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Author Topic: 00_Objects Pack UP~Boomer for 4.10/4.11 mediafire links 00_Objects_V Update  (Read 50919 times)

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SAS~Tom2

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Re: 00_Objects Pack UP~Boomer for 4.10/4.11 mediafire links 00_Objects_V Update
« Reply #84 on: November 12, 2015, 09:11:38 AM »

+1 on UP 2.01.  :P


D.Rasta:

For ModAct 5.3, this is what worked for me:
Post No 1 and reply 53:

https://www.sas1946.com/main/index.php/topic,35419.0.html


 :P
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D.Rasta

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  • 4.12.2m + HSFX 7.03
Re: 00_Objects Pack UP~Boomer for 4.10/4.11 mediafire links 00_Objects_V Update
« Reply #85 on: December 07, 2015, 03:14:52 PM »


UP~Boomer bring other troubles... After it installation I noticed a number of changes in my game (I'm afraid not all of them):

IJN Hosho CVL* changes!

TBM/TBF large armament (torpedoes and 2000 lb bomb) became visible through the bomb doors:

Both these problems dissapeared when I deleted UP~Boomer pack and used old static.ini and .rc files.

In HSFX versions log files I found some stranger lines:

[19:56:19]   Mission: Can't create chief '0_Chief' [class:ships.Ship$IJNCVLGeneric]
May be this is the reason that IJN Hosho CVL* has changed in FMB and isn't visible in mission...

[19:56:19]   WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/TBM/fuselage01.tga'
May be this is the reason that TBM/TBF large armament (torpedoes and 2000 lb bomb) became visible through the bomb doors...

Anyone, please, help!
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D.Rasta

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Re: 00_Objects Pack UP~Boomer for 4.10/4.11 mediafire links 00_Objects_V Update
« Reply #86 on: December 07, 2015, 05:18:23 PM »

SAS Modact 5.30 log with torpedo problem and bomb doors problem (there is no Hosho in my Modact):

