Looks nice.
Binary edit of il2_core.dll?
How is the FPS impact?
]cheers[
Mike
Stock vs modded comparison images would definitively help visualizing differences and appreciate the effort... I don't normally fly that high but the captures look really good!
Stock vs modded comparison images would definitively help visualizing differences and appreciate the effort... I don't normally fly that high but the captures look really good!
Unmodded I think in screenshot #2 the ground wouldn't even be visible.
Edit: ok I was wrong - here it is with LandGeom=3
il2_core.dll is left untouched.Alright, nice.
I'm intercepting OpenGL calls - more or less like the Morrowind Graphics Extender (https://www.nexusmods.com/morrowind/mods/5535) is doing.
Amazing !
A very coool upgrade to the entire game!
https://i.imgur.com/9blXKX8.jpg
Now we can fly as high as we wish (almost space)....
... time for someone to start making an SR-71 "Blackbird" ? :D
Just amazing!!! looking forward to have it downloaded and installed! What is the effect like at lower altitude? is it enjoyable only at high altitude?
Pleaseeeee a couple of shots at lower altitude to appreciate the difference....
1. The main problem in IL-2 is a bad plot of land at low altitudes.
2. Good luck and success to you.
Very cool.
@Boyan: The IL-2 part has not been released yet. Screenshots from the testbed tools might be available though. I'm in lack of time otherwise I would have shown them myself.
@slibenli: May I ask if your profession is in some way related to 3D programming? I'm asking because what you've released here is slightly beyond a 5-minute-coffeebreak job by a hobbyist as much as I can judge ;)
]cheers[
Mike
I have split the code in an IL-2 specific part and a utility library.
The IL2-part still needs cleanup, but I think the utility library can be released into the wild now:
https://gitlab.com/vrresto/render_util
If you are on Linux you are encouraged to try to compile it or just look whether the automatically compiled version works for you by running the test program:
https://gitlab.com/vrresto/render_util/-/jobs/artifacts/master/download?job=build.
Yes, currently it only works on Linux, but of course I will make it work on Windows too eventually.
I have split the code in an IL-2 specific part and a utility library.
The IL2-part still needs cleanup, but I think the utility library can be released into the wild now:
https://gitlab.com/vrresto/render_util
If you are on Linux you are encouraged to try to compile it or just look whether the automatically compiled version works for you by running the test program:
https://gitlab.com/vrresto/render_util/-/jobs/artifacts/master/download?job=build.
Yes, currently it only works on Linux, but of course I will make it work on Windows too eventually.
Hello! Are there any news on this project?
If there is some way to convert it to work in Windows 7 I would be more then glad to do it myself, but I need some starting point :-|
How's the project going? Would love to see a few more screens. I really can't understand anything in that link you posted above.
Thanks :-)
This is incredible! When can you release a test version to the public?
Think I'm missing some prerequisites.
Is this suitable for modded games?
Because all I get is an il2fb.exe process stuck at ~600kB memory usage with 30% CPU load.
System is i5-2500K + GTX 970.
water=0 has been set.
No il2ge.log created.
]cheers[
Mike
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: D:\il2_modded\bin\hotspot\jvm.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: D:\il2_modded\bin\hpi.dll
LoadLibrary: D:\il2_modded\bin\verify.dll
LoadLibrary: D:\il2_modded\bin\java.dll
LoadLibrary: D:\il2_modded\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: D:\il2_modded\il2fb.exe
LoadLibrary: D:\il2_modded\DT.dll
LoadLibrary: D:\il2_modded\pathfind.dll
LoadLibrary: D:\il2_modded\il2_corep4.dll
LoadLibrary: D:\il2_modded\SAS.dll
LoadLibrary: D:\il2_modded\il2_usgs2.dll
LoadLibrary: D:\il2_modded\mg_snd_sse.dll
LoadLibrary: D:\il2_modded\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: D:\il2_modded\bin\zip.dll
LoadLibrary: D:\il2_modded\bin\net.dll
LoadLibrary: ws2_32.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: dinput8.dll
-----------------------------------------------------------
Assertion failed: GL_Interface::getCurrent()->glActiveTexture
File: /builds/vrresto/il2ge/build/render_util/gl_wrapper/_generated/gl_inline_forwards.inc:2163
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hotspot\jvm.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hpi.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\verify.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\java.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\DT.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\pathfind.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2_corep4.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\SAS.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2_usgs2.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\mg_snd_sse.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: dinput8.dll
-----------------------------------------------------------
Assertion failed: normal_map
File: /builds/vrresto/il2ge/common/map_loader.cpp:388
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Error occurred on Monday, September 3, 2018 at 14:03:48.
Registers:
eax=00000000 ebx=56cca7e0 ecx=04baa6a8 edx=00000002 esi=00000000 edi=00000b80
eip=77ada22c esp=0019f368 ebp=0019f3d8 iopl=0 nv up ei pl nz na pe nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200202
AddrPC Params
77ADA22C 00000B80 FFFFFFFF 00000000 ntdll.dll!ZwWaitForSingleObject
749B0AE2 00000B80 FFFFFFFF 56BA2280 KERNELBASE.dll!WaitForSingleObject
56BA184C 56CEB160 56CCC1C9 00000009 DINPUT.dll!printBacktracePrivate [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 160]
56BA19E8 56CEB160 0019F492 00000001 DINPUT.dll!abort [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 240]
56BA1FE5 56CCF988 56CCF5E4 00000184 DINPUT.dll!_assert [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 262]
56BB92B8 0019F7C4 2B79BC84 2B79BA04 DINPUT.dll!loadMap [/builds/vrresto/il2ge/common/map_loader.cpp @ 388]
56BB2F9C 0019F88C 0019F88C 26AABBD0 DINPUT.dll!?? [/builds/vrresto/il2ge/core_wrapper/core/map.cpp @ 74]
56BA7567 0019F88C 0222D664 02229B60 DINPUT.dll!loadMap [/usr/lib/gcc/i686-w64-mingw32/7.3-win32/include/c++/bits/unique_ptr.h @ 825]
56BA6A68 0019F88C 0019F904 00000000 DINPUT.dll!loadMap [/builds/vrresto/il2ge/core_wrapper/core/core.cpp @ 127]
56BB0BD4 0222D664 0019F8EC 0019F904 DINPUT.dll!cLoadMap [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_Landscape.cpp @ 71]
03EC3F69 00000001 00000140 04ABEB40
03EBAD5C 0000000F 00000007 00000001
03EBA846 0000000F 00000007 04ABEB40
03EB3BDC 07E79340 07EA8350 04AB0378
03EAB85B 00000001 07E79340 07EA8478
03EAAC77 00000001 07E79340 07EA8478
03EAAB05 04AB01D8 02A30482 00000000
03EA9945 0222DBA4 0019FA60 02000001
03E48E9B 056D32E8 04BF6B68 04BF6990
03A6D510 00000001 2247D340 2247D310
03A63E95 00000000 20F690F0 0222D5E0
6D4DB41C 0019FB00 0019FC5C 0000000A jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBC4 jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC54 0019FBAC jvm.dll!JVM_FindSignal
6D440262 0222D664 0019FC54 00000000 jvm.dll!JVM_DisableCompiler
6D446827 0222D5E0 0222DF4C 2B6281C8 jvm.dll!JVM_DisableCompiler
004020BC 0222D664 0222DF4C 2B6281C8 il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 02381ECC 00000000 00000000 il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
0222D664 00000000 00000000 00000000
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\bin\hotspot\jvm.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\bin\hpi.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\bin\verify.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\bin\java.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\il2fb.exe
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\DT.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\pathfind.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\il2_corep4.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\il2_usgs2.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\mg_snd_sse.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 VP Modpack\bin\zip.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: dinput8.dll
LoadLibrary: imagehlp.dll
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hotspot\jvm.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hpi.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\verify.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\java.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\DT.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\pathfind.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2_corep4.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\SAS.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2_usgs2.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\mg_snd_sse.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: dinput8.dll
LoadLibrary: imagehlp.dll
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
[Sep 5, 2018 9:45:07 AM] ------------ BEGIN log session -------------
[9:45:08 AM] OpenGL provider: Opengl32.dll
[9:45:08 AM] OpenGL library:
[9:45:08 AM] Vendor: NVIDIA Corporation
[9:45:08 AM] Render: GeForce GT 740/PCIe/SSE2
[9:45:08 AM] Version: 4.6.0 NVIDIA 388.13
[9:45:08 AM] Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples 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_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions 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_filter_anisotropic 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_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_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_polygon_offset_clamp 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_shader_integer_mix 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_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_internalformat_sample_query 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_query_resource GL_NV_query_resource_tag 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_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced 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
[9:45:08 AM] Size: 1280x720
[9:45:08 AM] ColorBits: 32
[9:45:08 AM] DepthBits: 24
[9:45:08 AM] StencilBits: 8
[9:45:08 AM] isDoubleBuffered: true
[9:45:08 AM] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[9:45:08 AM]
[9:45:08 AM] *** Looking for Advanced CPU Instructions...
