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Author Topic: TBM/TBF ~ the Avengers!!!! v2.0  (Read 57681 times)

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echo2

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #12 on: July 07, 2012, 02:17:29 PM »

u can still DOWNGRADE m8
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echo2

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #13 on: July 07, 2012, 02:19:19 PM »

its easy to downgrade if u at 4.11m install 4.10 that would put u back at that 4.10 unless u got MOD files for 4.11 CANT DOWNGRADE  stock 4.11 can downgrade
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Mission_bug

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #14 on: April 24, 2013, 10:57:02 AM »

Hello guys, I have more or less added every aircraft available to my 4.11.1 SAS Modact 4 up to now without any problems so far that could not be fixed in some way, a whole mixed bag from 409 to 411.

However, I tried the  TBM/TBF ~ the Avengers!!!! v2.0 recently and while the aircraft loaded up in the QMB and there did not appear to be any problems, once I loaded a mission it would load to 100% and then hang.  Clicking anywhere on the screen would then result in a CTD.

Could some one please take a look at this log and see if they can see what may be causing the problem:

Code: [Select]
[21.04.2013 10:35:17] ------------ BEGIN log session -------------
[10:35:17] OpenGL provider: Opengl32.dll
[10:35:17] OpenGL library:
[10:35:17]    Vendor: NVIDIA Corporation
[10:35:17]    Render: GeForce GTX 550 Ti/PCIe/SSE2
[10:35:17]    Version: 4.3.0
[10:35:17]    Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[10:35:17] Size: 1920x1080
[10:35:17] ColorBits: 32
[10:35:17] DepthBits: 24
[10:35:17] StencilBits: 8
[10:35:17] isDoubleBuffered: true
[10:35:18]
 [10:35:18] *** Looking for Advanced CPU Instructions...
[10:35:18] [x] PentiumPro
[10:35:18] [x] Multimedia (MMX)
[10:35:18] [x] 3D (SSE)
[10:35:18] [x] 3D (SSE2)
[10:35:18] [x] 3D (3DNow)
[10:35:18] ColourBits 32, ABits 0, ZBits 24
[10:35:18]
 [10:35:18] *** Looking for Render API Extensions ...
[10:35:18] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[10:35:18] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[10:35:18] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[10:35:18] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[10:35:18] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[10:35:18] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[10:35:18] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[10:35:18] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[10:35:18] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[10:35:18] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[10:35:18] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[10:35:18] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[10:35:18] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[10:35:18]
 [10:35:18] Maximum texture size : 16384
[10:35:18] Maximum simultaneous textures :4
[10:35:18] MaxAnisotropic (1.0 = none) : 16.000000
[10:35:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[10:35:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[10:35:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[10:35:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[10:35:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[10:35:18] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[10:35:19] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[10:35:19] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[10:35:19] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[10:35:19] INTERNAL ERROR: Texture required
[10:35:19] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[10:35:19] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[10:35:19] 1>//@sfs MOUNT fb410_clay01.sfs
[10:35:19] Command not found: //@sfs MOUNT fb410_clay01.sfs
[10:35:19] 1>//@sfs MOUNT fb410_clay02.sfs
[10:35:19] Command not found: //@sfs MOUNT fb410_clay02.sfs
[10:35:22] FFR-41MR Wepon Loading List:Default
[10:35:22]      No.1:MGunM61NR(10000)
[10:35:22] FFR-41MR Wepon Loading List:SA2:AIM-IIIx2
[10:35:22]      No.1:MGunM61NR(10000)
[10:35:22]      No.5:RocketGunAAM3(1)
