Re: The Full Monty
Post by: Bonez on April 27, 2013, 07:04:57 PM
Umm  Say again?  I've not learned how to pull a screen shot out of the game yet.  When I can I'll pull out some Lancasters getting plastered over Hamburg.

lordish

In your conf.ini:

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate


Your screenshots are then stored in \IL-2 Root\MyScreenShots\
Title: Re: The Full Monty
Post by: lordish on April 27, 2013, 11:23:43 PM
Ah ha!  Thanks!

Now if someone would give me the exact order and location to put the Monty files. 

Also there was an addon that added pin ups to the #DBW splash pages.  Now they look kinda pretty and boring.

lordish
Title: Re: The Full Monty
Post by: sphantom on April 28, 2013, 08:16:18 AM
Lordish
You are not reading anything. read post 1 that is the order 1 thru 20. Plus me and a few others has post in this forum on how to do it without using jsmge. If I remember right my last one was post 904 or 907. Now READ the post 1 thru now and you should have no problems.
P.S.
I was one of the few that has not had any problem with the full monty
Title: Re: The Full Monty
Post by: BravoFxTrt on April 28, 2013, 10:14:13 AM
Me as well, Iv never had any problems installing TFM straight to my #DBW Folder. I dont use JSGMEmods folder.
Title: Re: The Full Monty
Post by: lordish on April 28, 2013, 11:49:35 PM
OK I"m going to load all the files into JGSME.  I'm a bit confused which #DBW file receives the .rc mod.  Is it the one OUTSIDE Jgsme or the Mod 1 INSIDE JGSME?

Anyone find the file that sets up the pin-ups?

I'll start activating them tomorrow.

lordish
Title: Re: The Full Monty
Post by: lordish on April 29, 2013, 04:55:56 PM
Well I actvated Full Montey today and had a 5% dump out.  Don't know how since I started with the Virgin #DBW  I guess I'lll have to redownload the modifications.

lordish
Title: Re: The Full Monty
Post by: Maurice Morisson on April 30, 2013, 09:39:10 AM
Hello,
I try to install TFM in a new game installation (without any other mod than UP3 and DBW 1.71). When I try to launch after the installation of the pack 10 I got a CTD after 70%. I haven't had problem with the previous parts of the pack.
I tried to create a logfile (as indicate in that post) but the file is incomprehensible for me.
I also tried to download again the pack 10, and install it again without success.

Does anyone have an idea ?

And thanks for the answome work Monty.  :)

PS : sorry for my english
Title: Re: The Full Monty
Post by: johnsummer on May 01, 2013, 06:08:58 AM
Please help!!!!!!!!!!!!

The Monty 02 and the Monty 10 link is dead
Title: Re: The Full Monty
Post by: Maurice Morisson on May 01, 2013, 07:44:42 AM
I have no problem with that (http://wnhammons.mediafire.com/?csjanfo9wuwnm) link.  :(
Title: Re: The Full Monty
Post by: johnsummer on May 01, 2013, 08:01:03 AM
really  :-[
Title: Re: The Full Monty
Post by: johnsummer on May 01, 2013, 10:12:31 AM
other link?
Title: Re: The Full Monty
Post by: johnsummer on May 01, 2013, 11:10:06 PM
Thank YOU VERY MUCH
my monty is full ;D
Title: Re: The Full Monty
Post by: flapper1 on May 02, 2013, 04:38:38 AM
All Montied up and working well using the Bravo direct install and overwrite method. Only problem is the excellent Enterprise Campaign uses the postwar ship with catapults. Apart from that this is superb. Thanks a million.
Title: Re: The Full Monty
Post by: HotelAlpha on May 02, 2013, 03:39:35 PM
Monty 09 is not working as well...
Title: Re: The Full Monty
Post by: BravoFxTrt on May 02, 2013, 04:08:51 PM
Yep, the direct Install is the best way IMPO., Nice going Flapper1
Title: Re: The Full Monty
Post by: HotelAlpha on May 02, 2013, 04:22:28 PM
Where can I get the direct install? I am so lost...  :-X
Title: Re: The Full Monty
Post by: BravoFxTrt on May 02, 2013, 04:55:01 PM
New Install procedure, (I tried and worked) 8). Bypass JSGME and installed each Monty Folder and relevant Text.Doc to #DBW Folder, SFS Files in Root Folder. But its permanent and Mods can only be added to. I dont plan on deactivating any of the Mods, it wouldn't work any way. Very cool, and a hell of allot faster to "Monty Up" this way. ;)

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2910201215-02-00.jpg)

Buch here is the original Post:   
https://www.sas1946.com/main/index.php/topic,28809.msg314484.html#msg314484
Title: Re: The Full Monty
Post by: HotelAlpha on May 02, 2013, 04:56:16 PM
Sweet F-18 there.   


Thanks for the help!
Title: Re: The Full Monty
Post by: sphantom on May 02, 2013, 06:56:25 PM
That was the screen shot that had me do it that way too. Would like to have that for my screen too. Please
Title: Re: The Full Monty
Post by: BravoFxTrt on May 02, 2013, 07:02:04 PM
I dont think I have that Pic any more, but next time Im browsing for backgrounds, Ill definitely copy it again.
Title: Re: The Full Monty
Post by: sphantom on May 03, 2013, 06:51:24 AM
I dont think I have that Pic any more, but next time Im browsing for backgrounds, Ill definitely copy it again.
Thanks
Title: Re: The Full Monty
Post by: lordish on May 05, 2013, 08:39:34 PM
OK  I got Dark Blue World running successfully with the clean #DBW file installed.  I get a 70% dump out with Monty-#3 and a 50% dump out with it all loaded.

I used the SAS Direct to Drive patch in my #DBW load.  I found it made it run really smoothly.

Here we go.

lordish
Title: Re: The Full Monty
Post by: debug_02 on May 06, 2013, 10:11:28 AM
Im currently getting 70% CTD after I load pack 15.. any advice would be much appreciated?
Title: Re: The Full Monty
Post by: lordish on May 06, 2013, 11:21:19 AM
Structure?  OK I was told that I didn't know anything about the file structure of FM.  I don't.  I tried the JGSME method of loading and it didn't work, the program failing at verious points.  SO I removed the game from the JGSME folder and tried the direct way.  I found perhaps 14 different STD files and maybe 10 AIR.ini files. 

Seems to me the key is activating the AIR.ini that has the airplanes I want in it.  That is the one with the Mosquito night fighters.  I've been going through the various Air.ini files renaming them, and I get some interesting results.  However I'm sure that there's an easier way to do this.  Like what is Bravo Direct installation?

lordish
Title: Re: The Full Monty
Post by: sphantom on May 06, 2013, 11:35:02 AM
you just drop them in and let over write from 1 thru 20
Title: Re: The Full Monty
Post by: sphantom on May 06, 2013, 04:16:52 PM
Bonez
I do believe they ether do not read or they can not read. I am washing my hands of those two will not read or follow the help you Bravo and I have tried to give them.
Title: Re: The Full Monty
Post by: BravoFxTrt on May 06, 2013, 05:21:31 PM
+1 Sphantom, we can talk all day long and tell them how to fix their game but they just dont want to listen or read what we offer, My hands are washed of this Thread as well, Good luck Guy's!!!
Title: Re: The Full Monty
Post by: BravoFxTrt on May 06, 2013, 06:29:43 PM
Well we can only help the ones who use it.
Title: Re: The Full Monty
Post by: lordish on May 06, 2013, 06:58:56 PM
Like what is Bravo Direct installation?

lordish

I've already provided you with a very detailed explanation. Did you delete the PM I sent with those instructions?

Never got it.  I've also been pretty sick for the last week.  Sorry

lordish
Title: Re: The Full Monty So Sorry.
Post by: lordish on May 06, 2013, 07:12:09 PM
Hell, I even provided my personal, private cell # (2 weeks ago) for him to call to talk him through it and it never rang. By that I assume he is not interested in the help I offered.

I'm very interested but I was almost put in the hospital the last week.

I sincerely apologize.  I'm still fading in and out from time to time.  I'll go back over my emails and see if I got your letter I must have but I could barely get my hands up to the keyboard.

I realize I"ve frustrated people but at times I'm not thinking straight, due to an extremely bad heart.

I'll let you know if  I find the email that was mentioned.

Bonez I especially apologize to you.

lordish
Title: Re: The Full Monty So Sorry.
Post by: lordish on May 06, 2013, 07:44:06 PM


Bonez I especially apologize to you.

lordish
[/quote]

That was one of my fears Clay. Knowing you have health issues I was afraid something happened. Well, sir, I'm still here and still wish to help you get this resolved. When you feel better, please do call and I'll get you through this Monty install business.
[/quote]

OK  I've not been able to find the email with your phone # in it yet.  Frankly the web site has me totally confused. 

Did you get the post where I said that I was adding negative signs to Air.inis.  There are so many.  Putting in all the Monty files and removing those two lines will deal with the problem?
Title: Re: The Full Monty
Post by: BravoFxTrt on May 06, 2013, 07:58:42 PM
Lordish, LEAVE THE FUCKIN AIR.INI's ALONE, thats where you are fucking up, just install each goddamned Zip File 1 through 20 and dont fuck with any thing while you do it. Cant you understand this? Im sorry to have to be harsh but your not listening or comprehending any thing we try to help you with. Just do as we say, and your game will be fucking perfect, get it?
Title: Re: The Full Monty
Post by: sphantom on May 06, 2013, 08:40:47 PM
Lordish
Did not know you was that sick I ditto Bonez and do what bravo said
Title: Re: The Full Monty
Post by: si1va on May 11, 2013, 09:11:49 AM
Hello all,

I'm working through all the aircraft in the full monty, checking each for basic functionality. I've gotten stuck with the JU-87's.

Can't find chunk 'NoseCannon1_D0'
sFMDir = gui/game/buttons
s1 = flightmodels/jumo211f.emd
s = FlightModels/Jumo211F.emd
m_lastFMFile = gui/game/buttons
ERROR [com.maddox.sound.Sample@463b81] cannot load sample: null
Mission error

Does anyone know what fix is required, thanks.

EDIT:
Ok got it working by doing a search in the DBW folder and deleting every folder that started JU-87, guess there is a class conflict there somewhere.
Title: Re: The Full Monty
Post by: Moggy Cattermole on May 19, 2013, 09:44:09 AM
Loving the pack, but I'm having issues with the lancaster. Whenever i select it, missions get to 100% and then fail ("Null). I have tried replacing the files of the lancaster in the monty pack with the latest version from Ranwer's page -- no luck. When you select the aircraft in the advanced settings part of QMB (it loads a model of the aircraft, you can select skins etc), rather than the Lanc displaying, you get a black screen. Any thoughts?
Title: Re: The Full Monty
Post by: sphantom on May 19, 2013, 01:21:03 PM
Moggy
I tested the lanc. in my install and having no issues with it now do you have the cookie cutter bomb and the tallboy installed. Mine works thru qmb/fmb and the campaigns that I have. Maybe if you go to the monty pack that has the lanc and verify all the files that pertain to the lanc is in the install. Or reinstall sounds like a conflict or a missed install
Title: Re: The Full Monty
Post by: Moggy Cattermole on May 19, 2013, 01:52:06 PM
I have DBW 1.71 and Full Monty 1-20 - presumably the cookie comes with that. I have the lanc downloaded. I'll completely remove the full monty one for ranwer's latest, and download the tallboy patch, and let you know if that fixes this.

Certainly I couldn't say if I actually had the tall boy and cookie installed at the moment, so I'll double check.

-edit-
I've deleted all full monty files and replaced them with the lancaster files. Same problem. The wellington doesn't have the cookie as a loadout option so maybe that's the reason..
Title: Re: The Full Monty
Post by: sphantom on May 19, 2013, 03:14:35 PM
Could be
Title: Re: The Full Monty
Post by: Moggy Cattermole on May 19, 2013, 03:37:49 PM
-edited-

Issue fixed - Turns out I was replacing the lanc in the JSGMEmods folder, rather than the mod in DBW. When I last modded, there was an imbecile-proof 'mods' folder in the IL2 directory. Woops.
Title: Re: The Full Monty
Post by: Bonez on May 19, 2013, 04:02:02 PM
Interesting issue. I have DBW 1.71, did not manually add any aircraft or extras and the Lanc Mk. III works fine with tallboy and cookie cutter in my load-outs in QMB
Title: Re: The Full Monty
Post by: sphantom on May 19, 2013, 04:40:16 PM
-edited-

Issue fixed - Turns out I was replacing the lanc in the JSGMEmods folder, rather than the mod in DBW. When I last modded, there was an imbecile-proof 'mods' folder in the IL2 directory. Woops.
And you earn a brownie star
Title: Re: The Full Monty
Post by: Moggy Cattermole on May 19, 2013, 05:59:55 PM
-edited-

Issue fixed - Turns out I was replacing the lanc in the JSGMEmods folder, rather than the mod in DBW. When I last modded, there was an imbecile-proof 'mods' folder in the IL2 directory. Woops.
And you earn a brownie star

Haha, I assumed because it was included in the Full Monty I should be altering the folder in Monty 15 in JSGME. I'm still a tad rusty.. As ever, cheers for the support.
Title: Re: The Full Monty
Post by: HotelAlpha on May 21, 2013, 06:33:03 AM
I have a 70% Crash after installing all 20 Monty packs. I cannot pin it down! Help?  :(
Title: Re: The Full Monty
Post by: sphantom on May 21, 2013, 06:40:47 AM
I presume you have all 20 packs latest buttons 10.3 I believe and how did you install like I did it or did you go thru jsmge
Title: Re: The Full Monty
Post by: HotelAlpha on May 21, 2013, 05:13:02 PM
I would copy paste and overwrite
Title: Re: The Full Monty
Post by: sphantom on May 22, 2013, 12:24:48 AM
HotelAlpha200
The way I did it was first make some -temp folders and had them numbered 1-5
then unzipped three at a time in one folder apiece
then inside is a dbw folder and other files
then by the numbers drop them in starting at monty one thru 20 let them over write plus install the patches in order too.
do not forget to put in the sfs filed to main folder and it also helps to read the first post too
Title: Re: The Full Monty
Post by: caprera on May 22, 2013, 01:42:51 PM
Activation in JSGME takes even 30 minutes each pack, is it supposed to take so long ?