Code: [Select]
[07.12.2015 23:53:10] ------------ BEGIN log session -------------
[23:53:10] OpenGL provider: Opengl32.dll
[23:53:11] OpenGL library:
[23:53:11]   Vendor: ATI Technologies Inc.
[23:53:11]   Render: AMD Radeon HD 5800 Series
[23:53:11]   Version: 4.5.13399 Compatibility Profile Context 15.200.1062.1003
[23:53:11]   Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator 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_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access 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_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_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_polygon_offset_clamp 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_shader_integer_mix 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_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image 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
[23:53:11] Size: 1920x1080
[23:53:11] ColorBits: 32
[23:53:11] DepthBits: 24
[23:53:11] StencilBits: 8
[23:53:11] isDoubleBuffered: true
[23:53:11] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[23:53:11]
[23:53:11] *** Looking for Advanced CPU Instructions...
[23:53:11] [x] PentiumPro
[23:53:11] [x] Multimedia (MMX)
[23:53:11] [x] 3D (SSE2)
[23:53:11] [x] 3D (SSE2)
[23:53:11] [x] 3D (3DNow)
[23:53:11] ColourBits 32, ABits 8, ZBits 24
[23:53:11]
[23:53:11] *** Looking for Render API Extensions ...
[23:53:11] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[23:53:11] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[23:53:11] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[23:53:11] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[23:53:11] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[23:53:11] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[23:53:11] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[23:53:11] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[23:53:11] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[23:53:11] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[23:53:11] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[23:53:11] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[23:53:11] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[23:53:11]
[23:53:11] Maximum texture size : 16384
[23:53:11] Maximum simultaneous textures :8
[23:53:11] MaxAnisotropic (1.0 = none) : 16.000000
[23:53:11] 15 Splashscreens available.
[23:53:11] AutoMounting SFS files from folder SFS_AUTO now...
[23:53:11] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Blender Waves by Herra Tohtori.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - HakenCross Disabler.SFS... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
[23:53:11] AutoMounting SFS files from folder SFS_AUTO finished.
[23:53:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[23:53:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:53:12] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[23:53:12] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[23:53:12] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[23:53:12] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[23:53:12] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[23:53:12] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[23:53:12] INTERNAL ERROR: Texture required
[23:53:12] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[23:53:15] FM called 'FlightModels/Vultee-Vengeance.fmd:Vengeance_FM' is being loaded from File: 'vengeance_fm'
[23:53:15] FM called 'FlightModels/Vultee-Vengeance.fmd:Vengeance_FM' is being loaded from File: 'vengeance_fm'
[23:53:16] FM called 'FlightModels/Vultee-Vengeance.fmd:Vengeance_FM' is being loaded from File: 'vengeance_fm'
[23:53:18] Initializing DirectSound playback device...
[23:53:18] Primary buffer created.
[23:53:18] Playback format is set : sampling rate = 44100, num channels = 2.
[23:53:18] Not enought hardware buffers (0), hardware disabled
[23:53:18] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[23:53:18] Default speaker config is : 1310724.
[23:53:18] Direct sound audio device initialized successfully :
[23:53:18] DX Version : 7
[23:53:18] Hardware    - disabled [buffers : 0]
[23:53:18] Extensions  - enabled :
[23:53:18]   EAX ver. 1 [ ]  - disabled
[23:53:18]   EAX ver. 2 [ ]  - disabled
[23:53:18]   EAX ver. 3 [ ]  - disabled
[23:53:18]   I3D ver. 2 [ ]  - disabled
[23:53:18]   ZoomFX     [ ]  - disabled
[23:53:18]   MacroFX    [ ]  - disabled
[23:53:18] SIMD render [X]
[23:53:18] num channels 16
[23:53:18]
[23:53:34] PBuffer: suitable formats: 84
[23:53:34]
[23:53:34] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[23:53:34] Depth = 24, stencil = 8
[23:53:34] PBuffer: suitable formats: 84
[23:53:34]
[23:53:34] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[23:53:34] Depth = 24, stencil = 8
[23:53:36] Loading vertex/fragment programs: *699920416*
[23:53:36] *** Loading: [vpFogFar2Tex2D]
[23:53:36] *** Loading: [vpFog2Tex2DBlend]
[23:53:36] *** Loading: [vpFogFar4Tex2D]
[23:53:36] *** Loading: [vpFogFar8Tex2D]
[23:53:36] *** Loading: [vpFogNoTex]
[23:53:36] *** Loading: [vpFog4Tex2D]
[23:53:37] *** Loading: [vpFog4Tex2D_UV2]
[23:53:37] *** Loading: [vp4Tex2D]
[23:53:37] *** Loading: [vp6Tex2D]
[23:53:37] *** Loading: [vpTexUVTex2D]
[23:53:37] *** Loading: [vpWaterGrid_NV]
[23:53:37] *** Loading: [vpWaterSunLight_NV]
[23:53:37] *** Loading: [vpWaterSunLight_ATI]
[23:53:37] *** Loading: [vpWaterSunLight_FP]
[23:53:37] *** Loading: [vpTreeSprite]
[23:53:37] *** Loading: [vpTreeTrunk]
[23:53:37] *** Loading: [vpVAObjectsN]
[23:53:37] *** Loading: [vpVAObjectsL0]
[23:53:37] *** Loading: [vpSprites]
[23:53:37] *** Loading: [vpSimpleGL]
[23:53:37] *** Loading: [fpWaterSunLightFast]
[23:53:37] *** Loading: [fpWaterSunLight]
[23:53:37] *** Loading: [fpWaterSunLightBest]
[23:53:37] *** Loading: [fpCoastBump]
[23:53:37] *** Loading: [fpCoastFoam]
[23:53:37] *** Loading: [fpCoastFoamFast]
[23:53:37] *** Loading: [fpCoastFoamFarFogTex]
[23:53:37] *** Loading: [fpCausticSimple]
[23:53:37] *** Loading: [fpCaustic]
[23:53:37] *** Loading: [fpSprites]
[23:53:37] *** Loading: [fpObjectsL0]
[23:53:37] *** Loading: [fpObjectsL0_2L]
[23:53:37] *** Loading: [fpSimpleGL]
[23:53:37] *** Loading: [fpNearLandFog]
[23:53:37] *** Loading: [fpFarLandFog]
[23:53:37] *** Loading: [fpRiverCoastAA]
[23:53:37] *** Loading: [vpWaterDM_CPU]
[23:53:37] *** Loading: [fpWaterDM_CPU]
[23:53:37] *** Loading: [fpWaterDM_CPULo]
[23:53:37] *** Loading: [fpWaterLFogDM]
[23:53:37] *** Loading: [fpIceWater]
[23:53:37] *** Loading: [fpNearNoBlend]
[23:53:37] *** Loading: [fpNearNoBlendNoise]
[23:53:37] *** Loading: [fpNearBlend]
[23:53:37] *** Loading: [fpNearBlendNoise]
[23:53:37] *** Loading: [fpFarBlend]
[23:53:37] *** Loading: [fpForestPlane]
[23:53:37] *** Loading: [fpForestPlaneNoise]
[23:53:37] *** Loading: [fpForestPlaneEdges]
[23:53:37] *** Loading: [fpForestPlaneEdgesNoise]
[23:53:37] Load bridges
[23:53:37] Load static objects
[23:53:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:53:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[23:53:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:53:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[23:53:46] Loading mission Campaign/JA/Bur/777.mis...
[23:53:46] Load bridges
[23:53:46] Load static objects
[23:53:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:53:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[23:53:46] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/TBM/fuselage01.tga'
[23:53:47] ERROR file: File users/0/Icons not found
[23:53:47] Mission: Campaign/JA/Bur/777.mis is Playing
[23:53:48] warning: no files : music/inflight
[23:55:35] WARNING: ObjectVACache_Clear()
[23:55:35] WARNING: * Buf0 : Obj: 187,  Vert 13002,  Ind 54867
[23:55:35] WARNING: * Buf1 : Obj: 772,  Vert 140526,  Ind 316704
[23:55:35] WARNING: * Buf2 : Obj: 9,  Vert 2480,  Ind 6480
[23:55:35] Load bridges
[23:55:35] Load static objects
[23:55:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:55:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[23:55:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:55:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[07.12.2015 23:55:39] -------------- END log session -------------
Logged