[10:35:22]      No.6:RocketGunNull(1)
[10:35:22]      No.11:RocketGunAAM3(1)
[10:35:22]      No.12:RocketGunNull(1)
[10:35:22] FFR-41MR Wepon Loading List:SA4:AIM-IIIx4
[10:35:22]      No.1:MGunM61NR(10000)
[10:35:22]      No.7:RocketGunAAM3(1)
[10:35:22]      No.8:RocketGunNull(1)
[10:35:22]      No.9:RocketGunAAM3(1)
[10:35:22]      No.10:RocketGunNull(1)
[10:35:22]      No.13:RocketGunAAM3(1)
[10:35:22]      No.14:RocketGunNull(1)
[10:35:22]      No.15:RocketGunAAM3(1)
[10:35:22]      No.16:RocketGunNull(1)
[10:35:22] FFR-41MR Wepon Loading List:SA8:AIM-IIIx8
[10:35:22]      No.1:MGunM61NR(10000)
[10:35:22]      No.7:RocketGunAAM3(1)
[10:35:22]      No.8:RocketGunNull(1)
[10:35:22]      No.9:RocketGunAAM3(1)
[10:35:22]      No.10:RocketGunNull(1)
[10:35:22]      No.13:RocketGunAAM3(1)
[10:35:22]      No.14:RocketGunNull(1)
[10:35:22]      No.15:RocketGunAAM3(1)
[10:35:22]      No.16:RocketGunNull(1)
[10:35:22]      No.19:RocketGunAAM3(1)
[10:35:22]      No.20:RocketGunNull(1)
[10:35:22]      No.21:RocketGunAAM3(1)
[10:35:22]      No.22:RocketGunNull(1)
[10:35:22]      No.25:RocketGunAAM3(1)
[10:35:22]      No.26:RocketGunNull(1)
[10:35:22]      No.27:RocketGunAAM3(1)
[10:35:22]      No.28:RocketGunNull(1)
[10:35:22] FFR-41MR Wepon Loading List:SA2_2:AIM-IIIx2x2
[10:35:22]      No.1:MGunM61NR(10000)
[10:35:22]      No.5:RocketGunAAM3(1)
[10:35:22]      No.6:RocketGunNull(1)
[10:35:22]      No.11:RocketGunAAM3(1)
[10:35:22]      No.12:RocketGunNull(1)
[10:35:22]      No.17:RocketGunAAM3(1)
[10:35:22]      No.18:RocketGunNull(1)
[10:35:22]      No.23:RocketGunAAM3(1)
[10:35:22]      No.24:RocketGunNull(1)
[10:35:23] M33 Loading FMD: FlightModels/A6M2N.fmd
[10:35:23] M33 Loading FMD: FlightModels/A6M2N.fmd
[10:35:24] Plane: Parameter [F_86F_30]:<Class> not found
[10:35:24] Can't set property
[10:35:24] java.lang.RuntimeException: Can't set property
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:983)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1009)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1058)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.JetEraStatic.<clinit>(JetEraStatic.java:125)
[10:35:24] at java.lang.Class.forName0(Native Method)
[10:35:24] at java.lang.Class.forName(Unknown Source)
[10:35:24] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[10:35:24] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[10:35:24] at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:212)
[10:35:24] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1489)
[10:35:24] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1433)
[10:35:24] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[10:35:24] at com.maddox.il2.game.Main.exec(Main.java:422)
[10:35:24] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:35:24] Problem in spawn: com.maddox.il2.objects.vehicles.planes.JetEraStatic$F_86F_30
[10:35:24] Plane: Parameter [Mig_15bislate]:<Class> not found
[10:35:24] Can't set property
[10:35:24] java.lang.RuntimeException: Can't set property
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:983)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1009)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1058)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.JetEraStatic.<clinit>(JetEraStatic.java:139)
[10:35:24] at java.lang.Class.forName0(Native Method)
[10:35:24] at java.lang.Class.forName(Unknown Source)
[10:35:24] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[10:35:24] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[10:35:24] at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:212)
[10:35:24] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1489)
[10:35:24] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1433)
[10:35:24] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[10:35:24] at com.maddox.il2.game.Main.exec(Main.java:422)
[10:35:24] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:35:24] Problem in spawn: com.maddox.il2.objects.vehicles.planes.JetEraStatic$Mig_15bislate
[10:35:24] Plane: Parameter [Mig_17AS]:<Class> not found
[10:35:24] Can't set property
[10:35:24] java.lang.RuntimeException: Can't set property
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:983)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1009)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1058)