Can't I just extract them in the #DBW folder altogether ?

Seems strange to me...
Title: Re: The Full Monty
Post by: sphantom on May 22, 2013, 01:53:15 PM
Can't I just extract them in the #DBW folder altogether ?
Read the post 97 if I remember right  or start at post one and read them all Me and afew others have posted on how to do it without using jsmge and the post just above says the same thing
Title: Re: The Full Monty
Post by: caprera on May 22, 2013, 01:57:49 PM
Thanks I must have missed it, I'm a bit tired :)

I'll have another look
Title: Re: The Full Monty
Post by: caprera on May 22, 2013, 03:06:01 PM
Nope can't find it...
Title: Re: The Full Monty
Post by: HotelAlpha on May 22, 2013, 08:31:04 PM
OK, the 70% Crash is somewhere in Monty 11.

Title: Re: The Full Monty
Post by: Bonez on May 22, 2013, 08:32:35 PM
after Patch, HA?
Title: Re: The Full Monty
Post by: HotelAlpha on May 22, 2013, 08:34:01 PM
What do you mean?


I have patched it from Monty 1 to monty 10 and everything worked fine at monty 10. Monty 11 screwed it up. Is that the Patching you said?
Title: Re: The Full Monty
Post by: Bonez on May 22, 2013, 08:39:08 PM
Monty 11 has a small patch part. The "patch" is additions to the air.ini
Title: Re: The Full Monty
Post by: HotelAlpha on May 22, 2013, 08:43:25 PM
Oh maybe that is the cause of my troubles. I will see the first post! Thanks for the heads up.
Title: Re: The Full Monty
Post by: BravoFxTrt on May 23, 2013, 12:33:19 AM
HA, there are 3 more Patches you have to install after #11, #12, #13 TFM Folder you Install,  #11, then Patch #11 and so on, this is too easy, why make it hard for your self, Pay Attention to the Instructions!!!  Why is this so hard for you guys to understand. "A caveman can do it"
Title: Re: The Full Monty
Post by: sphantom on May 23, 2013, 06:16:06 AM
Why is this so hard for you guys to understand. "A caveman can do it"
I resemble that
Title: Re: The Full Monty
Post by: BravoFxTrt on May 23, 2013, 06:22:20 AM
Me too! :D
Title: Re: The Full Monty
Post by: HotelAlpha on May 23, 2013, 07:47:43 AM
HA, there are 3 more Patches you have to install after #11, #12, #13 TFM Folder you Install,  #11, then Patch #11 and so on, this is too easy, why make it hard for your self, Pay Attention to the Instructions!!!  Why is this so hard for you guys to understand. "A caveman can do it"
 

OK

Oh maybe that is the cause of my troubles. I will see the first post! Thanks for the heads up.
   

I said that I was going to do just that in my post. *Pay attention*
Title: Re: The Full Monty
Post by: BravoFxTrt on May 23, 2013, 08:57:29 AM
My first time with TFM was a disaster, so that is why I decided to manually install all the folders, one at a time. Then it was smooth sailing.
Title: Re: The Full Monty
Post by: HotelAlpha on May 23, 2013, 09:16:09 AM
Same here, the JSGME was a horror because each damn Monty pack took as much as 20-30 minutes to activate. Installing them directly is the way to go nowadays.


Anyways I have just gotten all monties working and I have "Montied up"!  8)     
Title: Re: The Full Monty
Post by: sphantom on May 23, 2013, 09:25:32 AM
We are proud of you and you get 2 brownie  stars
Title: Re: The Full Monty
Post by: BravoFxTrt on May 23, 2013, 09:28:25 AM
Eh, one more Brownie Star for Hanging in there. :D
Title: Re: The Full Monty
Post by: HotelAlpha on May 23, 2013, 09:34:20 AM
Eh, one more Brownie Star for Hanging in there. :D
   


Thanks guys.  :)
Title: Re: The Full Monty
Post by: caprera on May 23, 2013, 09:51:14 AM
How did you do then Alpha ?
Title: Re: The Full Monty
Post by: HotelAlpha on May 23, 2013, 09:59:27 AM
How did I do it...


I unzipped each monty into my DBW folder. Then I cut and pasted the content from each monty into the folder and overwrote if asked. Then I installed the patches as needed on each pack.


JSGME is a waste of time though, if you want to do it that way that is fine. But I prefer the direct install.
Title: Re: The Full Monty
Post by: caprera on May 23, 2013, 10:47:33 AM
Thank you
Title: Re: The Full Monty
Post by: Kraiger on May 27, 2013, 09:16:19 PM
Part 21? I really enjoy this mod pack.......
Title: Re: The Full Monty
Post by: HotelAlpha on May 27, 2013, 09:22:52 PM
   As sid on the first page-

Quote
This is the last Monty-Pack, aside from any fixes and further updates.  TFM is already much larger than intended.  On the other hand, it has helped get a lot of people modded who would not have otherwise attempted it and a few of the old hands have enjoyed it too.  I have learned a ton of new stuff too and made a lot of new friends, and most of all: try the new campaigns and missions!
     
   

  But you and me, the individual consumers, are the ones who assemble the rest of the mods that you like!

So now I have ~25% more content in my #DBW folder than when I had the Full Monty cleanly installed.

Title: Re: The Full Monty
Post by: donpanchero on May 28, 2013, 12:04:58 PM
little help .i instaled ful mounty -first DVD 4.07 -> dbw super pack 4.07 to DBW 1.71  -> copy all packs full mounty 1 to 20 to my jsgmemods folder. activated to full mounty #05 working good ,but after #06 my game loading to 70% and exit from loading /i mean stop and back in Windows.
Title: Re: The Full Monty
Post by: Bonez on May 28, 2013, 12:08:18 PM
little help .i instaled ful mounty -first DVD 4.07 -> dbw super pack 4.07 to DBW 1.71  -> copy all packs full mounty 1 to 20 to my jsgmemods folder. activated to full mounty #05 working good ,but after #06 my game loading to 70% and exit from loading /i mean stop and back in Windows.

Did you apply the little patch for Monty 1?
Title: Re: The Full Monty
Post by: BravoFxTrt on May 28, 2013, 12:09:19 PM
Try to reinstall #6 then
Title: Re: The Full Monty
Post by: donpanchero on May 28, 2013, 12:56:06 PM
to this mounty working good

(http://s7.postimg.cc/lf76znu3f/images1.png) (http://postimage.org/)
images (http://postimage.org/)

and yes i apply little patch for mounty 1 ,and use little patches for 11,12 and 13

this important .after super pak 4.07 to 1.71 ,i need instal this https://www.sas1946.com/main/index.php/topic,16647.0.html or not ?

and i where need an how to instal this -->UNRAR #DBW_1.71_Gurner FX.rar into a single pack #DBW_1.71_Gurner FX
#DBW_1.71_Gurner FX.rar  - https://www.mediafire.com/?11flmd3ic1bv125 /for now i dont instal this gurnerfix/
Title: Re: The Full Monty
Post by: Bonez on May 28, 2013, 06:25:32 PM
Yes, apply the hotfix for DBW 1.7 to 1.71.

Gurner's can be added after you have The Full Monty installed.
Title: Re: The Full Monty
Post by: sphantom on May 28, 2013, 07:29:59 PM
plus you will take a hit in the fps have a strong puter
Title: Re: The Full Monty
Post by: Sakura_Matou on May 30, 2013, 05:01:36 AM
Hey little problem.

I installed The full monty and everything is working great.. But I noticed that the player one plane is always invincible..

Any fix for this?
Title: Re: The Full Monty
Post by: vegetarian on May 30, 2013, 07:21:36 AM
To overcome any issues with an fps hit using Gurners FX, comment out (or delete) the the main view distance classfile 8A318408BB7C513E.
Title: Re: The Full Monty
Post by: NNFFLYLB on May 30, 2013, 11:03:02 AM
To overcome any issues with an fps hit using Gurners FX, comment out (or delete) the the main view distance classfile 8A318408BB7C513E.
thank a lot!
Title: Re: The Full Monty
Post by: ol' Navy on May 31, 2013, 10:15:14 AM
To overcome any issues with an fps hit using Gurners FX, comment out (or delete) the the main view distance classfile 8A318408BB7C513E.

Where in the heck do you find classfiles.  I'd like to do as suggested, but I don't know where to look.  Thank you for the help.
Title: Re: The Full Monty
Post by: sphantom on May 31, 2013, 10:17:21 AM
Just open the gurner file there it is
Title: Re: The Full Monty
Post by: ol' Navy on May 31, 2013, 01:42:27 PM
Just open the gurner file there it is

Thank you.  Over the years I have heard you guys talk about classfiles but I never did know what they were, or where, and so I have never done anything to/with them.  Thanks again.
Title: Re: The Full Monty
Post by: 4ent on June 01, 2013, 12:46:22 AM
Hello, in my new install  I want put TFM straight to DBW folder(not via JSGME).My question is: some mods name start with prefix _(for example _00_F-4 Phantom II),have i change this prefix to aktivate them?In what sequence of prefixes game loads mods?(sry my bad English)
Title: Re: The Full Monty
Post by: Bonez on June 01, 2013, 04:30:03 AM
Hello, in my new install  I want put TFM straight to DBW folder(not via JSGME).My question is: some mods name start with prefix _(for example _00_F-4 Phantom II),have i change this prefix to aktivate them?In what sequence of prefixes game loads mods?(sry my bad English)

Leave the mod folders in The Full Monty named as they are! Restated, DO NOT rename anything!
Title: Re: The Full Monty
Post by: 4ent on June 01, 2013, 04:57:20 AM
OK i copy that.Concerning second part of question: 0000_modX will be loaded before 000_mod Y?
Title: Re: The Full Monty
Post by: SAS~Boomer on June 01, 2013, 05:02:05 AM
My question is: some mods name start with prefix _(for example _00_F-4 Phantom II),have i change this prefix to aktivate them?In what sequence of prefixes game loads mods?

All Mods are loaded in Alpha/Numerical order
to deactivate/activate mods a minus sign is used,not an underscore
Title: Re: The Full Monty
Post by: 4ent on June 01, 2013, 07:11:33 AM
I used Bravo Direct Install.Game works no CTD ,but: My QMB list of planes doesn´t show all planes from air.ini.Any clue?
Title: Re: The Full Monty
Post by: 4ent on June 01, 2013, 09:10:23 AM
Nevermind, I´v made new install from scratch and all worked ok.THX Monty and all modders!
Title: Re: The Full Monty
Post by: Griffon_301 on June 04, 2013, 10:51:14 AM
just a quick question regarding adding Gurner´s excellent effects mod: is it ok to load after the Plutonium effects mod files that are included in TFM?
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 06, 2013, 02:10:45 AM
just a quick question regarding adding Gurner´s excellent effects mod: is it ok to load after the Plutonium effects mod files that are included in TFM?
Yep, I did.
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 06, 2013, 02:18:56 AM
These LAST Monty Packs really do conclude the TFM project.

Designed for campaign compatibility, mission designers have a lot to play with in TFM.

This install is stable, rock solid and packed to the gunnells!