[9:45:08 AM] [x] PentiumPro
[9:45:08 AM] [x] Multimedia (MMX)
[9:45:08 AM] [x] 3D (SSE)
[9:45:08 AM] [x] 3D (SSE2)
[9:45:08 AM] [-] 3D (3DNow)
[9:45:08 AM] ColourBits 32, ABits 0, ZBits 24
[9:45:08 AM]
[9:45:08 AM] *** Looking for Render API Extensions ...
[9:45:08 AM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[9:45:08 AM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[9:45:08 AM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[9:45:08 AM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[9:45:08 AM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[9:45:08 AM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[9:45:08 AM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[9:45:08 AM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[9:45:08 AM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[9:45:08 AM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[9:45:08 AM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[9:45:08 AM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[9:45:08 AM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[9:45:08 AM]
[9:45:08 AM] Maximum texture size : 16384
[9:45:08 AM] Maximum simultaneous textures :4
[9:45:08 AM] MaxAnisotropic (1.0 = none) : 16.000000
[9:45:08 AM] Splash screen jpg file: GUI/splashscreen/16by9/mig_15.jpg
[9:45:08 AM] Creating splash screen TGA file: PaintSchemes/wide_Temp/splash.tga
[9:45:08 AM] TGA file creation return code: 0
[9:45:11 AM] AutoMounting SFS files from folder SFS_AUTO now...
[9:45:11 AM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[9:45:11 AM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[9:45:11 AM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[9:45:11 AM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[9:45:11 AM] AutoMounting SFS files from folder SFS_AUTO finished.
[9:45:12 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[9:45:12 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[9:45:18 AM] JPG Background: GUI/menu/wide_background_ru.jpg
[9:45:24 AM] DOT RANGE line = mp_dotrange FRIENDLY DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[9:45:24 AM] DOT RANGE line = mp_dotrange FOE DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[9:45:27 AM] Initializing DirectSound playback device...
[9:45:27 AM] Primary buffer created.
[9:45:27 AM] Playback format is set : sampling rate = 44100, num channels = 2.
[9:45:27 AM] Not enought hardware buffers (0), hardware disabled
[9:45:27 AM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[9:45:27 AM] Default speaker config is : 1310724.
[9:45:27 AM] Direct sound audio device initialized successfully :
[9:45:27 AM] DX Version : 7
[9:45:27 AM] Hardware - disabled [buffers : 0]
[9:45:27 AM] Extensions - enabled :
[9:45:27 AM] EAX ver. 1 [ ] - disabled
[9:45:27 AM] EAX ver. 2 [ ] - disabled
[9:45:27 AM] EAX ver. 3 [ ] - disabled
[9:45:27 AM] I3D ver. 2 [ ] - disabled
[9:45:27 AM] ZoomFX [ ] - disabled
[9:45:27 AM] MacroFX [ ] - disabled
[9:45:27 AM] SIMD render [X]
[9:45:27 AM] num channels 32
[9:45:27 AM]
[9:45:35 AM] Loading mission Quick/Crimea/CrimeaBlueNoneN00.mis...
2018-09-05 11:44:55:610 (dinput.dll) : JVM Parameters injector activated
2018-09-05 11:44:55:636 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2018-09-05 11:44:55:638 (dinput.dll) : Adding JVM Option: -Xms444M
2018-09-05 11:44:55:640 (dinput.dll) : Adding JVM Option: -Xmx444M
2018-09-05 11:44:55:642 (dinput.dll) : Adding JVM Option: -Xss4096K
2018-09-05 11:44:55:644 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2018-09-05 11:44:55:646 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2018-09-05 11:44:55:649 (dinput.dll) : Checking duplicate JVM Options...
2018-09-05 11:44:55:651 (dinput.dll) : Checking mandatory JVM Options...
2018-09-05 11:44:55:653 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2018-09-05 11:44:55:655 (dinput.dll) : Adding JVM Option: -Xverify:none
2018-09-05 11:44:55:657 (dinput.dll) : Adding JVM Option: -Xcomp
2018-09-05 11:44:55:659 (dinput.dll) : Final JVM Option List:
2018-09-05 11:44:55:660 (dinput.dll) : -Xms444M
2018-09-05 11:44:55:662 (dinput.dll) : -Xmx444M
2018-09-05 11:44:55:664 (dinput.dll) : -Xss4096K
2018-09-05 11:44:55:666 (dinput.dll) : -XX:PermSize=64M
2018-09-05 11:44:55:668 (dinput.dll) : -XX:MaxPermSize=64M
2018-09-05 11:44:55:670 (dinput.dll) : -Djava.class.path=.
2018-09-05 11:44:55:672 (dinput.dll) : -Xverify:none
2018-09-05 11:44:55:674 (dinput.dll) : -Xcomp
2018-09-05 11:44:55:676 (dinput.dll) : IL-2 Process ID = 00000F28
2018-09-05 11:44:55:678 (dinput.dll) : Starting Watchdog at U:\IL2\CLIENT\IL-2 Modact 6.4\bin\selector\basefiles\IL-2 Watchdog.exe 1
2018-09-05 11:44:55:747 (dinput.dll) : Watchdog process started.
2018-09-05 11:44:55:759 (watchdog) : IL-2 Parent Process Handle = 00000188, ID=00000F28
2018-09-05 11:44:55:761 (watchdog) : IL-2 Watchdog started.
2018-09-05 11:44:55:764 (watchdog) : Splash Screen Mode = 1
2018-09-05 11:44:55:768 (watchdog) : Message Window Created.
2018-09-05 11:44:55:805 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2018-09-05 11:44:55:872 (watchdog) : Splash Screen Created.
2018-09-05 11:44:56:091 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2018-09-05 11:44:56:163 (wrapper) : ProcessAttach, attached Processes = 1
2018-09-05 11:44:56:166 (wrapper) : Calling GetCommandLineParams()
2018-09-05 11:44:56:169 (wrapper) : MODS Folder = "#SAS"
2018-09-05 11:44:56:172 (wrapper) : No FILES Folder set.
2018-09-05 11:44:56:175 (wrapper) : Calling LinkIl2fbExe()
2018-09-05 11:44:56:178 (wrapper) : Trying to link back to U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe through LoadLibrary()
2018-09-05 11:44:56:181 (wrapper) : Calling CreateModsFolderList()
2018-09-05 11:44:56:324 (wrapper) : Scanning #SAS folder took 140 milliseconds.
2018-09-05 11:44:56:326 (wrapper) : Total number of modded files = 387.
2018-09-05 11:44:56:329 (wrapper) : Calling SortList()
2018-09-05 11:44:56:332 (wrapper) : Sorting modded files list took 0.033 milliseconds.
2018-09-05 11:44:56:334 (wrapper) : Calling RemoveDuplicates()
2018-09-05 11:44:56:336 (wrapper) : Removing 0 Duplicates took 0.001 milliseconds.