[10:35:24] at com.maddox.il2.objects.vehicles.planes.JetEraStatic.<clinit>(JetEraStatic.java:147)
[10:35:24] at java.lang.Class.forName0(Native Method)
[10:35:24] at java.lang.Class.forName(Unknown Source)
[10:35:24] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[10:35:24] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[10:35:24] at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:212)
[10:35:24] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1489)
[10:35:24] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1433)
[10:35:24] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[10:35:24] at com.maddox.il2.game.Main.exec(Main.java:422)
[10:35:24] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:35:24] Problem in spawn: com.maddox.il2.objects.vehicles.planes.JetEraStatic$Mig_17AS
[10:35:33] Initializing DirectSound playback device...
[10:35:33] Primary buffer created.
[10:35:33] Playback format is set : sampling rate = 44100, num channels = 2.
[10:35:33] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[10:35:33] Default speaker config is : 1310724.
[10:35:33] Direct sound audio device initialized successfully :
[10:35:33] DX Version : 7
[10:35:33] Hardware    - disabled [buffers : 0]
[10:35:33] Extensions  - disabled :
[10:35:33]    EAX ver. 1 [ ]  - disabled
[10:35:33]    EAX ver. 2 [ ]  - disabled
[10:35:33]    EAX ver. 3 [ ]  - disabled
[10:35:33]    I3D ver. 2 [ ]  - disabled
[10:35:33]    ZoomFX     [ ]  - disabled
[10:35:33]    MacroFX    [ ]  - disabled
[10:35:33] SIMD render [X]
[10:35:33] num channels 16
[10:35:33]
 [10:36:02] Loading mission QuickQMBPro/Slovakia/SlovakiaRedNone00.mis...
[10:36:02] Loaded camouflage: SUMMER
[10:36:02] Month = 8 , Hour = 12
[10:36:02] Temperature -     0m = 14.0 .
[10:36:02] Temperature -  1000m = 7.51001 .
[10:36:02] Temperature -  2000m = 1.019989 .
[10:36:02] Temperature -  3000m = -5.470001 .
[10:36:03] Temperature -  4000m = -11.959991 .
[10:36:03] Temperature -  5000m = -18.449997 .
[10:36:03] Temperature -  6000m = -24.940002 .
[10:36:03] Temperature -  7000m = -31.429993 .
[10:36:03] Temperature -  8000m = -37.92 .
[10:36:03] Temperature -  9000m = -44.410004 .
[10:36:03] Temperature - 10000m = -50.899994 .
[10:36:03] Temperature - 11000m = -56.5 .
[10:36:03] Temperature - 12000m = -56.5 .
[10:36:03] Loading map.ini defined airfields:
[10:36:03] Detected Vertex Shaders 3.0.
[10:36:03] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[10:36:03] Vertex texture units: 32
[10:36:03]
 [10:36:11] PBuffer: suitable formats: 6
[10:36:11]
 [10:36:11] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[10:36:11] Depth = 24, stencil = 8
[10:36:11] PBuffer: suitable formats: 6
[10:36:11]
 [10:36:11] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[10:36:11] Depth = 24, stencil = 8
[10:36:14] Loading vertex/fragment programs: *745531888*
[10:36:14] *** Loading: [vpFogFar2Tex2D]
[10:36:14] *** Loading: [vpFog2Tex2DBlend]
[10:36:14] *** Loading: [vpFogFar4Tex2D]
[10:36:14] *** Loading: [vpFogFar8Tex2D]
[10:36:14] *** Loading: [vpFogNoTex]
[10:36:14] *** Loading: [vpFog4Tex2D]
[10:36:14] *** Loading: [vpFog4Tex2D_UV2]
[10:36:14] *** Loading: [vp4Tex2D]
[10:36:14] *** Loading: [vp6Tex2D]
[10:36:14] *** Loading: [vpTexUVTex2D]
[10:36:14] *** Loading: [vpWaterGrid_NV]
[10:36:14] *** Loading: [vpWaterSunLight_NV]
[10:36:14] *** Loading: [vpWaterSunLight_ATI]
[10:36:14] *** Loading: [vpWaterSunLight_FP]
[10:36:14] *** Loading: [vpTreeSprite]
[10:36:14] *** Loading: [vpTreeTrunk]
[10:36:14] *** Loading: [vpVAObjectsN]
[10:36:14] *** Loading: [vpVAObjectsL0]
[10:36:14] *** Loading: [vpSprites]
[10:36:14] *** Loading: [vpSimpleGL]
[10:36:14] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[10:36:14] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[10:36:14] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[10:36:14] *** Loading: [fpCoastBump] -> NV3X Optimized!
[10:36:14] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[10:36:14] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[10:36:14] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[10:36:14] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[10:36:14] *** Loading: [fpCaustic] -> NV3X Optimized!
