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Author Topic: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)  (Read 990 times)

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Sikshoota

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #12 on: January 13, 2019, 12:20:38 AM »


Thanks Nowekat,


Firstly, no apology necessary, this is a minor glitch & your work is highly appreciated :)

Since your last post, I deleted the first downloaded map folder then did a fresh download, extraction & install of both the Map & Tex folders into...

IL-2 BAT/WAW3/Mapmods/Maps. 

Confirmed corrected all.ini entry vkg_El_AlameinCR  vkg_El_AlameinCR/load.ini in all.ini.

Unforunately the map still won't load so my log is included below...

I'm sure there'll be a solution.

Thanks again

Sik



Code: [Select]
INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in MAPS/vkg_El_AlameinCR/map_T+++++.tga
[7:14:26 AM] WARNING: TPixelMap::Load('MAPS/vkg_El_AlameinCR/map_T+++++.tga')-Error
[7:14:26 AM] INTERNAL ERROR: Type Map not loaded
[7:14:26 AM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WA'
[7:14:26 AM] WARNING: TLandscape::LoadMap('vkg_El_AlameinCR/load.ini') - errors in loading
[7:14:26 AM] World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'vkg_El_AlameinCR/load.ini' loading error
[7:14:27 AM] fps:204 avg:597 max:1000 min:150 #fr:5867
[7:14:32 AM] fps:500 avg:564 max:1000 min:150 #fr:8366
[7:14:37 AM] fps:494 avg:545 max:1000 min:150 #fr:10824
[7:14:42 AM] fps:488 avg:533 max:1000 min:150 #fr:13269
[7:14:43 AM] Y=0 / M=0 / H= 12 , Temperature - 0m = 25.0 .
[7:14:43 AM] Loading map.ini defined airfields:
[7:14:43 AM] Map file: line <7670.24 142854.34 9298.31 141907.3 1.95> is valid!
[7:14:43 AM] Map file: line <40696.66 143418.69 42098.31 141763.77 1.95> is valid!
[7:14:43 AM] Map file: line <41886.31 141708.77 63137.86 126203.01 1.95> is valid!
[7:14:43 AM] Map file: line <64559.39 124877.23 64559.39 124877.23 1.95> is valid!
[7:14:43 AM] Map file: line <81287.91 121715.76 83238.61 120953.7 1.95> is valid!
[7:14:43 AM] Map file: line <94957.39 120891.95 95751.2 119786.33 1.95> is valid!
[7:14:43 AM] Map file: line <109803.44 111879.73 111399.24 110655.43 1.95> is valid!
[7:14:43 AM] Map file: line <161167.45 109753.91 162959.67 108909.51 1.95> is valid!
[7:14:43 AM] Map file: line <184821.98 102272.56 186545.7 101648.54 1.95> is valid!
[7:14:43 AM] Map file: line <208294.89 86781.953 210058.52 86084.73 1.95> is valid!
[7:14:43 AM] Map file: line <225157.84 81643.37 226887.17 80348.5 1.95> is valid!
[7:14:43 AM] Map file: line <250286.11 87451.61 251993.77 86039.0 1.95> is valid!
[7:14:43 AM] Map file: line <268667.2 97849.15 270124.97 96346.48 1.95> is valid!
[7:14:43 AM] Map file: line <275331.1 102431.955 276288.6 100821.958 1.95> is valid!
[7:14:43 AM] Map file: line <192035.3 64128.89 193787.72 62590.42 1.95> is valid!
[7:14:43 AM] Map file: line <44531.89 85391.62 45160.23 84140.66 1.95> is valid!
[7:14:44 AM] Load bridges
[7:14:44 AM] Load static objects
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Pyramid/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/stones/stones_small/Egypt_ss2/mono.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Column/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Short/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Arch/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Medium/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Door/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse07/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse09/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse04/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse04/dead.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse12/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench1/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench6/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench5/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench2/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench3/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench1/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/animals/Camel_corp1/mono.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/GunTrench/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Obelisque/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
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mechanic