#DBW_MONTY-21
1] SAS Engine Mod v2.6RC Final   https://www.sas1946.com/main/index.php/topic,23327.0.html
2] XC-47X_float with 4.10FM!      https://www.sas1946.com/main/index.php/topic,8324.0.html
3] FFR-41MR ALPHAJET 002         https://www.sas1946.com/main/index.php/topic,27629.0.html
4] TBM Seaplane                       https://www.sas1946.com/main/index.php/topic,27975.0.html
5] New Meteors                         https://www.sas1946.com/main/index.php/topic,30996.0.html
6] Nike_SA-2                           https://www.sas1946.com/main/index.php/topic,20220.0.html
7] TorpedoEx            
8] SAM Generic            

DOWNLOAD-#DBW_MONTY-21.rar
https://www.mediafire.com/download/w52dxu1151iyp1b

#DBW_MONTY-22
1] Battle of Moscow Maps by Oknevas      https://www.sas1946.com/main/index.php/topic,34490.0.html

#DBW_MONTY-22 (COMBINE PARTS ONE AND TWO)
DOWNLOAD-#DBW_MONTY-22PartONE.rar
https://www.mediafire.com/download/wlke9ktjh4k4a33

DOWNLOAD-#DBW_MONTY-22PartTWO.rar
https://www.mediafire.com/download/mkgdjnrc859wzfl

#DBW_MONTY-23
1] L139C & L159A&L by GLE52      https://www.sas1946.com/main/index.php/topic,34417.0.html
2] _0_GLE52_Arms   by GLE52
3] SAS~MiG-21                        https://www.sas1946.com/main/index.php/topic,35005.0.html

DOWNLOAD-#DBW_MONTY-23.rar
https://www.mediafire.com/?rewtdgqk4qm8y4i

#DBW_MONTY-24
1] FiatBr20                            https://www.sas1946.com/main/index.php/topic,34784.0.html
2] He-111 A                          https://www.sas1946.com/main/index.php/topic,34640.0.html
3] He-111 P                          https://www.sas1946.com/main/index.php/topic,31076.0.html

DOWNLOAD-#DBW_MONTY-24 (COMBINE PARTS ONE AND TWO)
DOWNLOAD-#DBW_MONTY-24PartONE.rar

https://www.mediafire.com/?09vtlj20tjydgm7

DOWNLOAD-#DBW_MONTY-24PartTWO.rar
https://www.mediafire.com/?wowb8cy0s8s3f83

#DBW_MONTY-25
1] Aichi M6A Seiran                                                 https://www.sas1946.com/main/index.php/topic,34784.0.html
2] Ki-67-I Peggy, 1944 by Ten010                              https://www.sas1946.com/main/index.php/topic,30109.0.html
3] Yokusuka H5Y-1 Flying Boat by mikoyan99              https://www.sas1946.com/main/index.php/topic,35006.0.html
4] Go-229 JetWar1966 (2013-02-21) by Paulus           https://www.sas1946.com/main/index.php/topic,28935.0.html
5] J4M2-A Senden Kai ver2  by Paulus                       https://www.sas1946.com/main/index.php/topic,31894.0.html
6] log entry enhancements by Bonez

DOWNLOAD-#DBW_MONTY-25.rar
https://www.mediafire.com/?cd5aqy4u3ltzo16

As this is a cumulative build several new tweaks and code improvements have been incorporated into this final set to enhance stability, speed up launch times and test; Carriers, Cats, Weapons and a million other features.

SUPPORT AND CONCLUSION
The involvement of the community and the support from users and modders is incredible.  I hope we continue to encourage new members to take this sim into areas we could only dream of previously.  However, for a number of reasons development of TFM has now stopped and I present it 'as is' to this point.

Why FINAL? - Because Il2-4.12 is getting closer, as is the Java-Wall on TFM.  There is more than enough here for many great missions and campaigns up to and including SEA.  Subsequent patches and developments will improve Il2/1946 and take it a lot further yet.  However, the collection of effects, objects and aircraft in TFM is likely to remain the most comprehensive for some time too come.  Therefore, I will be keeping this install set as a permanent feature on my HD.

Beyond that, into Jetwar 1.3 and beyond, I would look towards Version 4.12 and the great new SAS Modact-3.0.  (Look up multiple-installs!)

NO WORRIES! - This post wil be tacked onto the first page, job done, for now...


SAS~Monty27
Title: Re: The Full Monty
Post by: vegetarian on June 06, 2013, 03:44:19 AM
G'day Monty, it's a fantastic job you have done for the community in compiling all these packs. Well done.

On a more prosaic note, the mediafire link for monty-21 pack is set to private. All the others are OK.

Cheers
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 06, 2013, 04:10:26 AM
G'day Monty, it's a fantastic job you have done for the community in compiling all these packs. Well done.

On a more prosaic note, the mediafire link for monty-21 pack is set to private. All the others are OK.

Cheers
Thank you my friend, sorry about that, fixed.
Title: Re: The Full Monty
Post by: Griffon_301 on June 06, 2013, 04:57:35 AM
Thanks very much Monty, first for your great work in creating those packs and for answering my question about Gurners fx pack;

just a quick note concerning the new packs: I have added most of the stuff that I have interest for already and this was really easy as was installing all the packs at first;
as you have added the new Meteors, I have added them myself but could not get them to work properly as it seems that the version of the HighRes skin mod that comes included with TFM is lacking something; I had to install the new version of this mod manually and only after adding the dll´s of Carsmasters light mod (also the new version) did I get the Meteors as well as the Reppu (A7M) to work;

the Reppu and Gerd´s new F2G and F8Fs are about the only planes that I consider missing now :)
other than that, TFM is just plain GREAT!!!!!

thank you very much once more
cheers
phil
Title: Re: The Full Monty
Post by: POUSSIN1 on June 06, 2013, 05:40:32 AM
Awesome ! Thanks a lot for this hard (but delightful) work ! ;D

Cheers
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 06, 2013, 05:51:17 AM
Thanks guys,  this project grew from such feedback and is still alive because of it.

Gerd's wonderful F8F's are in TFM.  The F2G is still WIP, and in my experience it may be prudent to wait a little longer.  The Reppu, hmmmm, perhaps we could keep watch with an eye towards #DBW_Monty-26!

I'm sure you all appreciate that everyone has different tastes and different interests.  This is why TFM is designed to be so inclusive. 

To everyone who would limit their interests though, I would ask "why" and exort them not to do so.

My parents had a radiogram and a cupboard full of albums, considered a massive music collection years ago.  Now I have the equivelant of a warehouse full of the complete life-works of every band and musician I ever held any regard for, on an MP3 player the size of my thumb.

Disc space is no longer an issue, so long as performance is high and integration smooth, why not have as great a variety and content as possible?

My only regret are the few gems left out of TFM, my pride is that they are indeed few.

I don't understand why anyone would limit themselves, their interests or their choices.

Don't do it, install TFM and have it all!


Simon(SAS~Monty27)
Title: Re: The Full Monty
Post by: Kraiger on June 06, 2013, 07:10:45 AM
I keep getting a data error in #22 part 2. It's something in the Moscow map and for whatever reason it crashes 7-zip.
Title: Re: The Full Monty
Post by: Griffon_301 on June 06, 2013, 07:38:05 AM
Hello Simon!

please dont take my post as criticism-far from it! indeed after getting my new rig and setting up windows and all the necessary evils, it was Il2 and TFM that first went onto the new box.
about the only problem I had was when I added Gurners stuff, as this brought my rig to its knees (a I7 3770K with 16GB Ram and a Asus GTX680 OC gpu :D)
adding the additional stuff was rather easy though, with the mentioned exception of the High Res skins, but even this was easy to solve with a little modding experience :)

what I wanted to say is that TFM might be the easiest (if not the smallest) possibility to make a good sim great and although I tried to fall in love with CloD which runs just fine on my box, it is Il2 that I come back to everytime again....
and this is in no small part thanks to your work Simon - a very big and hearty S!

oh, concerning the F2G - i LOVE it, even in its beta stage. I consider it at least as finished as the Reppu and it should find its way into a possible additional TFM pack - just to add to the variety.
what about the Me-209 btw?
Title: Re: The Full Monty
Post by: sphantom on June 06, 2013, 08:24:50 AM
great work and Many Thanks.
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 06, 2013, 08:33:49 AM
I keep getting a data error in #22 part 2. It's something in the Moscow map and for whatever reason it crashes 7-zip.
In the sequence #DBW Monty-22 is independant of Monty-21/23/24/25, so you may skip it for now and still install the rest.  It was compressed with WINRAR so you need to try that or Winzip to open it if 7z is a problem.
Title: Re: The Full Monty
Post by: sphantom on June 06, 2013, 03:30:14 PM
well I kept 22 and installed the Moscow map and objects in then overwrote all in one folder then dropped in main folder all works perfect.
Thanks again Simon
Title: Re: The Full Monty
Post by: Flying H on June 06, 2013, 04:03:13 PM
Great, Simon, you´ve made an outstanding contribution to the community! A million THX from me, beeing a mere "flyer" I can only express my gratitude! Now, go flying and enjoy yourself!
Title: Re: The Full Monty
Post by: 352nd_Hoss on June 06, 2013, 04:54:02 PM
LMAO................. Who's GLE52, did he quit modding and take up singin?......................... 

Just kidding, I needed a little something to lighten my mood................. sorry GJE..........

Cheers

Hoss
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 06, 2013, 05:00:52 PM
LMAO................. Who's GLE52, did he quit modding and take up singin?......................... 

Just kidding, I needed a little something to lighten my mood................. sorry GJE..........

Cheers

Hoss
That was my typo on the front, actually a malfunction due to cookie crumbs in the keyboard!  :o

...and you should be OK moodwise Hoss, at least its Summer where you are right now! ;D
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 06, 2013, 05:18:36 PM
Great, Simon, you´ve made an outstanding contribution to the community! A million THX from me, beeing a mere "flyer" I can only express my gratitude! Now, go flying and enjoy yourself!
First suggestion, check the MiG-21 thread and get the excellent handbook, then go fly a rocketship!  Will definately do some mission sets for these and the other wonderful new content we have in TFM. 

Thanks to ALL the great modders at SAS!  ;D
Title: Re: The Full Monty
Post by: HotelAlpha on June 06, 2013, 10:43:27 PM
WOW! 25 monties???!!! Awesome!
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 07, 2013, 06:32:44 AM
WOW! 25 monties???!!! Awesome!
"AHEM"...OK, there are a couple more things.  While I don't wish to taint my air of mystique aloofness (who am I kidding?) there were some good suggestions lately that alligned with a few others already up for testing.

Potential conflicts, lockups, crashes, sound issues, mission functions and working beacons (which can be very fragile), are all resolved and meshing nicely, with everything showing up where it should be and working as advertised!  Very exited with the FMs of the new Hind and Hip.  These are excellent Helicopters that fly as they should, an amazing acheivement.

#DBW_MONTY-26
1] Mi-8T Hip by Vega and Wasted
2] Mi-24 Hind by benitomuso (P.A.L) and Wasted
3] Random Failures Mod by Wasted
Big Thanks to SAS~Storebror, GJE52 and Loku
4] La-9_La-11 by 101tfs
5] Supermarine Walrus by
Archie 1971                Class files
diavolirossi               crew
mikoyan99                  Updates
Mission_bug                Default skin
tedeschene                 3D
The chief of food supply   SCW default option
Wolfighter                 crew damage

DOWNLOAD-#DBW_MONTY-26.rar
https://www.mediafire.com/?h6hx28ed8p6qu23

#DBW_MONTY-27
1] A7M2 Reppu by Gerd
2] Ultimate Reciprocaters by Gerd
3] Me-209-II by 101tfs

DOWNLOAD-#DBW_MONTY-27.rar
https://www.mediafire.com/?lkd25ii1zhdviac

OPTIONAL TIDY UP FOR THIS LAST PACK
After install go into your Il2DIRECTORY/#DBW and Disable or Delete this mod.

Gerd's_F8F-2_Beta_0_3

Now superceded by Ultimate Reciprocaters by Gerd
Title: Re: The Full Monty
Post by: HotelAlpha on June 07, 2013, 07:19:25 AM
27 Monties....  :)   Like it!     


For a suggestion, maybe you could include the rest of DreamK's excellent twin bombers.  ;)       


But I am really fattening my #DBW, now it is 10 Gigabytes odd!
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 07, 2013, 08:19:07 AM
Yep, love DreamK's work, have for a long time.  As far as I can see only the Bloch210 is not in TFM at the moment, the rest are in there.
Title: Re: The Full Monty
Post by: 352nd_Hoss on June 07, 2013, 08:25:25 AM
No matter what I do I can not get the Bloch bomber to work in my install, it looks like an ordnance issue, but I have both French Arms mods in my install the original and the one for the Bloch.

No biggie I guess, there's more in there than I ever use anyway...  AG-51 uses HSFX for the group so I hardly ever use DBW anymore..... Guess I need an intervention for hoarding DBW stuff......


Hoss
Title: Re: The Full Monty
Post by: sphantom on June 07, 2013, 08:37:10 AM
good show Good show
Now  about the campaigns you are working on still waiting in great pataince
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 07, 2013, 08:38:21 AM
No matter what I do I can not get the Bloch bomber to work in my install, it looks like an ordnance issue, but I have both French Arms mods in my install the original and the one for the Bloch.

No biggie I guess, there's more in there than I ever use anyway...  AG-51 uses HSFX for the group so I hardly ever use DBW anymore..... Guess I need an intervention for hoarding DBW stuff......