[10:36:14] *** Loading: [fpSprites] -> NV3X Optimized!
[10:36:14] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[10:36:14] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[10:36:14] *** Loading: [fpSimpleGL]
[10:36:14] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[10:36:14] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[10:36:14] *** Loading: [fpRiverCoastAA]
[10:36:14] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[10:36:14] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[10:36:14] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[10:36:14] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[10:36:14] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[10:36:14] *** Loading: [vpWaterDM_CPU]
[10:36:14] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[10:36:14] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[10:36:14] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[10:36:14] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[10:36:14] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[10:36:14] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[10:36:14] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[10:36:14] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[10:36:14] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[10:36:14] *** Loading: [fpWaterLFogDM]
[10:36:14] *** Loading: [fpIceWater] -> NV3X Optimized!
[10:36:14] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[10:36:14] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[10:36:14] *** Loading: [fpNearBlend] -> NV3X Optimized!
[10:36:14] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[10:36:14] *** Loading: [fpFarBlend] -> NV3X Optimized!
[10:36:14] *** Loading: [fpForestPlane] -> NV3X Optimized!
[10:36:14] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[10:36:14] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[10:36:14] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[10:36:15] Load bridges
[10:36:15] Load static objects
[10:36:17] ##### House without collision (3do/Tree/Tree2.sim)
[10:36:18] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[10:36:19] ##### House without collision (3do/Buildings/46/MGTrench/live.sim)
[10:36:26] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/TBSAS/fuselage01.tga'
[10:36:29] ERROR file: File users/doe/Icons not found
[10:36:29] Mission: QuickQMBPro/Slovakia/SlovakiaRedNone00.mis is Playing
[10:36:29] java.lang.NoSuchMethodError
[10:36:29] at com.maddox.il2.engine.hotkey.HookPilot.set6DoFLimits(HookPilot.java:373)
[10:36:29] at com.maddox.il2.engine.hotkey.HookPilot._reset(HookPilot.java:321)
[10:36:29] at com.maddox.il2.engine.hotkey.HookPilot.reset(HookPilot.java:491)
[10:36:29] at com.maddox.il2.objects.air.CockpitPilot.doFocusEnter(CockpitPilot.java:75)
[10:36:29] at com.maddox.il2.objects.air.Cockpit.focusEnter(Cockpit.java:329)
[10:36:29] at com.maddox.il2.game.Main3D.setViewInside(Main3D.java:1363)
[10:36:29] at com.maddox.il2.game.AircraftHotKeys$73.begin(AircraftHotKeys.java:4257)
[10:36:29] at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
[10:36:29] at com.maddox.rts.HotKeyCmd.exec(HotKeyCmd.java:211)
[10:36:29] at com.maddox.rts.HotKeyCmd.exec(HotKeyCmd.java:174)
[10:36:29] at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
[10:36:29] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
[10:36:29] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[10:36:29] at com.maddox.rts.Message._send(Message.java:1217)
[10:36:29] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[10:36:29] at com.maddox.rts.Message.sendTo(Message.java:1134)
[10:36:29] at com.maddox.rts.Message.trySend(Message.java:1115)
[10:36:29] at com.maddox.rts.Time.loopMessages(Time.java:180)
[10:36:29] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[10:36:29] at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
[10:36:29] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
[10:36:29] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:36:29] at com.maddox.il2.game.Main.exec(Main.java:439)
[10:36:29] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Has any one else added and managed to get this running in their Modact 4?