2018-09-05 11:45:07:698 (wrapper) : ThreadAttach, attached Threads = 1
2018-09-05 11:45:07:703 (wrapper) : ThreadAttach, attached Threads = 2
2018-09-05 11:45:08:033 (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x000516A6
2018-09-05 11:45:08:044 (watchdog) : Activating IL-2 Main Window (0x000516A6) using SwitchToThisWindow()
2018-09-05 11:45:08:170 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-05 11:45:08:174 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-05 11:45:08:179 (wrapper) : ThreadDetach, attached Threads = 3
2018-09-05 11:45:08:182 (wrapper) : ThreadDetach, attached Threads = 2
2018-09-05 11:45:08:299 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-05 11:45:08:418 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-05 11:45:08:432 (wrapper) : ThreadAttach, attached Threads = 5
2018-09-05 11:45:08:440 (wrapper) : ThreadAttach, attached Threads = 6
2018-09-05 11:45:08:604 (wrapper) : ThreadAttach, attached Threads = 7
2018-09-05 11:45:08:643 (wrapper) : ThreadAttach, attached Threads = 8
2018-09-05 11:45:08:660 (wrapper) : ThreadAttach, attached Threads = 9
2018-09-05 11:45:08:671 (wrapper) : ThreadAttach, attached Threads = 10
2018-09-05 11:45:08:685 (wrapper) : ThreadAttach, attached Threads = 11
2018-09-05 11:45:09:041 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x000516A6)
2018-09-05 11:45:27:084 (wrapper) : ThreadAttach, attached Threads = 12
2018-09-05 11:45:33:677 (wrapper) : ThreadAttach, attached Threads = 13
2018-09-05 11:45:35:283 (wrapper) : ThreadAttach, attached Threads = 14
2018-09-05 11:45:35:286 (wrapper) : ThreadDetach, attached Threads = 13
2018-09-05 11:45:35:840 (wrapper) : ThreadAttach, attached Threads = 14
java.lang.ClassNotFoundException: weapons.MGunMiniGunCobra
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:3002)
at com.maddox.il2.objects.air.AH1.baseWeaponSlot(AH1.java:378)
at com.maddox.il2.objects.air.AH1.initialize(AH1.java:410)
at com.maddox.il2.objects.air.AH1.<clinit>(AH1.java:627)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:218)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1622)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1551)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:451)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
orAn unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x709061b1
Function name=(N/A)
LoadLibrary: PSAPI.DLL
Library=D:\il2_modded\il2ge\lib\il2ge.dll
LoadLibrary: PSAPI.DLL
NOTE: We are unable to locate the function name symbol for the error
just occurred. Please refer to release documentation for possible
reason and solutions.
Current Java thread:
at java.lang.ClassLoader$NativeLibrary.load(Native Method)
at java.lang.ClassLoader.loadLibrary0(Unknown Source)
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at com.maddox.il2.engine.GObj.loadNative(GObj.java:145)
at com.maddox.il2.engine.FObj.<clinit>(FObj.java:155)
at com.maddox.il2.engine.Render.<clinit>(Render.java:502)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.<clinit>(Main.java:566)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.LDR.set(LDR.java:77)
Did you du something to supress that?An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x26d9b70b
Function name=Java_com_maddox_il2_engine_CfgFlagsEngine_Set
Library=U:\IL2\CLIENT\IL-2 Modact 6.4\il2_corep4.dll
Current Java thread:
at com.maddox.il2.engine.Landscape.isWater(Native Method)
at com.maddox.il2.engine.Landscape.isWater(Landscape.java:69)
at com.maddox.il2.ai.AirportStatic.make(AirportStatic.java:86)
at com.maddox.il2.objects.Statics._load(Statics.java:299)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:486)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Dynamic libraries:
0x00400000 - 0x0049A000 U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe
0x77E20000 - 0x77FB0000 C:\WINDOWS\SYSTEM32\ntdll.dll
0x755C0000 - 0x756A0000 C:\WINDOWS\System32\KERNEL32.DLL
0x75E80000 - 0x76064000 C:\WINDOWS\System32\KERNELBASE.dll
0x6EB50000 - 0x6EBED000 C:\WINDOWS\SYSTEM32\apphelp.dll
0x76820000 - 0x769AD000 C:\WINDOWS\System32\USER32.dll
0x74EC0000 - 0x74ED7000 C:\WINDOWS\System32\win32u.dll
0x75500000 - 0x75522000 C:\WINDOWS\System32\GDI32.dll
0x76320000 - 0x76484000 C:\WINDOWS\System32\gdi32full.dll
0x76070000 - 0x760ED000 C:\WINDOWS\System32\msvcp_win.dll
0x76700000 - 0x7681E000 C:\WINDOWS\System32\ucrtbase.dll
0x74EE0000 - 0x74F58000 C:\WINDOWS\System32\ADVAPI32.dll
0x75440000 - 0x754FF000 C:\WINDOWS\System32\msvcrt.dll
0x76630000 - 0x76674000 C:\WINDOWS\System32\sechost.dll
0x74840000 - 0x74900000 C:\WINDOWS\System32\RPCRT4.dll
0x746E0000 - 0x74700000 C:\WINDOWS\System32\SspiCli.dll
0x746D0000 - 0x746DA000 C:\WINDOWS\System32\CRYPTBASE.dll
0x760F0000 - 0x76148000 C:\WINDOWS\System32\bcryptPrimitives.dll
0x77D00000 - 0x77D26000 C:\WINDOWS\System32\IMM32.dll
0x73470000 - 0x73494000 C:\WINDOWS\SYSTEM32\WINMM.dll
0x73280000 - 0x732A3000 C:\WINDOWS\SYSTEM32\winmmbase.dll
0x58330000 - 0x5B2DF000 U:\IL2\CLIENT\IL-2 Modact 6.4\DINPUT.dll
0x75400000 - 0x75439000 C:\WINDOWS\System32\cfgmgr32.dll
0x62180000 - 0x621A7000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\selector\basefiles\dinput.dll
0x6D420000 - 0x6D4EF000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\verify.dll
0x6D250000 - 0x6D266000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\java.dll
0x6D3C0000 - 0x6D3CD000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
0x62120000 - 0x62178000 U:\IL2\CLIENT\IL-2 Modact 6.4\wrapper.dll
0x769B0000 - 0x77CFA000 C:\WINDOWS\System32\SHELL32.dll
0x75DE0000 - 0x75E68000 C:\WINDOWS\System32\shcore.dll
0x75B30000 - 0x75D8C000 C:\WINDOWS\System32\combase.dll
0x74900000 - 0x74EBA000 C:\WINDOWS\System32\windows.storage.dll
0x75D90000 - 0x75DD5000 C:\WINDOWS\System32\shlwapi.dll
0x74FE0000 - 0x74FEF000 C:\WINDOWS\System32\kernel.appcore.dll
0x76680000 - 0x76698000 C:\WINDOWS\System32\profapi.dll
0x75AD0000 - 0x75B15000 C:\WINDOWS\System32\powrprof.dll
0x74F60000 - 0x74F68000 C:\WINDOWS\System32\FLTLIB.DLL
0x65440000 - 0x65471000 U:\IL2\CLIENT\IL-2 Modact 6.4\DT.dll
0x62000000 - 0x620D9000 C:\WINDOWS\SYSTEM32\opengl32.dll
0x61FC0000 - 0x61FFF000 C:\WINDOWS\SYSTEM32\GLU32.dll
0x26D00000 - 0x26D0A000 U:\IL2\CLIENT\IL-2 Modact 6.4\pathfind.dll
0x26D10000 - 0x29BEA000 U:\IL2\CLIENT\IL-2 Modact 6.4\il2_corep4.dll
0x7C340000 - 0x7C396000 U:\IL2\CLIENT\IL-2 Modact 6.4\MSVCR71.dll
0x29BF0000 - 0x29C13000 U:\IL2\CLIENT\IL-2 Modact 6.4\jgl.dll
0x620F0000 - 0x62115000 U:\IL2\CLIENT\IL-2 Modact 6.4\SAS.dll
0x2A750000 - 0x2A78A000 U:\IL2\CLIENT\IL-2 Modact 6.4\il2_usgs2.dll
0x74F70000 - 0x74FD7000 C:\WINDOWS\System32\WS2_32.dll
0x2A7F0000 - 0x2A867000 U:\IL2\CLIENT\IL-2 Modact 6.4\mg_snd_sse.dll
0x61F80000 - 0x61FB9000 C:\WINDOWS\SYSTEM32\dinput8.dll