Hoss
Yeah I saw those issues on the thread Hoss.  Will have a play around with it next week, got a working weekend coming up, moving the old homestead.  Talk with you later mate!
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 07, 2013, 08:39:06 AM
good show Good show
Now  about the campaigns you are working on still waiting in great pataince
Quite right, focussed on those now!  ;D
Title: Re: The Full Monty
Post by: sphantom on June 07, 2013, 08:44:57 AM
I know your busy and great thanks to your work enjoy your packs and campaigns just had to throw it in for giggles
Title: Re: The Full Monty
Post by: BravoFxTrt on June 07, 2013, 11:15:14 AM
Thanks Monty, every thing works as advertized  TFM  #1  through  #27  :D

(https://www.sas1946.rocks/images/imageshit/a/img19/388/20130607at181132.jpg)
Title: Re: The Full Monty
Post by: mac1 on June 07, 2013, 01:49:07 PM
Wow Congrats again on a superb package of mods :)
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 07, 2013, 05:01:12 PM
Wow Congrats again on a superb package of mods :)
The community really owes thanks to you mac1 and all of the modders who contributed and shared their wonderful creations.  ;D ;D ;D ;D ;D ;D
Title: Re: The Full Monty
Post by: HotelAlpha on June 07, 2013, 05:18:18 PM
  Yes, I cannot believe that so many people have made those mods.... Every one contributes to overhaul Il-2 and launch it well into the future. Skins, Aircraft, Textures, Maps, Effects, etc. are all part of that mission.  :)
Title: Re: The Full Monty
Post by: BravoFxTrt on June 08, 2013, 09:23:01 AM
My Fly By Sounds work with out any trouble, I put a  !  on the Folder like this    !_0_0TigersSOUNDSforDBW

Then put a  #   On my Engine Mod Folder like this    #SAS_Engine_Mod_4101m_v26

All my Fly by sounds are working in my TFM.
Title: Re: The Full Monty
Post by: HotelAlpha on June 08, 2013, 09:24:22 AM
Bravo I will have to try that... Thanks.


 Tiger's sounds are like being a an airshow. It is electrifying.  8)
Title: Re: The Full Monty
Post by: BravoFxTrt on June 08, 2013, 09:58:36 AM
Guy's if you want Red_Fox90's overhauled P-51's in your TFM  just copy and paste his work (Plane Folder's)  into  !_0_0TigersSOUNDSforDBW\3do\Plane

(https://www.sas1946.rocks/images/imageshit/a/img819/792/20130608at165347.jpg)
Title: Re: The Full Monty
Post by: kpn.kardif on June 08, 2013, 03:41:13 PM
Having an issue with TFM #22 part 2, getting a corrupt file error when I try and extract it.  Error is:

Data error in '#DBW_MONTY-22PartTWO\#DBW_MONTY-22\#DBW\MapMods\3do\Buildings\Moscow\Textures\Kut_tower.tga'. File is broken.

Tried re-downloading three times, every time with the above result.  I don't think it's imperative to have pack 22 just yet, as it only appears to be Battle of Moscow maps and I'm not flying eastern front stuff at the moment.  Still, thought I ought to bring it up. 
Title: Re: The Full Monty
Post by: sphantom on June 08, 2013, 03:49:29 PM
The way I fixed it was dl the map and install it then install monty-22
Title: Re: The Full Monty
Post by: Kazegami on June 08, 2013, 06:24:53 PM
Having an issue with TFM #22 part 2, getting a corrupt file error when I try and extract it.  Error is:

Data error in '#DBW_MONTY-22PartTWO\#DBW_MONTY-22\#DBW\MapMods\3do\Buildings\Moscow\Textures\Kut_tower.tga'. File is broken.

Tried re-downloading three times, every time with the above result.  I don't think it's imperative to have pack 22 just yet, as it only appears to be Battle of Moscow maps and I'm not flying eastern front stuff at the moment.  Still, thought I ought to bring it up.

Same. I just skipped over it. Now I'm waiting to get all those folders into jsgmemods... maybe this install was easy, but it is taking FOREVER :P
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 08, 2013, 07:01:03 PM
Having an issue with TFM #22 part 2, getting a corrupt file error when I try and extract it.  Error is:

Data error in '#DBW_MONTY-22PartTWO\#DBW_MONTY-22\#DBW\MapMods\3do\Buildings\Moscow\Textures\Kut_tower.tga'. File is broken.

Tried re-downloading three times, every time with the above result.  I don't think it's imperative to have pack 22 just yet, as it only appears to be Battle of Moscow maps and I'm not flying eastern front stuff at the moment.  Still, thought I ought to bring it up.

Same. I just skipped over it. Now I'm waiting to get all those folders into jsgmemods... maybe this install was easy, but it is taking FOREVER :P
Patience my friend!  I built these packs and that DID take forever!  The frustration of rolling back several levels to change one tiny thing was immense!

@Bravo - testing that soundfix now!
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 08, 2013, 07:33:23 PM
As Michael Caine is apt to say, casually leaning over the cockpit of his Spit to watch another 109 bite the dust, "Bloody Marvelous!"

Thank you Bravo and community, for the Tiger33's soundfix!  As he said:

TFM TIGER33 SOUNDFIX
To be applied after install of #DBW Monty-27

Sound issues with later effects.
For those experiencing the repeating startup sound issue in TFM it is due to _0_0TigersSOUNDSforDBW which must be made to load BEFORE !#SAS_Engine_Mod_4101m_v26.

Go into your main #DBW folder and:

Rename _0_0TigersSOUNDSforDBW  to  !_0_0TigersSOUNDSforDBW
Rename !SAS_Engine_Mod_4101m_v26  to  #SAS_Engine_Mod_4101m_v26

 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: The Full Monty
Post by: sphantom on June 08, 2013, 08:54:17 PM
Kazegami
Did you not read my post above your's on how to fix monty-22
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 09, 2013, 03:19:20 AM
Improved Drag Chute
For those who want to use Ranwers improved design drag chute, I made a small JSGME pack so you can easily add it to TFM.  This adds the new chute to the MiG-21 and F-86D45.  Thanks to Ranwers.

(https://www.mediafire.com/convkey/db5e/9bsag74nm9weaxm4g.jpg)

(https://www.mediafire.com/convkey/1baf/7uhjbtp8aw528ao4g.jpg)

DOWNLOAD-#DBW_DRAG CHUTE
https://www.mediafire.com/?hu1ddc48te1evj1
Title: Re: The Full Monty
Post by: sphantom on June 09, 2013, 07:24:16 AM
Thanks and how are things going Your packs are working great
Title: Re: The Full Monty
Post by: BravoFxTrt on June 09, 2013, 07:57:56 AM
Thanks Monty
Title: Re: The Full Monty
Post by: Kazegami on June 09, 2013, 09:38:28 AM
Kazegami
Did you not read my post above your's on how to fix monty-22

I did. But I won't bother with it, won't be using that map anyway.

Also jsgme keeps freezing while enabling, I can't get past MONTY-03
Title: Re: The Full Monty
Post by: pilotpimpf on June 09, 2013, 10:25:01 AM
All up and running luvverly... thanks again Simon and all the modders who made it all possible.

And you said #20 was the final pack.... LOL!

So whats next after #27............ or is that really really the final final one !   ;D
Title: Re: The Full Monty
Post by: sphantom on June 09, 2013, 11:17:43 AM
Also jsgme keeps freezing while enabling, I can't get past MONTY-03

I do not use jsmge
Title: Re: The Full Monty
Post by: Kazegami on June 09, 2013, 12:06:02 PM
Also jsgme keeps freezing while enabling, I can't get past MONTY-03

I do not use jsmge

Good for you.
Title: Re: The Full Monty
Post by: kpn.kardif on June 09, 2013, 12:23:58 PM
It's not actually freezing, it just looks that way.  Set up whatever Monty pack you are on to load in jsgme, then go do something else for 30 minutes.  When you come back to it, it should have either enabled or told you there are conflicts and asks to overwrite. 
Title: Re: The Full Monty
Post by: Kazegami on June 09, 2013, 12:54:15 PM
It's not actually freezing, it just looks that way.  Set up whatever Monty pack you are on to load in jsgme, then go do something else for 30 minutes.  When you come back to it, it should have either enabled or told you there are conflicts and asks to overwrite.

Oh. Thanks, man xD
Now I just gotta wait some more...
Title: Re: The Full Monty
Post by: ggrewe on June 09, 2013, 01:34:27 PM
Simon – thanks so much for your dedicated work in compiling these wonderful packs.
They have brought huge joy to my gaming time and I’m sure many others.

I hit the java limit in my previously heavily modded game & started crashing regularly, and stopped playing the game.
Was daunted to try start from scratch again & couldn’t your packs to work when they 1st came out.
Tired again recently & thanks to Bravo’s post on loading your packs directly to a clean install (testing after each one), all is working great now. Also got many other cool mods, like the awesome Tiger33 sounds –which I could not get to work previously.
So much appreciation to you for your hard work & all the fantastic modellers that created the mods.  8)
My Il2 has got a 2nd life  :)

Cheers Gary 
Title: Re: The Full Monty
Post by: BravoFxTrt on June 09, 2013, 01:39:33 PM
Way to go Ggrewe, +1 :)
Title: Re: The Full Monty
Post by: ggrewe on June 09, 2013, 01:46:44 PM
Cheers Bravo - your post on direct loading, was crucial to putting me on the right track to getting game loaded - thanks  ;)
Title: Re: The Full Monty
Post by: 352nd_Hoss on June 09, 2013, 03:35:06 PM
Also jsgme keeps freezing while enabling, I can't get past MONTY-03

I do not use jsmge

It's not frozen, it takes forever to load it via jsgme.............. turn off your anti-virus if yer gonna go the jsgme route.  I used to just build a vanilla #DBW folder and just load one on top of the other via copy and paste, start it up each time to make sure it worked and then made a copy of it right then and there after each install.  That way you can go back and just copy and paste the last one that worked if you can't figure out why it wont start. 

Cheers

Hoss
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 09, 2013, 06:20:44 PM
The original PDF is still available.  I wonder how many take the time to actually read it?  On the workings of JSGME, the TFM file structure, its all there.  Why not get informed first?  8)

DOWNLOAD -  TFM pdf   https://www.mediafire.com/view/?9mby8vbwyybjf7s
Title: Re: The Full Monty
Post by: Griffon_301 on June 09, 2013, 07:20:02 PM
Hello Simon!

as you have released several more packs over the last few days, I would like to present a suggestion that might be quite useful to some who use TFM;

could you maybe include the mod that alters the fonts and makes menus (the plane select menu especially) readable better?
also the modded QMB was not included originally (as it seems-at least not in my installation) and is far more useful than the original QMB IMHO;
oh, and there is a new version of the ME-410 pack that you could include as well :)

btw, where can one find Red_Fox90´s overhauled Mustangs?

chers
phil

EDIT: found the Mustang overhaul and also the QMB Pro version; silly me forgot to look into the JSGME folder of the original DBW install :D
Title: Re: The Full Monty
Post by: kpn.kardif on June 10, 2013, 02:12:15 AM
Need a little help with the fix for Tiger's sound mod. 

It seems so simple... I put a ! at the front of the Tiger mod folder name, done.  I put a # at the front of the SAS engine mod folder name, done. And I get the flyby sounds back!  But I also get il2fb.exe has stopped working c2d errors.  This happens every time during the ME-262 vs. YP80 track at exactly the 1:29 mark.  It happens every time during the N1K1 vs. Beaufighter track at exactly 0:56.  It happens at seemingly random times while I'm actually flying. 

I can put the folders back in their original order and everything works fine, I just don't get the flybys.  But... but... FLYBY SOUNDS!! They're so delicious in my ears!  We wants them...  I haven't yet tried simply disabling the SAS engine mod, that's next on my list of things to try.  Just thought I'd take the time to post this and see if anybody else can reproduce this error or if I just borked something during install. 

Thanks for all you guys do!

*Edit* Disabling SAS engine mod causes c2d as soon as mission or track loads.  Hmmm.  :'(
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 10, 2013, 09:08:33 PM
Need a little help with the fix for Tiger's sound mod. 

It seems so simple... I put a ! at the front of the Tiger mod folder name, done.  I put a # at the front of the SAS engine mod folder name, done. And I get the flyby sounds back!  But I also get il2fb.exe has stopped working c2d errors.  This happens every time during the ME-262 vs. YP80 track at exactly the 1:29 mark.  It happens every time during the N1K1 vs. Beaufighter track at exactly 0:56.  It happens at seemingly random times while I'm actually flying. 

I can put the folders back in their original order and everything works fine, I just don't get the flybys.  But... but... FLYBY SOUNDS!! They're so delicious in my ears!  We wants them...  I haven't yet tried simply disabling the SAS engine mod, that's next on my list of things to try.  Just thought I'd take the time to post this and see if anybody else can reproduce this error or if I just borked something during install. 

Thanks for all you guys do!

*Edit* Disabling SAS engine mod causes c2d as soon as mission or track loads.  Hmmm.  :'(
It sounds like your rig is struggling at this stage, either due to hardware or settings.  If your hardware is up to the job, ie; reasonable Graphics card, Quad core processor and minimum 4Gb RAM, then you are more likely to achieve stability tweaking your settings, such as conf.INI and your graphics card.  There is loads of stuff out there on these subjects, just back-up your originals before messing with them.

Disabling individual mods, especially the Engine mod (which is integral at this stage), is not a good idea.  The first thing I would try is to 'roll back' your TFM to Monty-25 or earlier and test for stability at that point.  Also, how much RAM is set on your selector? 512 is usually enough, do you have it set higher than that?
Title: Re: The Full Monty
Post by: BravoFxTrt on June 11, 2013, 12:12:26 AM
kpn.kardif      this is ME-262  vs  YP-80,  I didnt experience any problems in my TFM.   So I think you got problems in your install.
Title: Re: The Full Monty
Post by: kpn.kardif on June 11, 2013, 12:50:56 AM
Thanks Monty, and Bravo.  I don't think it's my rig, 12gb ddr2 1600, AMD Phenom II quad 3.6ghz, Radeon HD7870, Win764.  I have my RAM setting in the selector at 512, and have had it that way pretty much since the beginning.  I have experimented with higher values, but it always ended up with crashes so 512 is where I stay. 