D.Rasta

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  • Posts: 93
  • 4.12.2m + HSFX 7.03
Re: 00_Objects Pack UP~Boomer for 4.10/4.11 mediafire links 00_Objects_V Update
« Reply #87 on: December 08, 2015, 07:26:35 PM »

I found fixed up_objects04.sfs here: https://www.sas1946.com/main/index.php?topic=40015.0

This eliminated bomb doors problem with torpedoes





but not with bombs:






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D.Rasta

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  • Posts: 93
  • 4.12.2m + HSFX 7.03
Re: 00_Objects Pack UP~Boomer for 4.10/4.11 mediafire links 00_Objects_V Update
« Reply #88 on: December 10, 2015, 06:38:56 PM »

Problems with IJN Hosho CVL and TBM/TBF large armament were solved very easy!
 
I have put the up_object.sfs lines in .rc file to the top after @load com.maddox.il2.game.cmd.CmdSaveWeapons and before all other sfs lines.
Both problems dissapeared after this without any fixed sfs. I hope I will not detect other problems caused by this transposition.

My rc.file now:

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 up_objects01.sfs
@sfs MOUNT up_objects02.sfs
@sfs MOUNT up_objects03.sfs
@sfs MOUNT up_objects04.sfs

@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 fb_3do23.sfs
@sfs MOUNT fb_3do24.sfs
@sfs MOUNT fb_3do25.sfs
@sfs MOUNT fb_3do26.sfs

@sfs MOUNT fb_hfx3do01.sfs
@sfs MOUNT fb_hfx3do02.sfs
@sfs MOUNT fb_hfx3do03.sfs
@sfs MOUNT fb_hfx3do04.sfs
@sfs MOUNT fb_hfx3do05.sfs
@sfs MOUNT fb_hfx3do06.sfs
@sfs MOUNT fb_hfx3do07.sfs
@sfs MOUNT fb_hfx3do08.sfs
@sfs MOUNT fb_hfx3do09.sfs
@sfs MOUNT fb_hfx3do10.sfs
@sfs MOUNT fb_hfx3do11.sfs
@sfs MOUNT fb_hfx3do12.sfs
@sfs MOUNT fb_hfx3do13.sfs
@sfs MOUNT fb_hfx3do14.sfs
@sfs MOUNT fb_hfx3do15.sfs
@sfs MOUNT fb_hfx3do16.sfs
@sfs MOUNT fb_hfx3do17.sfs
@sfs MOUNT fb_hfx3do18.sfs
@sfs MOUNT fb_hfx3do19.sfs
@sfs MOUNT fb_hfx3do20.sfs
@sfs MOUNT fb_hfx3do21.sfs
@sfs MOUNT fb_hfx3do22.sfs
@sfs MOUNT fb_hfx3do23.sfs
@sfs MOUNT fb_hfx3do24.sfs
@sfs MOUNT fb_hfx3do25.sfs
@sfs MOUNT fb_hfx3do26.sfs
@sfs MOUNT fb_hfx3do27.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 fb_maps18.sfs
@sfs MOUNT fb_maps19.sfs
@sfs MOUNT fb_maps20.sfs