Wishing you all the very best, Pete.  ;D

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SAS~Malone

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #15 on: April 24, 2013, 01:46:39 PM »

Pete, to the best of my knowledge, these are already in 4.11 as stock planes, so no need for this mod. ;)
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Mission_bug

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #16 on: April 24, 2013, 02:50:33 PM »

Hello Eugene, I was actually trying to get the TBF-N (Floatplane) BETA to work but I get CTD at 20% which usually means something is missing, cockpit I think in this case, so I was hoping the Avengers pack would rectify that.  Sadly I cannot get either to work. :'(

The pack also lists an aircraft not shown in the 4.11.1 list, the TBM1, although that may actually be one of the versions in the 4.11.1 list but under a different name.  I don't know enough about theses types to know. ;)

Wishing you all the very best, Pete. ;D
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SAS~Malone

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #17 on: April 25, 2013, 02:16:27 AM »

Pete, these are the ones i have in Modact 4, the only 'mod' added being the TBF-N.
the others are all already present as stock.

TBD-1       
TBF-1           
TBF-1C         
TBM-3           
TBF-N           

i don't have the TBM-1, so that might only be available with these, but the above list is what i have working, as i said, with only the N version being added as a mod.
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Mission_bug

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #18 on: April 25, 2013, 02:29:07 PM »

Hello Eugene, the stock I cannot get as flyable, while they are listed in the air they do not show in the QMB, so are you using sfs files for your cockpits?

I'm using everything straight out of the #SAS folder, using cockpit mods where necessary, hence my trying the SAS Avengers pack to get the TBF-N flyable.  Without that pack no show in the QMB, so what can I be doing wrong if both you and Bravo have the floatplane operational in your Modact 4 and you have the stock Avengers flyable?

Wishing you all the very best, Pete. ;D
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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #19 on: April 25, 2013, 05:08:09 PM »

Hello Guy, yes I can fly the listed avengers in the alternative install, but whatever I do the floater will not work in any of my Modact installs, 20% CTD even in your alternative version. :'(

Thanks very much both of you but I'm giving upon this one. ;)

Wishing you all the very best, Pete. ;D
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BravoFxTrt

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #20 on: April 25, 2013, 06:50:28 PM »

oh yes, I forgot to tell you I had it working in one of my early SAS MA 4 Games, Ill go back and see what I did to make it work, Ill Post you my findings shortly.
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BravoFxTrt

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #21 on: April 25, 2013, 07:41:55 PM »

Ok Pete all I did was Installed TBF-N the usual way, then installed Avenger Pack but didnt edit my air.ini, only edit TBF-N, and she started right up in SAS MA 4


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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #22 on: April 26, 2013, 03:05:21 AM »

Hello guys, this beast is just no go for me.  If I add the TBF-N on her own I get CTD at 20%, if I add the Avengers pack she will load ok in the QMB screen but as I showed with the log entry above the mission will load to 100% and then just hang there until I click anywhere on screen and then CTD. ???  Dammed if I know what is wrong with this. :'(

I added the necessary text for the spare aircraft in the pack but with or without that still the same issues.

Stationary no problem for both Josse's TBM1 and the TBF-N, flying for any no go.



Bye the way, strictly not for here but could you please post the files necessary to get these girls to show:

https://www.sas1946.com/main/index.php/topic,14642.0.html

Thank you very much guys for the help on this Avenger issue but I think I'll definately leave it for another day. ;)

Wishing you all the very best, Pete.
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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #23 on: April 26, 2013, 03:42:09 AM »

Pete, i'm also using an AI flyables mod in my MA4, which might be making the difference as far as flyables go, not sure....will have to test some a bit later....
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