I tried changing some of the sound settings, seeing as how it seems to be a sound mod problem, but this didn't result in anything.  I'll try rolling back a few monty packs and see if I can come up with any results.  It seems to work fine on other systems, so I must have messed something up somehow.  I thought it had to have been something with the load order, seeing as how it works the original way, and not after changing the file names to have them load differently.  I'm not sure it's of any consequence, but I noticed that at the point where both of the mentioned tracks crash, there is an 'enemy aircraft destroyed' message, followed by the requisite "good job!" from the squadron leader.  I don't know if this means anything or not... I could also post log files if push comes to shove.
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 11, 2013, 12:58:44 AM
Thanks Monty, and Bravo.  I don't think it's my rig, 12gb ddr2 1600, AMD Phenom II quad 3.6ghz, Radeon HD7870, Win764.  I have my RAM setting in the selector at 512, and have had it that way pretty much since the beginning.  I have experimented with higher values, but it always ended up with crashes so 512 is where I stay. 

I tried changing some of the sound settings, seeing as how it seems to be a sound mod problem, but this didn't result in anything.  I'll try rolling back a few monty packs and see if I can come up with any results.  It seems to work fine on other systems, so I must have messed something up somehow.  I thought it had to have been something with the load order, seeing as how it works the original way, and not after changing the file names to have them load differently.  I'm not sure it's of any consequence, but I noticed that at the point where both of the mentioned tracks crash, there is an 'enemy aircraft destroyed' message, followed by the requisite "good job!" from the squadron leader.  I don't know if this means anything or not... I could also post log files if push comes to shove.
I do have a 'hunch' that its sound related and that Tiger33s sounds may, in your case, be the culprit.  To disable Tiger33 sounds you need to REM them out of the .RC file inside STD and stick a '-' on the folder name in #DBW.  I think this would be a worthwhile test for you to carry out, see if that makes it stable again for you...
Title: Re: The Full Monty
Post by: kpn.kardif on June 11, 2013, 02:24:27 AM
Everything runs stable when I have all Monty packs enabled before I do the folder name switch with Tiger's and SASengines.  This gives me all of Tiger's wonderful sounds except the flybys, which instead sound like SASengine/DBW stock.  It also runs stable when I do the fix you suggested, Monty, only I don't get any of Tiger's sounds at all.

Rolling back Monty packs will be problematic, as I got fed up with waiting for jsgme and used the direct install method instead.  I took my time and tested after each pack too, and was rather excited when I got to pack 27 and tested with no problems.  Then I applied the Tiger mod sound fix and I get crashes  >:(  For rolling back, I tried removing all of the mod folders in Monty 27 from #DBW except the STD folder, which I left and then overwrote with the STD folder from Monty 26.  This resulted in a crash at 70%.  I put everything back and all is well, and I'm a little hesitant to mess with it further on my own.   

As it is now, I have a fully functional TFM install with only Tiger's flyby sounds not working.  I can live with it, but I would LOOOOVE a way to figure out what's going on and get those awesome sounds back.   
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 11, 2013, 03:23:53 AM
Everything runs stable when I have all Monty packs enabled before I do the folder name switch with Tiger's and SASengines.  This gives me all of Tiger's wonderful sounds except the flybys, which instead sound like SASengine/DBW stock.  It also runs stable when I do the fix you suggested, Monty, only I don't get any of Tiger's sounds at all.

Rolling back Monty packs will be problematic, as I got fed up with waiting for jsgme and used the direct install method instead.  I took my time and tested after each pack too, and was rather excited when I got to pack 27 and tested with no problems.  Then I applied the Tiger mod sound fix and I get crashes  >:(  For rolling back, I tried removing all of the mod folders in Monty 27 from #DBW except the STD folder, which I left and then overwrote with the STD folder from Monty 26.  This resulted in a crash at 70%.  I put everything back and all is well, and I'm a little hesitant to mess with it further on my own.   

As it is now, I have a fully functional TFM install with only Tiger's flyby sounds not working.  I can live with it, but I would LOOOOVE a way to figure out what's going on and get those awesome sounds back.
I think some systems become unstable after #DBW Monty-21, with the addition of the SAS Engine Mod conflicting with Tiger33Sounds.  It often seems to be case of one or the other and since the SAS Engine Mod is essential after this point, something has to give.

Many 'power-users' don't use Tiger33Sounds because of potential conflict with other mods.

In the long term the best solution would probably be a WWII Install including Tiger33Sounds, basically up to #DBW Monty-20 + a few more aircraft addons, and a Korea+ Edition based on 4.12 with SAS Modact-4.0 and all the new jet stuff but no Tiger33Sounds (which in any case are not meant for jets).

One other thing - Please don't complicate things for yourself un-neccessarily!  Personally, I have stuck to the JSGME install for the benefit of everyone else.  For me there are no shortcuts.   >:(

I appreciate time is a factor, but as a long-time model maker I was always the kid who spent months making and painting a model Spitifre until it looked perfect, while my mates would just glue them together and slap the stickers on right away.  ;D

Thanks for the feedback though, it helps everyone in the long run.  8)
Title: Re: The Full Monty
Post by: flugkapitan on June 11, 2013, 12:13:40 PM
Greetings! Thanks for Simon and the modders for all of their hard work!!!

I'm having a bit of a problem. I had had Monty 1 - 20 installed and all was working fine. I installed 21 - 27 and got the 70% CTD when the game was loading. I removed (this was all via JSGME) 22 - 27 and the game loads fine. With Monty 22 when I extracted the 2nd of the two files I got the error message (using WinRAR) about the corrupt tga file. As one of the previous posters had mentioned, I used the work around of manually installing the Battle of Moscow maps before loading Monty 22. Looking at the information regarding file size on the first page of this thread, I see that Monty 22 is supposed to be 726 Mb. My extracted file folder is 722 Mb. Also Monty 24 is supposed to be 346 Mb, but my folder is 525 Mb (!). I suspect the my particular problem lies within Monty 22 and/or 24. Any suggestions? I've already re-downloaded them and re-extracted them, but the result was the same.

Cheers,
Scott
Title: Re: The Full Monty
Post by: chupag72 on June 11, 2013, 12:58:11 PM
Greetings! Thanks for Simon and the modders for all of their hard work!!!

I'm having a bit of a problem. I had had Monty 1 - 20 installed and all was working fine. I installed 21 - 27 and got the 70% CTD when the game was loading. I removed (this was all via JSGME) 22 - 27 and the game loads fine. With Monty 22 when I extracted the 2nd of the two files I got the error message (using WinRAR) about the corrupt tga file. As one of the previous posters had mentioned, I used the work around of manually installing the Battle of Moscow maps before loading Monty 22. Looking at the information regarding file size on the first page of this thread, I see that Monty 22 is supposed to be 726 Mb. My extracted file folder is 722 Mb. Also Monty 24 is supposed to be 346 Mb, but my folder is 525 Mb (!). I suspect the my particular problem lies within Monty 22 and/or 24. Any suggestions? I've already re-downloaded them and re-extracted them, but the result was the same.

Cheers,
Scott

The problem is in the Monti 24. Mod AIR_He-111-h22 in the class file EEBBE344D2C2A05A. Download mod AIR_He-111-pack_ver9.6 and all adjacent files . My problem was resolved. Now all works well. I though the problem of the La-5-LA7. the game at low altitudes terribly slow. In other aircraft of this effect is not observed.
Title: Re: The Full Monty
Post by: kpn.kardif on June 11, 2013, 02:02:32 PM
Your absolutely right, Simon.  This is the exact reason to stick with jsgme instead of doing it manually.  Unfortunately patience was never really my strong suit  :-[.  I'm happy with my install as it is now, so I'm not going to mess with it further.

Flugkapitan, I don't know if you need to install Monty22 if you've installed the map manually.  Wouldn't that basically be doing the same thing twice, two different ways?  I installed the BoM map manually and then skipped from Monty 21 to Monty 23.  You might try taking out part 22 and see if that helps you out.   
Title: Re: The Full Monty
Post by: flugkapitan on June 11, 2013, 03:59:25 PM
Thanks for the replies! I'll try skipping 22 and going to 23. Does 23 have to be renumbered as 22, so everything is in sequence? I'll also try to find the Heinkel download.

Cheers,
Scott
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 11, 2013, 05:39:52 PM
Thanks for the replies! I'll try skipping 22 and going to 23. Does 23 have to be renumbered as 22, so everything is in sequence? I'll also try to find the Heinkel download.

Cheers,
Scott
@ Scott - NO!  I will take another look at #22 upload though, but that one can go in any order.
@ Chupag72 - Thanks for the 'heads up' Chupag.  There has indeed been an update to the He-111 Flying bomb set, although this is not a major issue.  The older version works fine and does not have any adverse effects as far as I can determine. 

The new mission types are great, I will be releasing some new ones soon, bombing Britain from bases in the Netherlands.  Will put the He-111 update + just a few more goodies in #DBW Monty-28 shortly... ;D
Title: Re: The Full Monty
Post by: flugkapitan on June 11, 2013, 06:23:11 PM
Thank you, Monty!!!
Title: Re: The Full Monty
Post by: Griffon_301 on June 12, 2013, 10:34:27 AM
just a quick heads up: if you use the mentioned "patch" for using Tigers sounds, you might end up with a crashing sim when also using Gurners FX;
at least on my install, renaming the two directorys for Tigers sound mod and the engine mod makes my install crash when also using Gurners FX; when planes crash, the moment the sim displays "Enemy Aircraft Destroyed" and before any explosion sound can be heard, I get a clean CTD;
leaving the original names for the two directories does not create this problem;
I suspect renaming the dir with Gurners FX so that it loads before Tiger´s stuff and the engine mod could solve that problem but I have not tested this;
Title: Re: The Full Monty
Post by: Kronebone on June 12, 2013, 06:24:25 PM
Yeah my game seems to be crashing whenever an enemy plane goes down, never had any issues on my end and everything has always been maintained and in working order. This seems to happen after patch-25 as others have been experiencing as well. I will continue to find a way around this, but hope a solution will pop up in due time.
Title: Re: The Full Monty
Post by: chupag72 on June 13, 2013, 01:04:30 PM
Dear Monty how you can disable the mod SAS Engine Mod v2.6? I have this mod causes a drop in FPS on the aircraft of the La-5 - La-7 in a simple editor
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 16, 2013, 02:54:48 AM
Hi Chupag, you could roll-back to Monty-20, but most of the new aircraft featured later than that need the engine mod.
Title: Re: The Full Monty
Post by: chupag72 on June 16, 2013, 08:15:36 AM
Dear Monti package rollback 20 nothing gave. Departure to 70 %
Title: Re: The Full Monty
Post by: telephono on June 16, 2013, 09:49:22 AM
As Michael Caine is apt to say, casually leaning over the cockpit of his Spit to watch another 109 bite the dust, "Bloody Marvelous!"

Thank you Bravo and community, for the Tiger33's soundfix!  As he said:

TFM TIGER33 SOUNDFIX
To be applied after install of #DBW Monty-27

Sound issues with later effects.
For those experiencing the repeating startup sound issue in TFM it is due to _0_0TigersSOUNDSforDBW which must be made to load BEFORE !#SAS_Engine_Mod_4101m_v26.

Go into your main #DBW folder and:

Rename _0_0TigersSOUNDSforDBW  to  !_0_0TigersSOUNDSforDBW
Rename !SAS_Engine_Mod_4101m_v26  to  #SAS_Engine_Mod_4101m_v26

 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

When I rename the folders, everytime I crash my plane, the game crashes, too.
Title: Re: The Full Monty
Post by: Vati on June 16, 2013, 11:36:27 AM
I just want to say thank you to Monty, all modders and supporters for this incredible improvement of the original game. You all are brilliant!  ;) Special thanks to Monty for his excellent additional Monty Packs. I do enjoy this modified simulation a lot and don't want to miss it any more.Finally I have some limitations: A6M8-54 1945 and Typhoon Mk IB 1942 don't appear and L-39 C doesn't shoot (to create a # L-39 C folder didn't help). I can’t install the Moscow map via Monty 22 and I didn’t understand the description how to do it manually. With Monty 20 the cockpit sounds mod works fine,  with Monty 24 no more. After installing Monty 25 a 70%  total crash during loading the simulation occurs. It would be great, if somebody could help me out, may be at least concerning the major points. Thank you very much in advance.
Georg
Title: Re: The Full Monty
Post by: BravoFxTrt on June 16, 2013, 11:50:08 AM
We need to find the best way with out   Plane Crash=CTD.  Unfortunately, if you make Engine Mod load before Tigers Mod you loose the Fly By Sounds.

We just have to find that right combination.
Title: Re: The Full Monty
Post by: sphantom on June 16, 2013, 11:55:10 AM
The sound mod loads its own rc file must make it match the rc file in the std file in dbw/monty that is the fix
Title: Re: The Full Monty
Post by: BravoFxTrt on June 16, 2013, 12:03:41 PM
Also this doesnt happen in 4.11.1m.