0x5B3D0000 - 0x5B42A000 C:\WINDOWS\SYSTEM32\inputhost.dll
0x63CF0000 - 0x63D7B000 C:\WINDOWS\SYSTEM32\CoreMessaging.dll
0x639B0000 - 0x63A86000 C:\WINDOWS\SYSTEM32\wintypes.dll
0x63A90000 - 0x63CED000 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll
0x714B0000 - 0x714D9000 C:\WINDOWS\SYSTEM32\ntmarta.dll
0x5CE20000 - 0x5CE2A000 C:\WINDOWS\SYSTEM32\HID.DLL
0x756A0000 - 0x75ACB000 C:\WINDOWS\System32\SETUPAPI.DLL
0x6F1F0000 - 0x6F212000 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x74FF0000 - 0x75037000 C:\WINDOWS\System32\WINTRUST.dll
0x76210000 - 0x7621E000 C:\WINDOWS\System32\MSASN1.dll
0x76490000 - 0x76626000 C:\WINDOWS\System32\CRYPT32.dll
0x66A90000 - 0x66B0C000 C:\WINDOWS\system32\uxtheme.dll
0x6D340000 - 0x6D348000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\net.dll
0x74660000 - 0x74668000 C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x72E40000 - 0x72E51000 C:\WINDOWS\system32\napinsp.dll
0x729F0000 - 0x72A06000 C:\WINDOWS\system32\pnrpnsp.dll
0x72940000 - 0x72953000 C:\WINDOWS\system32\NLAapi.dll
0x73D50000 - 0x73DA6000 C:\WINDOWS\System32\mswsock.dll
0x720E0000 - 0x7216E000 C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x75E70000 - 0x75E77000 C:\WINDOWS\System32\NSI.dll
0x74630000 - 0x74660000 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
0x717A0000 - 0x717AC000 C:\WINDOWS\System32\winrnr.dll
0x71780000 - 0x71791000 C:\WINDOWS\System32\wshbth.dll
0x750E0000 - 0x75224000 C:\WINDOWS\System32\MSCTF.dll
0x75040000 - 0x750D6000 C:\WINDOWS\System32\OLEAUT32.dll
0x66DE0000 - 0x66E03000 C:\WINDOWS\system32\dwmapi.dll
0x56710000 - 0x5832A000 C:\WINDOWS\SYSTEM32\nvoglv32.DLL
0x76220000 - 0x7631C000 C:\WINDOWS\System32\ole32.dll
0x74340000 - 0x7434F000 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x74350000 - 0x74358000 C:\WINDOWS\SYSTEM32\VERSION.dll
0x648D0000 - 0x64A21000 C:\WINDOWS\system32\nvspcap.dll
0x76200000 - 0x76206000 C:\WINDOWS\System32\PSAPI.DLL
0x73DB0000 - 0x73E60000 C:\WINDOWS\SYSTEM32\WINHTTP.dll
0x6F390000 - 0x6F3D2000 C:\WINDOWS\SYSTEM32\WINSTA.dll
0x61F50000 - 0x61F76000 C:\WINDOWS\system32\dinput.dll
0x61EC0000 - 0x61F41000 C:\WINDOWS\SYSTEM32\dsound.dll
0x74360000 - 0x743EF000 C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.17134.228_none_40fd37ce451407b3\COMCTL32.dll
0x75530000 - 0x755B3000 C:\WINDOWS\System32\clbcatq.dll
0x5B610000 - 0x5B66C000 C:\WINDOWS\System32\MMDevApi.dll
0x73E60000 - 0x73FE0000 C:\WINDOWS\System32\PROPSYS.dll
0x5B510000 - 0x5B60B000 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x60D00000 - 0x60D08000 C:\WINDOWS\SYSTEM32\AVRT.dll
0x63D80000 - 0x63DFD000 C:\WINDOWS\SYSTEM32\TextInputFramework.dll
0x5B430000 - 0x5B509000 C:\Windows\System32\Windows.UI.dll
0x61EA0000 - 0x61EB3000 U:\IL2\CLIENT\IL-2 Modact 6.4\il2ge\lib\mingw_crash_handler.dll
0x66240000 - 0x66318000 U:\IL2\CLIENT\IL-2 Modact 6.4\mgwhelp.dll
0x73FE0000 - 0x74162000 C:\WINDOWS\SYSTEM32\dbghelp.dll
0x732B0000 - 0x732D5000 C:\WINDOWS\SYSTEM32\dbgcore.DLL
0x76150000 - 0x76169000 C:\WINDOWS\System32\imagehlp.dll
Local Time = Tue Sep 04 11:18:54 2018
Elapsed Time = 91
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hotspot\jvm.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hpi.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\verify.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\java.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\DT.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\pathfind.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2_corep4.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\SAS.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2_usgs2.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\mg_snd_sse.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: dinput8.dll
LoadLibrary: imagehlp.dll
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
LoadLibrary: PSAPI.DLL
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x26cdb70b
Function name=Java_com_maddox_il2_engine_CfgFlagsEngine_Set
Library=U:\IL2\CLIENT\IL-2 Modact 6.4\il2_corep4.dll
Current Java thread:
at com.maddox.il2.engine.Landscape.isWater(Native Method)
at com.maddox.il2.engine.Landscape.isWater(Landscape.java:69)
at com.maddox.il2.ai.AirportStatic.make(AirportStatic.java:86)
at com.maddox.il2.objects.Statics._load(Statics.java:299)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:833)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:486)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Dynamic libraries:
0x00400000 - 0x0049A000 U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe
0x77B40000 - 0x77CD0000 C:\WINDOWS\SYSTEM32\ntdll.dll
0x773C0000 - 0x774A0000 C:\WINDOWS\System32\KERNEL32.DLL
0x771D0000 - 0x773B4000 C:\WINDOWS\System32\KERNELBASE.dll
0x6E870000 - 0x6E90D000 C:\WINDOWS\SYSTEM32\apphelp.dll
0x77790000 - 0x7791D000 C:\WINDOWS\System32\USER32.dll
0x76510000 - 0x76527000 C:\WINDOWS\System32\win32u.dll
0x76530000 - 0x76552000 C:\WINDOWS\System32\GDI32.dll
0x76170000 - 0x762D4000 C:\WINDOWS\System32\gdi32full.dll
0x74420000 - 0x7449D000 C:\WINDOWS\System32\msvcp_win.dll
0x76D80000 - 0x76E9E000 C:\WINDOWS\System32\ucrtbase.dll
0x75EE0000 - 0x75F58000 C:\WINDOWS\System32\ADVAPI32.dll
0x77920000 - 0x779DF000 C:\WINDOWS\System32\msvcrt.dll
0x766C0000 - 0x76704000 C:\WINDOWS\System32\sechost.dll
0x76600000 - 0x766C0000 C:\WINDOWS\System32\RPCRT4.dll
0x74400000 - 0x74420000 C:\WINDOWS\System32\SspiCli.dll
0x743F0000 - 0x743FA000 C:\WINDOWS\System32\CRYPTBASE.dll
0x77020000 - 0x77078000 C:\WINDOWS\System32\bcryptPrimitives.dll
0x760E0000 - 0x76106000 C:\WINDOWS\System32\IMM32.dll
0x70220000 - 0x731D1000 U:\IL2\CLIENT\IL-2 Modact 6.4\DINPUT.dll
0x00A20000 - 0x00A44000 C:\WINDOWS\SYSTEM32\WINMM.dll
0x00A50000 - 0x00A73000 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
0x764D0000 - 0x76509000 C:\WINDOWS\System32\cfgmgr32.dll
0x53DB0000 - 0x53DD7000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\selector\basefiles\dinput.dll
0x6D420000 - 0x6D4EF000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\verify.dll
0x6D250000 - 0x6D266000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\java.dll
0x6D3C0000 - 0x6D3CD000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
0x53D50000 - 0x53DA8000 U:\IL2\CLIENT\IL-2 Modact 6.4\wrapper.dll
0x74AE0000 - 0x75E2A000 C:\WINDOWS\System32\SHELL32.dll
0x77700000 - 0x77788000 C:\WINDOWS\System32\shcore.dll
0x774A0000 - 0x776FC000 C:\WINDOWS\System32\combase.dll
0x74520000 - 0x74ADA000 C:\WINDOWS\System32\windows.storage.dll
0x77080000 - 0x770C5000 C:\WINDOWS\System32\shlwapi.dll
0x76EA0000 - 0x76EAF000 C:\WINDOWS\System32\kernel.appcore.dll
0x770D0000 - 0x770E8000 C:\WINDOWS\System32\profapi.dll
0x762E0000 - 0x76325000 C:\WINDOWS\System32\powrprof.dll
0x75F60000 - 0x75F68000 C:\WINDOWS\System32\FLTLIB.DLL