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #13 on: January 13, 2019, 12:27:17 AM »

Nowekat

We seem to be on the right de-bug trail as the VKG versus VGK typo also appears in the _ Tex/textures and Egypt textures folder  and sub-folder (which might explain Sixshoota's long list of missing files) so the 2d Map error is gone but  after changing the .ini and folder names to reflect "VKG" new error messages appear on my loading which also match Sixshoota's starting error messages in his posted log.lst . See my log.lst:

Code: [Select]
2

INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in MAPS/vkg_El_AlameinCR/map_T+++++.tga
WARNING: TPixelMap::Load('MAPS/vkg_El_AlameinCR/map_T+++++.tga')-Error
INTERNAL ERROR: Type Map not loaded
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WA'
WARNING: TLandscape::LoadMap('vkg_El_AlameinCR/load.ini') - errors in loading
World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'vkg_El_AlameinCR/load.ini' loading error
[Jan 13, 2019 7:06:25 AM] -------------- END log session -------------

So I'm past square  one but now on to square2 :-X
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Mick

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #14 on: January 13, 2019, 01:14:46 AM »

... THX for the typo fix hint, as I had exactly the same problems and couldn't load the maps ...  8)

I'll give them another try and report back ...  ;)
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Nowekat

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #15 on: January 13, 2019, 01:34:16 AM »

Once the worm is in it .. the map_t was compressed. Next try with a refresh download or just open the map_t.tga with gimp or similar and resave it without RLE compression. To bad.
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Alfie Noakes

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #16 on: January 13, 2019, 06:01:44 AM »

Quote
  ;D ;D ;DVery good, really good job, you have no idea what a pleasure I feel, finally, flying on a map with realistic roads! This was and remains the Achilles' heel of Il2 and your work enormously enriches three of the most beautiful maps ever produced! THANK YOU ;)   

I agree with stanislao entirely...the roads in IL2 have always been jarring to the eye (especially in snowscapes )...this is a great leap forward, I had no idea this could be achieved..many thanks for your work !  :P

Cheers

Alfie

PS The Lybian map loads & saves using Epervier's fix....but I'm still having difficulty loading the El Alamein map in BAT Musketeer :(
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Nowekat

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #17 on: January 13, 2019, 08:51:20 AM »

Give it an other try. The wrong naming (vgk instead of vkg) was also in the texture folder under the maps folder. Swaping the second and third letter should help. The download is fixed again insofar too. I really hope this was the last fix here .. 
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jijrod

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #18 on: January 13, 2019, 09:26:25 AM »

I  am still getting a map loading error....
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mechanic

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #19 on: January 13, 2019, 10:16:23 AM »

Nowekat,

THANKS! Your last de-compression fix did the trick. Once again a very fine road mod!

Mechanic
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Nowekat

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #20 on: January 13, 2019, 12:35:23 PM »

If one of the maps still doesn't run, a log is needed to find the flaw. I don't have a "clean" Bat installation, so there may be something you miss. Without log i can't help.
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jijrod

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #21 on: January 13, 2019, 01:00:51 PM »

My log looks like mechanic's in post#13...…

Hank
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Nowekat

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #22 on: January 13, 2019, 01:27:42 PM »

Is it this:

INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in MAPS/vkg_El_AlameinCR/map_T+++++.tga

Then you are very near to success ;-) Open the map_t+++++.tga with Gimp or something else and resave it without "RLE" compression. With Gimp you need the save as an "Export" function here, don't know about other programs.  You still have the faulty map_t. Or download the map again and exchange the map_t+++++.tga, this is fixed meanwhile. Hope it works!
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jijrod

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Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
« Reply #23 on: January 13, 2019, 04:51:35 PM »

Tried it but still doesn't work.....thanks anyway.

Hank
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