This is my HSFX Folder
Title: Re: The Full Monty
Post by: vegetarian on June 17, 2013, 02:30:40 AM
Bravo,  did you just rename your #SAS folder to #HSFX in your HolyGrail install?
Title: Re: The Full Monty
Post by: BravoFxTrt on June 17, 2013, 09:35:21 AM
Yes I did Veg.
Title: Re: The Full Monty
Post by: chupag72 on June 18, 2013, 02:58:24 AM
Dear Monty as here you can attach a picture? Could not find where to do it
Title: Re: The Full Monty
Post by: Griffon_301 on June 18, 2013, 01:57:09 PM
ok guys!

further on the issue i have with the soundfix for Tiger´s mod;
I tried activate Gurners FX BEFORE the Engine mod and Tiger´s sound mod, and still the game crashes inside a mission;
the last resort I will try tomorrow will be enabling Gurners FX between Tiger´s mod and the engine mod;
could it be that the random failurs mod has something to do with it?

cheers
phil
Title: Re: The Full Monty
Post by: Crash_MX06 on June 19, 2013, 12:20:09 AM
Downloading the last update  8)

And is it possible to add the update 4.12 on my Holy Grail Install?
Title: Re: The Full Monty
Post by: Crash_MX06 on June 20, 2013, 01:12:28 AM
Skin folder for the FW-190A-9, 1.65ATA isn't named correctly, rename it in "FW-190A-9_1.65ATA"  ;)
Title: Re: The Full Monty
Post by: SAS~Malone on June 20, 2013, 02:31:23 AM
good catch, Crash ;)
Title: Re: The Full Monty
Post by: Crash_MX06 on June 20, 2013, 04:33:28 AM
 :) And have you found my crash problem in my log?
Title: Re: The Full Monty
Post by: telephono on June 20, 2013, 10:32:32 AM
So to further analyze the plane crash = CTD problem:
SAS_Engine_Mod_4101m_v26 is added in FULL-MONTY-21 and this is where the problems start. I installed FULL-MONTY-01 to FULL-MONTY-21 and I get the repeating engine start sounds with FULL-MONTY-21. When I rename the Enginge Mod and Tiger Sounds folders I get the CTD's...

I'm not sure if this helps
Code: [Select]
java.lang.NoSuchFieldError: bPropHit
at com.maddox.il2.objects.air.Aircraft.hitProp(Aircraft.java:1803)
at com.maddox.il2.fm.Gear.testPropellorCollision(Gear.java:1439)
at com.maddox.il2.fm.Gear.ground(Gear.java:674)
at com.maddox.il2.fm.Gear.ground(Gear.java:490)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:1091)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:902)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
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:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: The Full Monty
Post by: Griffon_301 on June 20, 2013, 12:41:49 PM
I have stopped at Monty #20 and added various mods individually and also have the plane crash=CTD problem; it seems the fault is introduced with the engine mod somehow :(

EDIT: I found a solution for my install and now have Gurner´s FX running together with Tigers mod loaded before the Engine Mod which made my game crash when a plane crashed up until now;
first I inactivated Gurners mod which did not produce a CTD when a plane crashed with Tiger´s loaded before the Engine mod, so it was clear that the conflict and problem lies buried somewhere in the Gurner mod files..
then, the solution was found in the Gurner thread here - just inactivate these two classfiles...

64F83BC6574C11DE
949499C0F4E85D88

a big thx to kpn.kardif for this solution...

cheers
phil
Title: Re: The Full Monty
Post by: Griffon_301 on June 20, 2013, 03:16:42 PM
and another post of caution for Tiger users...make sure you load the new engine cowlings mod BEFORE Tigers sound mod, otherwise you will loose many of the beautifully crafted round engine cowlings and spinners!
Title: Re: The Full Monty
Post by: jjsrx on June 21, 2013, 09:10:29 AM
When enable the gurnerfx, I got only 10 FPS.
If I delete 8A318408BB7C513E in gurnerfx, I can have normal frame rate, but the smokes effect in the game will be greatly reduced.

Through test, I'm sure one of the mod in monty-6 is causing the low frame rate.
Since most mods in monty-6 are plane modes, which means as long as I don't load those new planes in a map, there shouldn't have a low frame rate. But I do get frame rate problem on every map.

But I think "New Stationary Aircraft Update" will be loaded on every map. I tried to disable this mod, the game won't run.
Is there a way to go around monty-6 and load the rest of the packs?

I have I7920, 8g memo, HD5870, my rig should be fine.
Title: Re: The Full Monty
Post by: Crash_MX06 on June 21, 2013, 09:31:56 AM
With my MSI GTX 660 Ti Power Edition, I have around 10 fps too  :'(
Title: Re: The Full Monty
Post by: jjsrx on June 21, 2013, 09:40:37 AM
With all  27 Full monty packs & gurnerfx loaded, the game have only 10 FPS.
I have found the source to the problem.
I originally thought it is something wrong in monty-6, because the problem only appear after I load monty-6. I was wrong.

This problem is directly relate to the number of "added new planes" present in the Air.ini in X:\IL-2 Sturmovik 1946\#DBW\STD\com\maddox\il2\objects.
If you want to test it out, you can try to use the original Air.ini that come with the clean DBW 1.71 (that one have no added planes from full monty), the game should run smoothly.

Also I confirm that there are nothing wrong with any of the mods in full monty. During my test, when I delete enough number of "added planes" in my Air.ini, the slutter will gone completely. I have tried to delete different planes to achieve the same result, which means there are nothing wrong with any of the individual pack, the problem only related to number of new planes added in the Air.ini
( NEW FINDING!!!: It's not only limited to Air.ini. any .ini in #DBW folder can have a effect on the slutter problem) Seems there is a conflict between the total .ini length and the gurnerfx.

I don't know if this problem has something to do with my rig.
Is anyone out there can run all 27 fullmonty packs + gurnerfx without framerate problem?
Title: Re: The Full Monty
Post by: Peachy9 on June 22, 2013, 01:58:48 PM
I am sorry to say that I have the same plane crash-CTD problem without Gurners FX Mod, just with standard plutonium and its only fixed by reversing the TFM TIGER33 SOUNDFIX and renaming the respective mods back to !SAS_Engine_Mod_4101m_v26 and _0_0TigersSOUNDS for DBW respectively. In addition the renaming of these mods played havoc with FOV Mod 1.2 as well. However I am still happy and this is a fantastic piece of work all round!
Title: Re: The Full Monty
Post by: lam on June 24, 2013, 01:20:45 PM
I tried downloading #DBW_MONTY-22PartTWO.rar (twice now and this is a huge file) and both times, I'm getting an error on extraction: ...buildings/moscow/textures/kut_tower.tga is broken.

Can someone upload just this file please?  :-\
Title: Re: The Full Monty
Post by: SAS~Monty27 on June 24, 2013, 10:01:54 PM
I tried downloading #DBW_MONTY-22PartTWO.rar (twice now and this is a huge file) and both times, I'm getting an error on extraction: ...buildings/moscow/textures/kut_tower.tga is broken.

Can someone upload just this file please?  :-\
OK lam, I will put it up again, it won't take long...

EDIT:  Both re-uploaded, its a different division so do grab them both again for a proper fit...
Title: Re: The Full Monty
Post by: lam on June 25, 2013, 08:50:08 AM
I tried downloading #DBW_MONTY-22PartTWO.rar (twice now and this is a huge file) and both times, I'm getting an error on extraction: ...buildings/moscow/textures/kut_tower.tga is broken.

Can someone upload just this file please?  :-\
OK lam, I will put it up again, it won't take long...

EDIT:  Both re-uploaded, its a different division so do grab them both again for a proper fit...

roger that - thanks monty27!
Title: Re: The Full Monty
Post by: Vati on June 26, 2013, 01:07:29 AM
Hi Monty 27. Thank you for your efforts with the new upload of monty pack 22 (map of Moscow).
Unfortunately monty 22 part two contains again the same corrupt file as before :(:
#DBW_MONTY-22PartTWO\#DBW_MONTY-22\#DBW\MapMods\3do\Buildings\Moscow\Textures\Kut_tower.tga.
Have a nice day. Georg



Title: Re: The Full Monty
Post by: flying_dutchman on July 02, 2013, 04:08:33 AM
I am gradually enabling the Full Monty packs thru the JSGME starting from pack 01. I have copied the 01 patch and the 11 part 2 , 12 part 2 and the 13 part 2 in the correct order to the JSGME folder. I faced a notice while enabling 02 that air.ini and some sort of that has already been changed. I went ahead with it although the message warned me that it may have an adverse effect on the game. I am facing the similar kind of message with 03 and 04. My JSGME shows 01 greyed out and 02 greyed out. I have only activated till 04. It seems that every alternate pack is disabled starting with 01. Is this ok . Should I go ahead activating the packs.But I find the plane included in 01 pack is ok and can fly it.
Is everything ok ?
 :( :( :(
Title: Re: The Full Monty
Post by: PO_MAK_249RIP on July 02, 2013, 04:42:34 AM
Hi mate,

All the messages are normal just ignore them its only telling you that each pack is overwriting the other! Each loaded pack will grey out after its installed this is normal too! Be prepared for long enabling times as you install each pack - some can take 20+ minutes to install
Title: Re: The Full Monty
Post by: telferg on July 02, 2013, 04:50:26 AM
With all  27 Full monty packs & gurnerfx loaded, the game have only 10 FPS.

I don't know if this problem has something to do with my rig.
Is anyone out there can run all 27 fullmonty packs + gurnerfx without framerate problem?

@ jjsrx - I am running a really good, brand new gaming rig so i dont expect i will see any FPS issues. I have DBW installed over v4.10 along with the full 29 New TFM packs and GurnerFX

How do i get the console up in game to check my FPS and i will do some testing to see if its PC specific or Mod specific :)

Hopefully i can help
Title: Re: The Full Monty
Post by: BravoFxTrt on July 02, 2013, 05:45:03 AM
Hit  Shift+Tab,  then type  fps START SHOW <------------ Exactly like that
Title: Re: The Full Monty
Post by: telferg on July 02, 2013, 05:56:25 AM
Thanks Bravo, i will give it a try tonight and see what results im getting in large scale battles etc
Title: Re: The Full Monty
Post by: SAS~Monty27 on July 02, 2013, 06:23:20 AM
Hi telferg

One of the reasons for New-TFM, over the old TFM, is that the ancient java structure of Il2 means that it was never really designed to use the massive amount of RAM and Graphics power that we now have available, so even on a Super-Rig Il2 its still going to suffer memory leaks and issues associated with a 10 year old sim.  I can think of no other 10 year old programs that I still run, except for NASCAR 2K3 (modded to the gills!)

For the tightest performance with content, the original UP3 and DBW have a great deal of material, mostly compressed into SFS format, which loads quickly and is read more efficiently by the sim.  The modact (the modified executable) on top of that also has to read un-compressed files from folders in the MOD folder (#DBW or #UP etc).  It is when we start stuffing these MOD folders with extra stuff that the damn thing is always going to reach a point where it starts to leak and fart and struggle no matter what rig you are running.

Great hardware may postpone the inevitable, but its still inevitable.  We can't get everything compressed instantly but neither can we run an unlimited MOD folder.  The more balanced approach, at this stage, are era specific mod-sets like VPmedia's DBW-1916, Poltava's SCW and New-TFM.

Eventually we may hope to see all of these ideas and a new Jetwar compressed to SFS, patched to 4:13 and available through a single selector.  That's for the future and in the hands of the really clever people that keep SAS1946.com at the forefront of Il2 modding.  Meanwhile I'm happy to make and fly new missions and keep them as up to date as possible.

Until then you can continue to expect FPS issues on huge installs under the most unpredictable circumstances!
Title: Re: The Full Monty
Post by: telferg on July 02, 2013, 06:35:38 AM
OK Monty thanks for your response.

As you've probably gather over the last couple of days im relatively new to Modded IL2 so it makes no difference to me at present. Moreso was hoping to answer the flying dutchman's question above and give something back to the community.

Understand what you are saying though with reference to reaching a hardware vs software peak! It is definitly the oldest game engine i have running at present.

Slowly getting to grips with how it works in the background is interesting for me though so i will try to keep learning :)
Title: Re: The Full Monty
Post by: Griffon_301 on July 02, 2013, 11:55:53 AM
edit: wrong thread  8)
Title: Re: The Full Monty
Post by: telephono on July 11, 2013, 01:05:50 PM
So here is another attempt to fix the plane crash = CTD after renaming _0_0TigersSOUNDSforDBW to !_0_0TigersSOUNDSforDBW and !SAS_Engine_Mod_4101m_v26 to #SAS_Engine_Mod_4101m_v26.

There are 4 conflicting (?) classfiles in the #SAS_Engine_Mod_4101m_v26 and !_0_0TigersSOUNDSforDBW folders.

27DC3BB001752070
9147012A04461808
AF5F8A326C3FA53C
C1175F8CD8B28230

After I removed the following classfiles from the #SAS_Engine_Mod_4101m_v26 folder
27DC3BB001752070
9147012A04461808
C1175F8CD8B28230

and the remaining classfile from the !_0_0TigersSOUNDSforDBW folder
AF5F8A326C3FA53C

the games doesn't CTD after a plane crash anymore.