0x65440000 - 0x65471000 U:\IL2\CLIENT\IL-2 Modact 6.4\DT.dll
0x536A0000 - 0x53779000 C:\WINDOWS\SYSTEM32\opengl32.dll
0x53D10000 - 0x53D4F000 C:\WINDOWS\SYSTEM32\GLU32.dll
0x024E0000 - 0x024EA000 U:\IL2\CLIENT\IL-2 Modact 6.4\pathfind.dll
0x26C50000 - 0x29B2A000 U:\IL2\CLIENT\IL-2 Modact 6.4\il2_corep4.dll
0x7C340000 - 0x7C396000 U:\IL2\CLIENT\IL-2 Modact 6.4\MSVCR71.dll
0x29B30000 - 0x29B53000 U:\IL2\CLIENT\IL-2 Modact 6.4\jgl.dll
0x53CE0000 - 0x53D05000 U:\IL2\CLIENT\IL-2 Modact 6.4\SAS.dll
0x29B70000 - 0x29BAA000 U:\IL2\CLIENT\IL-2 Modact 6.4\il2_usgs2.dll
0x744B0000 - 0x74517000 C:\WINDOWS\System32\WS2_32.dll
0x2A760000 - 0x2A7D7000 U:\IL2\CLIENT\IL-2 Modact 6.4\mg_snd_sse.dll
0x61AB0000 - 0x61AE9000 C:\WINDOWS\SYSTEM32\dinput8.dll
0x5C090000 - 0x5C0EA000 C:\WINDOWS\SYSTEM32\inputhost.dll
0x637B0000 - 0x6383B000 C:\WINDOWS\SYSTEM32\CoreMessaging.dll
0x636D0000 - 0x637A6000 C:\WINDOWS\SYSTEM32\wintypes.dll
0x63840000 - 0x63A9D000 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll
0x2C0C0000 - 0x2C0E9000 C:\WINDOWS\SYSTEM32\ntmarta.dll
0x5DAE0000 - 0x5DAEA000 C:\WINDOWS\SYSTEM32\HID.DLL
0x768F0000 - 0x76D1B000 C:\WINDOWS\System32\SETUPAPI.DLL
0x6FBE0000 - 0x6FC02000 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x768A0000 - 0x768E7000 C:\WINDOWS\System32\WINTRUST.dll
0x779E0000 - 0x779EE000 C:\WINDOWS\System32\MSASN1.dll
0x76330000 - 0x764C6000 C:\WINDOWS\System32\CRYPT32.dll
0x66930000 - 0x669AC000 C:\WINDOWS\system32\uxtheme.dll
0x6D340000 - 0x6D348000 U:\IL2\CLIENT\IL-2 Modact 6.4\bin\net.dll
0x74380000 - 0x74388000 C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x2CA70000 - 0x2CA81000 C:\WINDOWS\system32\napinsp.dll
0x2CA90000 - 0x2CAA6000 C:\WINDOWS\system32\pnrpnsp.dll
0x2CAB0000 - 0x2CAC3000 C:\WINDOWS\system32\NLAapi.dll
0x73B20000 - 0x73B76000 C:\WINDOWS\System32\mswsock.dll
0x2CAD0000 - 0x2CB5E000 C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x744A0000 - 0x744A7000 C:\WINDOWS\System32\NSI.dll
0x740A0000 - 0x740D0000 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
0x2A740000 - 0x2A74C000 C:\WINDOWS\System32\winrnr.dll
0x2CB60000 - 0x2CB71000 C:\WINDOWS\System32\wshbth.dll
0x76EB0000 - 0x76FF4000 C:\WINDOWS\System32\MSCTF.dll
0x76560000 - 0x765F6000 C:\WINDOWS\System32\OLEAUT32.dll
0x66C80000 - 0x66CA3000 C:\WINDOWS\system32\dwmapi.dll
0x51190000 - 0x52DAA000 C:\WINDOWS\SYSTEM32\nvoglv32.DLL
0x767A0000 - 0x7689C000 C:\WINDOWS\System32\ole32.dll
0x73B80000 - 0x73B88000 C:\WINDOWS\SYSTEM32\VERSION.dll
0x2CBF0000 - 0x2CBFF000 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x645F0000 - 0x64741000 C:\WINDOWS\system32\nvspcap.dll
0x75EC0000 - 0x75EC6000 C:\WINDOWS\System32\PSAPI.DLL
0x73D20000 - 0x73DD0000 C:\WINDOWS\SYSTEM32\WINHTTP.dll
0x6FAC0000 - 0x6FB02000 C:\WINDOWS\SYSTEM32\WINSTA.dll
0x53CB0000 - 0x53CD6000 C:\WINDOWS\system32\dinput.dll
0x61B40000 - 0x61BC1000 C:\WINDOWS\SYSTEM32\dsound.dll
0x73DD0000 - 0x73E5F000 C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.17134.228_none_40fd37ce451407b3\COMCTL32.dll
0x76710000 - 0x76793000 C:\WINDOWS\System32\clbcatq.dll
0x5C2D0000 - 0x5C32C000 C:\WINDOWS\System32\MMDevApi.dll
0x73530000 - 0x736B0000 C:\WINDOWS\System32\PROPSYS.dll
0x5C1D0000 - 0x5C2CB000 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x635C0000 - 0x635C8000 C:\WINDOWS\SYSTEM32\AVRT.dll
0x63AA0000 - 0x63B1D000 C:\WINDOWS\SYSTEM32\TextInputFramework.dll
0x5C0F0000 - 0x5C1C9000 C:\Windows\System32\Windows.UI.dll
0x53C90000 - 0x53CA3000 U:\IL2\CLIENT\IL-2 Modact 6.4\il2ge\lib\mingw_crash_handler.dll
0x66240000 - 0x66318000 U:\IL2\CLIENT\IL-2 Modact 6.4\mgwhelp.dll
0x73F10000 - 0x74092000 C:\WINDOWS\SYSTEM32\dbghelp.dll
0x00970000 - 0x00995000 C:\WINDOWS\SYSTEM32\dbgcore.DLL
0x77000000 - 0x77019000 C:\WINDOWS\System32\imagehlp.dll
Local Time = Wed Sep 05 13:34:40 2018
Elapsed Time = 92
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
[Sep 5, 2018 11:33:45 AM] ------------ BEGIN log session -------------
[11:33:45 AM] OpenGL provider: Opengl32.dll
[11:33:46 AM] OpenGL library:
[11:33:46 AM] Vendor: NVIDIA Corporation
[11:33:46 AM] Render: GeForce GT 740/PCIe/SSE2
[11:33:46 AM] Version: 4.6.0 NVIDIA 388.13
[11:33:46 AM] Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples 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_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions 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_filter_anisotropic 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_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_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_polygon_offset_clamp 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_shader_integer_mix 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_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_internalformat_sample_query 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_query_resource GL_NV_query_resource_tag 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_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[11:33:46 AM] Size: 1280x720
[11:33:46 AM] ColorBits: 32
[11:33:46 AM] DepthBits: 24
[11:33:46 AM] StencilBits: 8
[11:33:46 AM] isDoubleBuffered: true
[11:33:46 AM] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[11:33:46 AM]
[11:33:46 AM] *** Looking for Advanced CPU Instructions...
[11:33:46 AM] [x] PentiumPro
[11:33:46 AM] [x] Multimedia (MMX)
[11:33:46 AM] [x] 3D (SSE)
[11:33:46 AM] [x] 3D (SSE2)
[11:33:46 AM] [-] 3D (3DNow)
[11:33:46 AM] ColourBits 32, ABits 0, ZBits 24
[11:33:46 AM]
[11:33:46 AM] *** Looking for Render API Extensions ...
[11:33:46 AM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:33:46 AM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:33:46 AM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:33:46 AM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:33:46 AM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:33:46 AM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:33:46 AM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:33:46 AM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:33:46 AM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:33:46 AM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:33:46 AM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:33:46 AM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:33:46 AM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:33:46 AM]
[11:33:46 AM] Maximum texture size : 16384
[11:33:46 AM] Maximum simultaneous textures :4
[11:33:46 AM] MaxAnisotropic (1.0 = none) : 16.000000
[11:33:46 AM] Splash screen jpg file: GUI/splashscreen/16by9/dam_busters_operation_chastise.jpg
[11:33:46 AM] Creating splash screen TGA file: PaintSchemes/wide_Temp/splash.tga
[11:33:46 AM] TGA file creation return code: 0
[11:33:49 AM] AutoMounting SFS files from folder SFS_AUTO now...