@sfs MOUNT fb_hfxmaps01.sfs
@sfs MOUNT fb_hfxmaps02.sfs
@sfs MOUNT fb_hfxmaps03.sfs
@sfs MOUNT fb_hfxmaps04.sfs
@sfs MOUNT fb_hfxmaps05.sfs
@sfs MOUNT fb_hfxmaps06.sfs
@sfs MOUNT fb_hfxmaps.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 fb_hfxsounds.sfs
@sfs MOUNT fb_hfxsounds01.sfs

@sfs MOUNT fb_hfxcontrol.sfs
@sfs MOUNT fb_hfxPaintSchemes.sfs
@sfs MOUNT fb_hfxbeta.sfs

#preload REGISTER
@file .preload

Before this transposition the up_object.sfs lines were in bottom of the list before #preload REGISTER as I found here: http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1621.
Open SAS\Std\.rc file and add at the bottom, before '#preload REGISTER'...

Now I have only little stripes from 1600 and 2000 lb bombs like in vanilla HSFX 7.03:

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stalker

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  • Posts: 468
  • indecisive

Soviet mosaic.
Supplement to the fashion of the USSR-86.
Author 3d model - Oleg (Molva)
TGA texture mine.
download link
https://yadi.sk/d/cUO0tTAisoN22
http://forum.aviaskins.com/showpost.php?p=154405&postcount=26






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taskf53

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  • Posts: 572

Very good  stalker,very good . :)
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printenduevel

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  • Posts: 282

Hi,

please can you have a look to thist Parts_

00_Objects_11

00_Objects_11 folder is set up similar to 00_Objects_1
00_Objects_11/3do/buildings/Mongolya/Mountain/Norway etc.
This folder is a bit tricky as it was well over 100mb.
00_Objects_11/3do/buildings/Mongolya/Mountain/Norway/NTL_Darwin_1942_43 is you main starting point
00_Objects_11_Buildings_A copy and paste to 00_Objects_11/3do/buildings main folder
00_Objects_11_Buildings_B copy and paste to 00_Objects_11/3do/buildings main folder
00_Objects_11_Buildings_C copy and paste to 00_Objects_11/3do/buildings main folder
Your listing in buildings should be from Mongolya to WW1 27 files
00_Objects_11 541mb

https://www.mediafire.com/?gel7oomq77gl8

It seems that they are not complete.

Thank you.

Horrido
Printe
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saab ja26

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  • Posts: 343

*Bump*

I ran into the same issue regarding Objects_II folder. It seems incomplete. I know this is an old thread but does anyone have the full 00_Objects_11 541mb file? Trying to see if get the revisited CAN Channel Map to work in my BAT 3.6 install. I got the revisited West Front maps to load and so far I'm not noticing any issues. My PC is old Q2600 Quad Core 2.40ghz Win 10 GTX750 8GB RAM. I've been running into issues with the CAN Channel Map Revisited and wanted to see if this updated Object pack would sort it out.
Thanks! And a huge thank you to all the Modders that work so hard to keep this old Sim flying. The work you guys do and the talent and time invested is just incredible.
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Ryzen 5 2600/Wraith Prism, 32GB RAM, Gigabyte B450 Ds3h RGB, 8gb Radeon RX 580 4TB HDD

milvipes

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  • Posts: 220

I think I'm not the first and only one to notice that the static.ini entries are not entirely correct. Will try to correct them as much as I can, then repost it.
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