But now it's time to check out the New-TFM...
Title: Re: The Full Monty
Post by: wheelmanpei on July 17, 2013, 03:20:51 AM
Hi folks, long time IL2 player but relative noob to IL2 modding here. I've managed to get this pack up and running with a good frame rate and absolutely loving it! Used the direct copy/paste method for install. The only thing that's bugging me is that I can't seem to be able to get the exhaust flames to work (startup flames work fine, just not the ones that should appear 100% throttle). With the exception of the P-51 anyway which seems to be handled differently. I've seen this working by installing just the Tiger Sound Mod over top of a plain DBW install, and would love to get it working with all the additional content in TFM. Read through this thread and didn't see much mention of it, guessing this is not a common problem? I have a decent gaming rig (Intel 3570k, 8gb ram, Radeon 7950). I have tried a few reinstalls so far including all the way up from a stock 1946 install. Also tried stopping at TFM 20 and still not seeing the exhaust flames.
Anyone have any suggestions?

Also a colossal thank you to Monty and everyone else who contributed to this project!
Title: Re: The Full Monty
Post by: wheelmanpei on July 17, 2013, 03:37:23 AM
Annnnd sorted! I missed a few pages back where it was suggested to rename the folders for Tiger's sound mod and the SAS Engine Mod. Now have gorgeous blue exhaust flames on all the planes I've tested so far. Thanks everyone!
Title: Re: The Full Monty
Post by: BravoFxTrt on July 17, 2013, 08:39:49 AM
Good for you wheelman. :)
Title: Re: The Full Monty
Post by: kondor999 on July 23, 2013, 10:34:24 AM
What would be great is if we could have a Torrent of a complete, working, TFM install that's kept up-to-date as new additions are made.  I'm in the process of downloading all the different parts, but my head is spinning at the thought of reading through *96 pages* of forum posts to sort everything out.
Title: Re: The Full Monty
Post by: Vati on July 23, 2013, 01:49:27 PM
What would be great is if we could have a Torrent of a complete, working, TFM install that's kept up-to-date as new additions are made.  I'm in the process of downloading all the different parts, but my head is spinning at the thought of reading through *96 pages* of forum posts to sort everything out.

This is a very good idea, kondor999 !

Regards
Georg
Title: Re: The Full Monty
Post by: Griffon_301 on July 23, 2013, 02:02:13 PM
Vati, that sounds like a nice idea in theory, but in practice, it is less good unfortunately;
I guess you will not find two guys with identical rigs here or with identical installs;
what works for one guy, is not necessarily working for another one; and while one guy may live happy with 60+ FPS, another guy may struggle to get his game above 20;
and if you use an ATI GPU or a NVidia one makes a difference for the conf.ini settings...
then there are differences between the settings for older cards and newer cards, ah well you get the idea...
also, what one guy views as essential in having in his install, is less important for another one;
and then there is the mystical thing, the mythological beast of the IL2 mod world, the java wall;
guys like Bravo or myself have added loads of stuff and have not seen the beast yet, while, for example on my old rig, less than half the mods I use now created an unplayable install ultimately and I had to delete some of the mods again..

the common denominator for all people here is either the old TFM, or the new, smaller one;

I would suggest using the new TFM; it works right out of the box if installed right and provides a great basis for more modding work, if you want to add this or that or even the odd mod...

Title: Re: The Full Monty
Post by: kondor999 on July 24, 2013, 10:11:55 AM
Um, that's a fairly specious argument.

I've got a complete working DBW 1.71 install (about 10gb) zipped up, which I routinely use on both my desktop rig (Nvidia GTX670, i7-2600k, 1920x1200) and my laptop (ATI 5650, i5-460m, 1366x768).  These are 2 machines which share nothing in common, and the only thing I have to change is the resolution in the conf.ini.  Come to think of it, I also used that exact same install on my old Alienware M11x with yet another combo of specs.  3 machines, 1 identical install, works fine on all of them.

I don't know how many machines you have, but just about any half-modern system can handle Il-2 maxed out.  There's no longer a lot of tweaking required.

Exactly how much variation (outside of res and graphics settings - both of which are absurdly easy to change) will there be between installs which include all the packs?

As soon as I get all 25-odd parts downloaded and assembled, I'll try to seed it and see how it goes...

Vati, that sounds like a nice idea in theory, but in practice, it is less good unfortunately;
I guess you will not find two guys with identical rigs here or with identical installs;
what works for one guy, is not necessarily working for another one; and while one guy may live happy with 60+ FPS, another guy may struggle to get his game above 20;
and if you use an ATI GPU or a NVidia one makes a difference for the conf.ini settings...
then there are differences between the settings for older cards and newer cards, ah well you get the idea...
also, what one guy views as essential in having in his install, is less important for another one;
and then there is the mystical thing, the mythological beast of the IL2 mod world, the java wall;
guys like Bravo or myself have added loads of stuff and have not seen the beast yet, while, for example on my old rig, less than half the mods I use now created an unplayable install ultimately and I had to delete some of the mods again..

the common denominator for all people here is either the old TFM, or the new, smaller one;

I would suggest using the new TFM; it works right out of the box if installed right and provides a great basis for more modding work, if you want to add this or that or even the odd mod...
Title: Re: The Full Monty
Post by: Griffon_301 on July 24, 2013, 10:37:04 AM
kondor I suggest you read through the posts here and what different guys have posted about their experiences;
for the records: my old rig was a single core AMD TBird 4000+ with a Radeon 1980HD running on 4GB of RAM on WinXP;
adding mods that required entries in the various ini files brought me to a point where I could not play the game any longer! I gave up on adding stuff and just enjoyed DBW 1.71 which ran quite fine when not having some very taxing missions in DGen campaigns for example;

my new rig (I7 3770K, GTX680, 16GB RAM, Win7 does not have any troubles at all, running maxxed out with quite a few additional mods put on top of the new TFM! (a stunning 36GB with all the stuff I have)
I could have never run all that stuff on my old rig with any hope of getting a smoothly running sim!
if you call that specious, thats your wording;
if you read your own post, you do have two quite capable comps, both way above my old rig;
and while many guys do have high spec comps these days, some do not; and these guys with lower spec crates might end up with their backs against the (java) wall or they might run into other troubles with an install, that for others, like you and me might be little to worry about;

regarding variation, how about the number of additional mods in use and which kind of mods those are? additional aircraft, additional maps with textures and stuff, additional objects? have you added the hires mods? have you added the new 2048res maps and skins?
there are quite a few threads from guys who have to resize for smaller 1024res map tiles or skins to them running;
only a few days ago, someone posted about the "paratrooper" error again-something that should be a thing of the past right now with newer GPUs; still it turned up!
there were quite a few posts about memory errors which also should not happen on newer rigs...
Gurners FX work or do not work for different people, depending on their specs and their other mods loaded...well you get the idea
there can be a lot of variation I think...

I am not specious, if anyone wants to have my install zipped up with everything, I can do it-and I am sure we would find a way to exchange the file; I just do not see a good reason to seed or distribute something that is already available, albeit in parts;
how hard can it be to unzip those files and then install them according to the readme?
if you use Bravo´s direct install method, it takes the better part of an hour maybe to unzip and copy/overwrite all parts into a working install - its just about basic file handling and management;
I just tried to be helpful and relate my own experiences; if yours differ, fine for you;


Title: Re: The Full Monty
Post by: Vati on July 24, 2013, 12:14:12 PM
Hi Griffon. I appreciate all the great work, which Monty, you and all other guys have done to make IL-2 together with TFM the best WWII flight simulation in history. But I understand Kondor as well. Just one example: Monty pack 22, which includes the map of Moscow, doesn't still work 'cause of one corrupt file. Things like this could be optimized in a new cummulative package. Please don't misunderstand this as critisism. I know very well, how great deal of time and energy you all have invested. Thanks again.
Title: Re: The Full Monty
Post by: Griffon_301 on July 24, 2013, 02:06:34 PM
Hello Vati!

just to make that clear-I never was involved in creating TFM, that work was solely done by Simon so he must be thanked and his the great guy behind this pack!

concerning #22; I installed TFM via the direct install method without JSGME but I stopped after #20 and added the stuff I wanted to have manually;
if the Moscow map contains a corrupt file, just download it from its original link and replace the TFM pack files with the ones from the other download;
as long as the all.ini and certain other ini files are updated and in place, it is not important were the map files come from as long as they work and are not corrupted;

but I agree it would be easy to update #22 therefor; as Simon is committed to the new TFM though, I doubt this will happen;
as said though, just get the Moscow map from the original download thread and maintain the necessary file structure, add the necessary lines to the involved ini files and you are good to go...
it is really easy once you understand how modding in IL2 works;

should you have any troubles, feel free to ask, its my pleasure to be able to help...
Title: Re: The Full Monty
Post by: Kraiger on August 03, 2013, 06:47:08 PM
I'm getting a null error while running the JU-87G1 and G2 on the Smolensk map while attacking armor with AA turned on. It seems to crash between 87%-90%. I wish I knew what was wrong with it.

Thanks for the help.
Title: Re: The Full Monty
Post by: HotelAlpha on August 10, 2013, 01:18:05 PM
I´m installing this since it has more bang for the buck-The new TFM may be faster but has not as much content.


 This install works great on my install anyways!  :)   
Title: Re: The Full Monty
Post by: SAS~Monty27 on August 11, 2013, 03:53:36 AM
I´m installing this since it has more bang for the buck-The new TFM may be faster but has not as much content.


 This install works great on my install anyways!  :)   

Nice turn of phrase.  TFM is a heavyweight but the surprisingly few issues are pretty easy to iron out and it remains on my HD too.  ;D
Title: Re: The Full Monty
Post by: Griffon_301 on August 11, 2013, 05:27:19 AM
I have also kept it on my HD as a full working install, but thinking about adding it as additional #DBW_TFM folder to my existing newTFM install and selecting it via the new Selector then...
Title: Re: The Full Monty
Post by: SAS~Monty27 on August 11, 2013, 05:43:39 AM
I have also kept it on my HD as a full working install, but thinking about adding it as additional #DBW_TFM folder to my existing newTFM install and selecting it via the new Selector then...

Yep, great way of doing it, mine is called #TFM... ;D
Title: Re: The Full Monty
Post by: HotelAlpha on August 11, 2013, 09:39:55 AM
Monty, I like this one since the new Full Monty is made for WWII and Korea but this one is made for everything: Jets, Cold War, Vietnam, etc.


  I like them both, you did a very good job, but this Old monty still remains my default install.  :)   

Thanks a bunch!  8)
Title: Re: The Full Monty
Post by: saab ja26 on August 11, 2013, 06:28:22 PM
Hi Monty, when you get a chance can you fix TFM #22? the second part is still not extracting  properly. Tried copying files from BOM into #22 but this didn't work. Your packs are awesome!
Title: Re: The Full Monty
Post by: SAS~Monty27 on August 13, 2013, 03:45:06 AM
Hi Monty, when you get a chance can you fix TFM #22? the second part is still not extracting  properly. Tried copying files from BOM into #22 but this didn't work. Your packs are awesome!

OK, I found one bad texture, re-compressed and re-uploaded that pack.  ;D

DOWNLOAD-#DBW_MONTY-22PartTWO.rar
https://www.mediafire.com/?t3gr4dg6d9z0ttq
Title: Re: The Full Monty
Post by: saab ja26 on August 16, 2013, 07:49:15 PM
You are awesome Monty!! Many thanks for the fix! I have both monty packs and I can't thank you enough for all the time and effort you put into them. They are by far my favorite.
Title: Re: The Full Monty
Post by: SAS~Monty27 on August 17, 2013, 07:45:15 AM
You are awesome Monty!! Many thanks for the fix! I have both monty packs and I can't thank you enough for all the time and effort you put into them. They are by far my favorite.

Its a community effort mate, we all help each other.  ;D
Title: Re: The Full Monty
Post by: Vati on August 21, 2013, 02:21:37 PM
Thank you for your efforts, Simon. In Monty pack 22 PartTwo there is now no more a corrupt file. That's an important difference now.
But after activating pack 22 (part one and part two) the new Moscow map unfortunately still doesn't occur in QMB  :(. Thanks and regards.
Georg
Title: Re: The Full Monty
Post by: Griffon_301 on August 22, 2013, 07:43:23 AM
Georg, you will just "see" those maps in QMB that you have QMB missions for!
in the missions section here, there is a host of QMB missionsets for loads of maps, and the new Moscow map is amongst those there are missions for :)
Title: Re: The Full Monty
Post by: lyteyr on September 02, 2013, 11:10:44 AM
From reply #1104: 
The problem is in the Monti 24. Mod AIR_He-111-h22 in the class file EEBBE344D2C2A05A. Download mod AIR_He-111-pack_ver9.6 and all adjacent files . My problem was resolved. Now all works well. I though the problem of the La-5-LA7. the game at low altitudes terribly slow. In other aircraft of this effect is not observed.

Hi All,

My issue is with Monty 24 Part 2.  It is taking forever to activate in JSGME.  I have downloaded He-111 ver9.6 from SAS which contains 2 folders - "files for 4.10.x" and "HE-111-pack_ver9.6".  Now that I have these, what do I do with them?  Do I copy them into Monty 24 Part 2 and remove ver9.5?  How do I resolve the issue with class file EEBBE344D2C2A05A?  The games loads flawlessly up to this point and I don't want to wreck it.