[11:33:49 AM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[11:33:49 AM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[11:33:49 AM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[11:33:49 AM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[11:33:49 AM] AutoMounting SFS files from folder SFS_AUTO finished.
[11:33:49 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:33:49 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:33:57 AM] JPG Background: GUI/menu/wide_background_de.jpg
[11:34:03 AM] DOT RANGE line = mp_dotrange FRIENDLY DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[11:34:03 AM] DOT RANGE line = mp_dotrange FOE DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[11:34:06 AM] Initializing DirectSound playback device...
[11:34:06 AM] Primary buffer created.
[11:34:06 AM] Playback format is set : sampling rate = 44100, num channels = 2.
[11:34:06 AM] Not enought hardware buffers (0), hardware disabled
[11:34:06 AM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:34:06 AM] Default speaker config is : 1310724.
[11:34:06 AM] Direct sound audio device initialized successfully :
[11:34:06 AM] DX Version : 7
[11:34:06 AM] Hardware - disabled [buffers : 0]
[11:34:06 AM] Extensions - enabled :
[11:34:06 AM] EAX ver. 1 [ ] - disabled
[11:34:06 AM] EAX ver. 2 [ ] - disabled
[11:34:06 AM] EAX ver. 3 [ ] - disabled
[11:34:06 AM] I3D ver. 2 [ ] - disabled
[11:34:06 AM] ZoomFX [ ] - disabled
[11:34:06 AM] MacroFX [ ] - disabled
[11:34:06 AM] SIMD render [X]
[11:34:06 AM] num channels 32
[11:34:06 AM]
[11:34:13 AM] Loading mission Quick/Crimea/CrimeaBlueNoneN00.mis...
[11:34:22 AM] Detected Vertex Shaders 3.0.
[11:34:22 AM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[11:34:22 AM] Vertex texture units: 32
[11:34:22 AM]
[11:34:22 AM] INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/summer/LowLand_1.tga'
[11:34:22 AM] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/summer/LowLand_1.tga')
[11:34:22 AM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNIN'
[11:34:22 AM] WARNING: TLandscape::LoadMap('Crimea/load.ini') - errors in loading
[11:34:22 AM] Landscape 'Crimea/load.ini' loading error
[11:34:22 AM] java.lang.RuntimeException: Landscape 'Crimea/load.ini' loading error
[11:34:22 AM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[11:34:22 AM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[11:34:22 AM] at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
[11:34:22 AM] at com.maddox.il2.game.Mission._load(Mission.java:476)
[11:34:22 AM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:34:22 AM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:34:22 AM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:34:22 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:34:22 AM] at com.maddox.il2.game.Main.exec(Main.java:486)
[11:34:22 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:34:22 AM] Landscape 'Crimea/load.ini' loading error
[11:34:22 AM] java.lang.RuntimeException: Landscape 'Crimea/load.ini' loading error
[11:34:22 AM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[11:34:22 AM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[11:34:22 AM] at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
[11:34:22 AM] at com.maddox.il2.game.Mission._load(Mission.java:476)
[11:34:22 AM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[11:34:22 AM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[11:34:22 AM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:34:22 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:34:22 AM] at com.maddox.il2.game.Main.exec(Main.java:486)
[11:34:22 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:34:28 AM] Loading mission Quick/Crimea/CrimeaBlueNoneN00.mis...
[11:34:36 AM] Load bridges
[11:34:37 AM] Load static objects
[11:34:37 AM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[11:34:37 AM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[11:34:38 AM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
2018-09-05 13:33:08:084 (dinput.dll) : JVM Parameters injector activated
2018-09-05 13:33:08:105 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2018-09-05 13:33:08:108 (dinput.dll) : Adding JVM Option: -Xms444M
2018-09-05 13:33:08:109 (dinput.dll) : Adding JVM Option: -Xmx444M
2018-09-05 13:33:08:116 (dinput.dll) : Adding JVM Option: -Xss4096K
2018-09-05 13:33:08:118 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2018-09-05 13:33:08:120 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2018-09-05 13:33:08:122 (dinput.dll) : Checking duplicate JVM Options...
2018-09-05 13:33:08:124 (dinput.dll) : Checking mandatory JVM Options...
2018-09-05 13:33:08:126 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2018-09-05 13:33:08:128 (dinput.dll) : Adding JVM Option: -Xverify:none
2018-09-05 13:33:08:131 (dinput.dll) : Adding JVM Option: -Xcomp
2018-09-05 13:33:08:133 (dinput.dll) : Final JVM Option List:
2018-09-05 13:33:08:135 (dinput.dll) : -Xms444M
2018-09-05 13:33:08:136 (dinput.dll) : -Xmx444M
2018-09-05 13:33:08:139 (dinput.dll) : -Xss4096K
2018-09-05 13:33:08:140 (dinput.dll) : -XX:PermSize=64M
2018-09-05 13:33:08:143 (dinput.dll) : -XX:MaxPermSize=64M
2018-09-05 13:33:08:145 (dinput.dll) : -Djava.class.path=.
2018-09-05 13:33:08:151 (dinput.dll) : -Xverify:none
2018-09-05 13:33:08:153 (dinput.dll) : -Xcomp
2018-09-05 13:33:08:155 (dinput.dll) : IL-2 Process ID = 00005E1C
2018-09-05 13:33:08:157 (dinput.dll) : Starting Watchdog at U:\IL2\CLIENT\IL-2 Modact 6.4\bin\selector\basefiles\IL-2 Watchdog.exe 1
2018-09-05 13:33:08:220 (dinput.dll) : Watchdog process started.
2018-09-05 13:33:08:303 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2018-09-05 13:33:08:317 (watchdog) : IL-2 Parent Process Handle = 00000188, ID=00005E1C
2018-09-05 13:33:08:320 (watchdog) : IL-2 Watchdog started.
2018-09-05 13:33:08:323 (watchdog) : Splash Screen Mode = 1
2018-09-05 13:33:08:329 (watchdog) : Message Window Created.
2018-09-05 13:33:08:433 (watchdog) : Splash Screen Created.
2018-09-05 13:33:08:628 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2018-09-05 13:33:08:676 (wrapper) : ProcessAttach, attached Processes = 1
2018-09-05 13:33:08:679 (wrapper) : Calling GetCommandLineParams()
2018-09-05 13:33:08:682 (wrapper) : MODS Folder = "#SAS"
2018-09-05 13:33:08:684 (wrapper) : No FILES Folder set.
2018-09-05 13:33:08:687 (wrapper) : Calling LinkIl2fbExe()
2018-09-05 13:33:08:690 (wrapper) : Trying to link back to U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe through LoadLibrary()
2018-09-05 13:33:08:692 (wrapper) : Calling CreateModsFolderList()
2018-09-05 13:33:08:841 (wrapper) : Scanning #SAS folder took 135 milliseconds.
2018-09-05 13:33:08:851 (wrapper) : Total number of modded files = 387.
2018-09-05 13:33:08:854 (wrapper) : Calling SortList()
2018-09-05 13:33:08:861 (wrapper) : Sorting modded files list took 0.032 milliseconds.
2018-09-05 13:33:08:864 (wrapper) : Calling RemoveDuplicates()
2018-09-05 13:33:08:867 (wrapper) : Removing 0 Duplicates took 0.001 milliseconds.