Thanks in advance.
lyteyr 
Title: Re: The Full Monty
Post by: chupag72 on September 02, 2013, 10:19:40 PM
Remove version 9.5 and put 9.6
Title: Re: The Full Monty
Post by: lyteyr on September 03, 2013, 05:41:28 AM
Thanks chupag, much appreciated.  Do I also add the folder files for 4.10.x or just version9.6?
Title: Re: The Full Monty
Post by: lyteyr on September 03, 2013, 08:55:53 AM
Hi All,

Am I the only one having trouble activating #DBW_MONTY-24?  Even after I removed He-111 pack 9.5 and replaced it with 9.6, the mod will not avtivate in JSGME :(

Totally stumped, so I am appealing to the SAS brain trust for a remedy.  :'
Title: Re: The Full Monty
Post by: sphantom on September 03, 2013, 09:30:56 AM
do a direct install for all 35 parts
Title: Re: The Full Monty
Post by: lyteyr on September 03, 2013, 11:45:32 AM
Thanks sphantom.  My problem is with the original TFM.
Title: Re: The Full Monty
Post by: chupag72 on September 04, 2013, 12:32:03 AM
Remove version 9.5 and put 9.6

Look at this link : https://www.sas1946.com/main/index.php/topic,31076.0.html. The problem is in the He-111-h22. I don't know how to attach files here,I'd mucked his work He-111-h22. Download the file that I gave the link Weapon FZG76 (for He-111-H22) and insert it He-111-h22. The problem here : He-111-h22 in the class file EEBBE344D2C2A05A. As you send this class file? I would have sent you but I don't know ? Or how to attach a file to the forum, I don't know. Sorry for my English
Title: Re: The Full Monty
Post by: Kraiger on September 10, 2013, 10:03:39 PM
Was there a proper fix for the PlaneCrash=CTD?
Title: Re: The Full Monty
Post by: Cloudsurfer on September 11, 2013, 02:33:51 AM
(http://24.media.tumblr.com/tumblr_ls5tulhSVr1qadi39o1_500.gif)
Title: Re: The Full Monty
Post by: galoub on September 17, 2013, 05:41:06 AM
Hi guys and first of all, Thanks a lot for this beautiful pack.
I get ctd when planes crash too. It seems to be a pb between tiger sound mod and sas engine mod. It depends on the flyby sound is active or not. When the flyby is active, everything is allright until a plane crashes then the game freezes. When the flyby is off, it rules. What is more surprising is that the activation of the  flyby mod depending on the caracter i put at the beginning of the directory title ( #_0_0TigersSOUNDSforDBW or
 !_0_0TigersSOUNDSforDBW) i'm not sure if i had been very clear, it's hard for me to explain as it's not my natural language
Excuse my poor english ...is anybody have this issue ? thx a lot
Title: Re: The Full Monty
Post by: Dr. Strangelove on September 25, 2013, 07:49:39 PM
Hey folks,

I want to let you know that if you're having problems with bomb bay doors like I did, just make sure to load the latest SAS buttons over the ones included in TFM. Cheers!
Title: Re: The Full Monty
Post by: magnus on November 10, 2013, 07:36:06 AM
 Ok, I guess I am not getting something about the install. I have done all the other DBW ones but I still cannot get this. I have read and reread all the info.

 I have a new install of 4.7m 1946. I downloaded the plain vanilla DBW 1.71..

 I unzipped the plain DBW into the new install of 1946. I do not see a JSGMEMOds folder and when I start 1946 it just gives me the normal 4.7m startup.

 Do I have to make the JSGME folder? Also should my 1946 be patched up to a different patch?

 One other question do I have to activate all 27 Full Monty's or can I stop at 21 etc.?

 Thanks for any help.
Title: Re: The Full Monty
Post by: magnus on November 10, 2013, 06:33:37 PM
 Ok, now for an update.

 I have Monty 1-11 installed and I can run DBW with no error.

 I have two questions.

 I saw someone posted that my #DBW folder should now be at 12 gig or so. Mine is still at 34mbs.

 I also do not get the new planes when I start DBW. In the selector should I be choosing DBW?

 Thanks
Title: Re: The Full Monty
Post by: Forager on November 11, 2013, 09:34:27 AM
4.07 needs to be patched to 4.10.1 for Dark Blue World.

Then the Monty packs need to be added.

It should not be necessary to add every pack, just make sure that what is added is done in sequence.

You might want to consider The New Full Monty located here: https://www.sas1946.com/main/index.php/topic,35424.0.html

It has 35 parts but is an optimized version.

When all is well with the install there will be an IL-2 Selector  application button in the main IL2 folder, select DBW and launch the game.

It may seem a lot to do but it is well worth the effort when it is up and running.

My DBW with TFM is at 14.6 gigs

Title: Re: The Full Monty
Post by: magnus on November 12, 2013, 03:36:44 PM
One more time... to steal from Frank Zappa.

I deleted everything and restarted. JGSME seems to be working correctly now and is putting all the mods into #DBW.

I have three final questions.

Is there a Full Monty file #7?

Should my DBW be working after I add each Monty pack or only after #14 as some people have stated?

Should each new Monty file be overwriting the AIR.ini and some other files and should the earlier Monty packs be grayed out in JGSME?

Thanks again.

I am all set and up and running. The main problem I had in the beginning was that I had forgotten I had another IL2 installed. I actually had 3 but I forgot to rename the aforementioned one.
So the new install of IL2 was not correct and the DBW either.

Just in case anyone runs into this. My IL2 seemed to install fine but the ILFB.exe had 0 bytes. I thought it was strange but I just copied it over not realizing it meant there was another install.
Title: Re: The Full Monty
Post by: Bakshi on December 05, 2013, 03:01:54 PM
Sorry if I missed it in the 99 pages, but TFM 21-27 gives sizes in MBs, however when I go to load up, It shows a smaller dwnld  :( :( e.g. MONTY 23 shows its size at 532MB, yet dwnld shows only as 101.8 MB ??? ???
I did not have this prob with TFM 1-20. What am I missing?? :( :( Thanks, Bakshi... :-\
Title: Re: The Full Monty
Post by: SAS~Monty27 on December 24, 2013, 03:35:57 PM
Sorry if I missed it in the 99 pages, but TFM 21-27 gives sizes in MBs, however when I go to load up, It shows a smaller dwnld  :( :( e.g. MONTY 23 shows its size at 532MB, yet dwnld shows only as 101.8 MB ??? ???
I did not have this prob with TFM 1-20. What am I missing?? :( :( Thanks, Bakshi... :-\
Personally I think New-TFM is the best option presently.  A few PMs will have it sorted out in short order, no worries!

BTW - Love your Avatar Tagline - certainly a Naval Aviator talking there!  ;D
Title: Re: The Full Monty
Post by: Bakshi on December 24, 2013, 04:10:44 PM
When the Professor speaks....the Student listens... ;D ;D ;D The New-TFM it is my boy. I did not have the honor to be a Navy pilot, but had that saying drilled into me.  It became second nature through my flying years. :-\ Another saying that was passed on was..you won't reach 41,000 feet from the ground, except one inch at a time ??? ???..OH S__T ???
Thanks for all you hard work for us out here to enjoy... :) :) :) :)...Regards, Bakshi
Title: Re: The Full Monty
Post by: SAS~Monty27 on December 24, 2013, 04:35:33 PM
When the Professor speaks....the Student listens... ;D ;D ;D The New-TFM it is my boy. I did not have the honor to be a Navy pilot, but had that saying drilled into me.  It became second nature through my flying years. :-\ Another saying that was passed on was..you won't reach 41,000 feet from the ground, except one inch at a time ??? ???..OH S__T ???
Thanks for all you hard work for us out here to enjoy... :) :) :) :)...Regards, Bakshi
Have a good Christmas all you guys!  ;D

We will be in the pool all day, pretty hot here already.  Looking forward to lots of New-TFM stuff to be added in the weeks to come!
Title: Re: The Full Monty
Post by: Railer on December 24, 2013, 05:44:51 PM
Hi Monty,
Thank you for the NFM.
I am on the Eastern front, everything installed and works perfectly. ;D
Looking forward to all of your new content!
This is not a request but a dream of having the NFM incoprorated with DCG
I have no idea what would be involved in having our cake and eating it too.
Have a wonderful Christmas and thank you again for all of your efforts.
Railer
Title: Re: The Full Monty
Post by: flugkapitan on December 24, 2013, 06:14:35 PM
Hi Simon,

Good to see you back in the saddle again!

Happy Holidays,
Scott
Title: Re: The Full Monty
Post by: ThePilot4ever on January 01, 2014, 08:03:59 AM
Wait was I supposed to combine Monty 1 Patch with Monty 1? I activated Monty 1, then activated Monty 1 Patch, and continued from there.

If so I hope it won't ruin the install.
Title: Re: The Full Monty
Post by: Sputty on January 03, 2014, 05:00:23 PM
You must add all packs, in order, and only then start the game.

Ahhh, thanks to you I should be able to resolve the 5% crash!
Didn't know they had to be connected.  :-[
Too bad I installed and re-uninstalled the game about 3 or 4 times trying to fix it.  :-\
Title: Re: The Full Monty
Post by: ivomajic34 on January 23, 2014, 06:51:49 PM
Hey Monty! Great mod!
But I wonder if Gurner fx can work with this mod?
The game slows down a lot after I instaled Gurner
Title: Re: The Full Monty
Post by: No105_Ogdens on February 01, 2014, 08:31:49 AM
Morning all! As you may notice from my one post that I'm something of a TFM novice so be gentle with me!! LOL I am getting a crash at 70% that some have experienced and can't locate my log file to post for assistance. Where would I find it?

Thanks much!
Ogs
Title: Re: The Full Monty
Post by: DougW60 on February 01, 2014, 01:17:54 PM
Your log file should be in your primary folder for the game:  Example: folder "Il-2 Sturmovik" look for a text file named "logfile."  it can be large if you have a running log running for your game.  Open "Logfile" and look at the end of the text / bottom of the last page of the log and the last 3 - 5 lines normally will outline where the error occurred.  Look for the word "error" and after that is where the problem should be identified.

Also if you are having a 70% error the following will help:

the 70% crash troubleshooter

a Much rarer crash, but more tricky to pin down.

70% cdt indicates a conflict between one of your ini files (static.ini, technic.ini or chiefs.ini ) and actual new objects in your mod files

To fix it you need to find out which line in any of those .ini's points to a wrongly installed or missing object. Best thing is to revert to backup and start over
Title: Re: The Full Monty
Post by: Griffon_301 on February 01, 2014, 04:31:18 PM
Hello guys!

ivo, browse this thread, there is a certain classfile in Gurners mod that is slowing down everything, even on high end systems;
if you delete this or rem it out by putting a - in front of it, everything should be fine;

Ogs: a 70% error indeed is hard to trace and really the menace of modding sometimes...

if you want to make sure you have a working install, use the direct install method, not the one via the mod enabler;
direct install means copying the packs directly into a working install by placing them in the correct folders manually;
this method is also described here very well, so if you run into any troubles, just search for "direct install" :)
if you still have problems then, feel free to post here or pm me :)
I have to recommend newTFM though; gave me less troubles getting it to run than TFM and has more content as Simon supported newTFM after he finished with TFM, so with newTFM you get more bang for the buck :)

Title: Re: The Full Monty
Post by: No105_Ogdens on February 01, 2014, 06:43:25 PM
Thanks DougW60 and Griffon_301 I am in the process of reactivating through JSGME but if I have the same problem I'll try direct installing..really looking forward to enjoying all those mods!

Cheers!
Ogs.
Title: Re: The Full Monty
Post by: No105_Ogdens on February 02, 2014, 08:13:53 AM
I still got the 75% crash after switching them again so I'm going to try the direct install approach. To do this do I take the all the contents of each Monty folder and paste them into the DBW folder in my IL2 directory?

Thanks again!
Ogs.
Title: Re: The Full Monty
Post by: SAS~Monty27 on February 20, 2014, 05:15:44 PM
Wait was I supposed to combine Monty 1 Patch with Monty 1? I activated Monty 1, then activated Monty 1 Patch, and continued from there.

If so I hope it won't ruin the install.

+1 to Griffon_301's comments

@ThePilot4ever - You can sense the fear!  Have no fear.  TFM is designed to modify ONLY the #DBW folder.  If you replace the #DBW folder with the Vanilla Example, you are back to Dark Blue World 1.71 again (with a few extra sfs files in your root dir that will be ignored by your install).  Easy, painless.  As is also mentioned:  Just roll back your install to the last working module, and be sure to start with a CLEAN #DBW in the first place.

TFM is a 'proof of concept' project that provides a monster install with unparalleled content.  However, as Griffon_301 points out;  New-TFM is the successor to TFM - primarily because of issues of performance and file size.  We stood back, re-focussed, and now do things a little easier and much faster with New-TFM.
 
Title: Re: The Full Monty
Post by: BravoFxTrt on March 17, 2014, 03:08:55 PM
Lol, re-reading this thread is like going back in time.
Title: Re: The Full Monty
Post by: timmy1963 on March 20, 2014, 10:17:50 PM
I am up and running.Big thank you to Monty27 for putting this together and a big thank you to all the modders for making an old game into a new game. ;D ;D 8)
Title: Re: The Full Monty
Post by: SAS~Monty27 on March 21, 2014, 02:08:36 AM
Lol, re-reading this thread is like going back in time.
Good times though, eh Bravo?  We have more for them yet too don't we...
Title: Re: The Full Monty
Post by: BravoFxTrt on March 21, 2014, 06:18:49 AM
Roger that. Lots of good times ahead.