2018-09-05 13:33:44:296 (wrapper) : ThreadAttach, attached Threads = 1
2018-09-05 13:33:44:305 (wrapper) : ThreadAttach, attached Threads = 2
2018-09-05 13:33:45:491 (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00101060
2018-09-05 13:33:45:504 (watchdog) : Activating IL-2 Main Window (0x00101060) using SwitchToThisWindow()
2018-09-05 13:33:45:620 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-05 13:33:45:623 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-05 13:33:45:627 (wrapper) : ThreadDetach, attached Threads = 3
2018-09-05 13:33:45:629 (wrapper) : ThreadDetach, attached Threads = 2
2018-09-05 13:33:45:754 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-05 13:33:45:872 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-05 13:33:45:885 (wrapper) : ThreadAttach, attached Threads = 5
2018-09-05 13:33:45:895 (wrapper) : ThreadAttach, attached Threads = 6
2018-09-05 13:33:46:263 (wrapper) : ThreadAttach, attached Threads = 7
2018-09-05 13:33:46:279 (wrapper) : ThreadAttach, attached Threads = 8
2018-09-05 13:33:46:290 (wrapper) : ThreadAttach, attached Threads = 9
2018-09-05 13:33:46:306 (wrapper) : ThreadAttach, attached Threads = 10
2018-09-05 13:33:46:496 (watchdog) : IL-2 Main Window (Handle: 0x00101060) is not Foreground Window yet (Foreground Window has Handle: 0x000307A6)
2018-09-05 13:33:47:518 (watchdog) : Activating IL-2 Main Window (0x00101060) using SwitchToThisWindow()
2018-09-05 13:33:48:509 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x00101060)
2018-09-05 13:34:06:447 (wrapper) : ThreadAttach, attached Threads = 11
2018-09-05 13:34:10:120 (wrapper) : ThreadAttach, attached Threads = 12
2018-09-05 13:34:11:651 (wrapper) : ThreadAttach, attached Threads = 13
2018-09-05 13:34:13:017 (wrapper) : ThreadAttach, attached Threads = 14
2018-09-05 13:34:13:043 (wrapper) : ThreadDetach, attached Threads = 13
2018-09-05 13:34:14:309 (wrapper) : ThreadAttach, attached Threads = 14
2018-09-05 13:34:14:323 (wrapper) : ThreadAttach, attached Threads = 15
2018-09-05 13:34:22:644 (wrapper) : ThreadAttach, attached Threads = 16
2018-09-05 13:34:22:648 (wrapper) : ThreadDetach, attached Threads = 15
2018-09-05 13:34:28:224 (wrapper) : ThreadAttach, attached Threads = 16
2018-09-05 13:34:28:227 (wrapper) : ThreadDetach, attached Threads = 15
2018-09-05 13:34:41:044 (wrapper) : ProcessDetach, attached Processes = 0
2018-09-05 13:34:41:054 (wrapper) : Total files opened = 68825
2018-09-05 13:34:41:061 (wrapper) : Total search time consumed = 0.079 milliseconds (0.000078506535 Seconds)
2018-09-05 13:34:41:067 (wrapper) : Search Time per File = 1.141 nanoseconds (0.000000001141 Seconds)
2018-09-05 13:34:41:072 (wrapper) : Average Search Iterations required per File = 6.4
2018-09-05 13:34:41:100 (dinput.dll) : JVM Parameters injector deactivated
Is this supposed to work in DBW as well!? Cos I just installed and I think the game looks better now but I maybe wrong. :-[ Thx eitherway. :)
Looks amazing, how to install it?
@SAS~Storebror: one last try with the forwarder:That's a bit confusing.
https://gitlab.com/vrresto/il2ge/-/jobs/95006426
il2ge.dll is now placed in the game root and dinput.dll just forwards to il2ge.dll without relative path - maybe that will work.
@SAS~Storebror: one last try with the forwarder:That's a bit confusing.
https://gitlab.com/vrresto/il2ge/-/jobs/95006426
il2ge.dll is now placed in the game root and dinput.dll just forwards to il2ge.dll without relative path - maybe that will work.
I guess dinput.dll and il2ge.dll go into root folder now?
In that case it works.
new shaders in 1946? pinch me I must be dreaming.
Im in love with the terrain, but im also curious whether theres a way to effect the planes themselves as well. But im beyond grateful that its as good as it is in the first place
keep it up!
A nicer solution of course would be, if support for il2ge was added into il2-selector.That's a piece of cake.
A nicer solution of course would be, if support for il2ge was added into il2-selector.That's a piece of cake.
For instance, I could modify the selector so that it looks whether there's an il2ge.dll either in it's own bin/selector/basefiles folder (in case we ship both tools together at some time) or in the il2ge/lib folder (as it is the case right now).
Of course in that case il2ge should not forward any calls to the selector's dinput.dll anymore, because otherwise we'll enter an endless loop (which I could try to fight from the selector's end, but with no guarantee of success).
Speaking about interaction of il2ge and selector, I'm wondering where the issue with the relative path between your dinput.dll stub and il2ge.dll was, given that calling the selector's dinput.dll apparently works, which if I'm not completely mistaken should involve the very same library loading process from relative path.
EXPORTS
DirectInputCreateA="il2ge.DirectInputCreateA"
did you mean loading il2ge.dll from selector's dinput.dll?Yes, except for that loop issue:
That would probably be the most elegant solution.
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hotspot\jvm.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\hpi.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\verify.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\java.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\DT.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\pathfind.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2_corep4.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\SAS.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\il2_usgs2.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\mg_snd_sse.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 Modact 6.4\bin\zip.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: wrapper.dll
LoadLibrary: dinput8.dll
LoadLibrary: dinput8.dll
2018-09-07 18:49:13:507 (dinput.dll) : JVM Parameters injector activated
2018-09-07 18:49:13:508 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2018-09-07 18:49:13:508 (dinput.dll) : Adding JVM Option: -Xms444M
2018-09-07 18:49:13:508 (dinput.dll) : Adding JVM Option: -Xmx444M
2018-09-07 18:49:13:509 (dinput.dll) : Adding JVM Option: -Xss4096K
2018-09-07 18:49:13:509 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2018-09-07 18:49:13:509 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2018-09-07 18:49:13:509 (dinput.dll) : Checking duplicate JVM Options...
2018-09-07 18:49:13:510 (dinput.dll) : Checking mandatory JVM Options...
2018-09-07 18:49:13:510 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2018-09-07 18:49:13:510 (dinput.dll) : Adding JVM Option: -Xverify:none
2018-09-07 18:49:13:510 (dinput.dll) : Adding JVM Option: -Xcomp
2018-09-07 18:49:13:510 (dinput.dll) : Final JVM Option List:
2018-09-07 18:49:13:510 (dinput.dll) : -Xms444M
2018-09-07 18:49:13:510 (dinput.dll) : -Xmx444M
2018-09-07 18:49:13:510 (dinput.dll) : -Xss4096K
2018-09-07 18:49:13:511 (dinput.dll) : -XX:PermSize=64M
2018-09-07 18:49:13:511 (dinput.dll) : -XX:MaxPermSize=64M
2018-09-07 18:49:13:511 (dinput.dll) : -Djava.class.path=.
2018-09-07 18:49:13:511 (dinput.dll) : -Xverify:none
2018-09-07 18:49:13:511 (dinput.dll) : -Xcomp
2018-09-07 18:49:13:511 (dinput.dll) : IL-2 Process ID = 00001010
2018-09-07 18:49:13:511 (dinput.dll) : Starting Watchdog at U:\IL2\CLIENT\IL-2 Modact 6.4\bin\selector\basefiles\IL-2 Watchdog.exe 1
2018-09-07 18:49:13:526 (dinput.dll) : Watchdog process started.
2018-09-07 18:49:13:532 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated
2018-09-07 18:49:13:532 (dinput.dll) : Checking IL-2 Graphics Extender Availability...
2018-09-07 18:49:13:533 (dinput.dll) : Trying U:\IL2\CLIENT\IL-2 Modact 6.4\il2ge.dll
2018-09-07 18:49:13:533 (dinput.dll) : il2ge.dll found, loading library.
2018-09-07 18:49:13:534 (dinput.dll) : IL-2 Graphics Extender loaded successfully.
2018-09-07 18:49:13:534 (dinput.dll) : Injecting JVM Parameters
2018-09-07 18:49:13:543 (watchdog) : IL-2 Parent Process Handle = 00000168, ID=00001010
2018-09-07 18:49:13:544 (watchdog) : IL-2 Watchdog started.
2018-09-07 18:49:13:544 (watchdog) : Splash Screen Mode = 1
2018-09-07 18:49:13:546 (watchdog) : Message Window Created.
2018-09-07 18:49:13:554 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2018-09-07 18:49:13:558 (wrapper) : ProcessAttach, attached Processes = 1
2018-09-07 18:49:13:559 (wrapper) : Calling GetCommandLineParams()
2018-09-07 18:49:13:559 (wrapper) : MODS Folder = "#SAS"
2018-09-07 18:49:13:559 (wrapper) : No FILES Folder set.
2018-09-07 18:49:13:559 (wrapper) : Calling LinkIl2fbExe()
2018-09-07 18:49:13:560 (wrapper) : Trying to link back to U:\IL2\CLIENT\IL-2 Modact 6.4\il2fb.exe through LoadLibrary()
2018-09-07 18:49:13:560 (wrapper) : Calling CreateModsFolderList()
2018-09-07 18:49:13:562 (wrapper) : Scanning #SAS folder took 2 milliseconds.
2018-09-07 18:49:13:562 (wrapper) : Total number of modded files = 381.
2018-09-07 18:49:13:562 (wrapper) : Calling SortList()
2018-09-07 18:49:13:562 (wrapper) : Sorting modded files list took 0.039 milliseconds.
2018-09-07 18:49:13:562 (wrapper) : Calling RemoveDuplicates()
2018-09-07 18:49:13:562 (wrapper) : Removing 0 Duplicates took 0.001 milliseconds.
2018-09-07 18:49:13:649 (watchdog) : Splash Screen Created.
2018-09-07 18:49:16:284 (wrapper) : ThreadAttach, attached Threads = 1
2018-09-07 18:49:16:286 (wrapper) : ThreadAttach, attached Threads = 2
2018-09-07 18:49:16:495 (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00030C2C
2018-09-07 18:49:16:503 (watchdog) : Activating IL-2 Main Window (0x00030C2C) using SwitchToThisWindow()
2018-09-07 18:49:16:567 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-07 18:49:16:571 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-07 18:49:16:581 (wrapper) : ThreadDetach, attached Threads = 3
2018-09-07 18:49:16:594 (wrapper) : ThreadDetach, attached Threads = 2
2018-09-07 18:49:16:594 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-07 18:49:16:595 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-07 18:49:16:601 (wrapper) : ThreadDetach, attached Threads = 3
2018-09-07 18:49:16:601 (wrapper) : ThreadDetach, attached Threads = 2
2018-09-07 18:49:16:601 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-07 18:49:16:836 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-07 18:49:17:058 (wrapper) : ThreadAttach, attached Threads = 5
2018-09-07 18:49:17:079 (wrapper) : ThreadAttach, attached Threads = 6
2018-09-07 18:49:17:081 (wrapper) : ThreadAttach, attached Threads = 7
2018-09-07 18:49:17:144 (dinput.dll) : DirectInputCreateA
2018-09-07 18:49:17:151 (wrapper) : ThreadAttach, attached Threads = 8
2018-09-07 18:49:17:152 (dinput.dll) : DirectInputCreateA
2018-09-07 18:49:17:196 (wrapper) : ThreadAttach, attached Threads = 9
2018-09-07 18:49:17:210 (wrapper) : ThreadAttach, attached Threads = 10
2018-09-07 18:49:17:238 (wrapper) : ThreadAttach, attached Threads = 11
2018-09-07 18:49:17:247 (wrapper) : ThreadAttach, attached Threads = 12
2018-09-07 18:49:17:268 (wrapper) : ThreadAttach, attached Threads = 13
2018-09-07 18:49:17:512 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x00030C2C)
2018-09-07 18:49:38:747 (wrapper) : ThreadAttach, attached Threads = 14
2018-09-07 18:49:41:053 (wrapper) : ThreadAttach, attached Threads = 15
2018-09-07 18:49:41:835 (wrapper) : ThreadDetach, attached Threads = 14
2018-09-07 18:49:41:897 (wrapper) : ThreadDetach, attached Threads = 13
2018-09-07 18:49:41:898 (wrapper) : ThreadDetach, attached Threads = 12
2018-09-07 18:49:41:899 (wrapper) : ThreadDetach, attached Threads = 11
2018-09-07 18:49:42:218 (wrapper) : ThreadDetach, attached Threads = 10
2018-09-07 18:49:42:298 (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00030C2C
2018-09-07 18:49:42:298 (watchdog) : IL-2 main window (handle 0x00030C2C) disappeared, checking process status.
2018-09-07 18:49:42:371 (wrapper) : ProcessDetach, attached Processes = 0
2018-09-07 18:49:42:371 (wrapper) : Total files opened = 67567
2018-09-07 18:49:42:371 (wrapper) : Total search time consumed = 0.051 milliseconds (0.000051032723 Seconds)
2018-09-07 18:49:42:371 (wrapper) : Search Time per File = 0.755 nanoseconds (0.000000000755 Seconds)
2018-09-07 18:49:42:371 (wrapper) : Average Search Iterations required per File = 6.5
2018-09-07 18:49:42:376 (dinput.dll) : JVM Parameters injector deactivated
i2ge was waiting for jvm.dll to be loaded, which apparently already happened before il2ge was loadedYep that works, thanks a lot.
But I think I can work with that.
If I'm not mistaken, you load il2ge before calling JniCreateJavaVM.
Works: https://gitlab.com/vrresto/il2ge/-/jobs/95769309 8)
Storebror, I was wondering what can we, BAT end users, do now in order to have this new great feature? shall we download exe 3.4.1 and something else or what? sorry to bother you......
2018-09-08 16:27:54:007 (dinput.dll) : JVM Parameters injector activated
2018-09-08 16:27:54:008 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2018-09-08 16:27:54:008 (dinput.dll) : Adding JVM Option: -Xms444M
2018-09-08 16:27:54:008 (dinput.dll) : Adding JVM Option: -Xmx444M
2018-09-08 16:27:54:008 (dinput.dll) : Adding JVM Option: -Xss4096K
2018-09-08 16:27:54:008 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2018-09-08 16:27:54:008 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2018-09-08 16:27:54:009 (dinput.dll) : Checking duplicate JVM Options...
2018-09-08 16:27:54:009 (dinput.dll) : Checking mandatory JVM Options...
2018-09-08 16:27:54:009 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2018-09-08 16:27:54:009 (dinput.dll) : Adding JVM Option: -Xverify:none
2018-09-08 16:27:54:009 (dinput.dll) : Adding JVM Option: -Xcomp
2018-09-08 16:27:54:009 (dinput.dll) : Final JVM Option List:
2018-09-08 16:27:54:009 (dinput.dll) : -Xms444M
2018-09-08 16:27:54:009 (dinput.dll) : -Xmx444M
2018-09-08 16:27:54:009 (dinput.dll) : -Xss4096K
2018-09-08 16:27:54:009 (dinput.dll) : -XX:PermSize=64M
2018-09-08 16:27:54:009 (dinput.dll) : -XX:MaxPermSize=64M
2018-09-08 16:27:54:010 (dinput.dll) : -Djava.class.path=.
2018-09-08 16:27:54:010 (dinput.dll) : -Xverify:none
2018-09-08 16:27:54:010 (dinput.dll) : -Xcomp
2018-09-08 16:27:54:010 (dinput.dll) : IL-2 Process ID = 000021B8
2018-09-08 16:27:54:010 (dinput.dll) : Starting Watchdog at U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\selector\basefiles\IL-2 Watchdog.exe 1
2018-09-08 16:27:54:023 (dinput.dll) : Watchdog process started.
2018-09-08 16:27:54:024 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated
2018-09-08 16:27:54:024 (dinput.dll) : Checking IL-2 Graphics Extender Availability...
2018-09-08 16:27:54:024 (dinput.dll) : Trying U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll
2018-09-08 16:27:54:024 (dinput.dll) : il2ge.dll found, loading library.
2018-09-08 16:27:54:025 (dinput.dll) : IL-2 Graphics Extender loaded successfully, trying to call Init() method...
2018-09-08 16:27:54:025 (dinput.dll) : Init() method found, calling it now.
2018-09-08 16:27:54:042 (watchdog) : IL-2 Parent Process Handle = 0000019C, ID=000021B8
2018-09-08 16:27:54:042 (watchdog) : IL-2 Watchdog started.
2018-09-08 16:27:54:042 (watchdog) : Splash Screen Mode = 1
2018-09-08 16:27:54:044 (watchdog) : Message Window Created.
2018-09-08 16:27:54:145 (watchdog) : Splash Screen Created.
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\hotspot\jvm.dll
Loading bin\selector\basefiles\dinput.dll ...
Success.
-----------------------------------------------------------
*** il2ge.dll initialization ***
ERROR: IL2GE was NOT loaded by IL-2 Selector.
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Error occurred on Saturday, September 8, 2018 at 16:27:54.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=5c902800 edi=00000178
eip=77cebd4c esp=0019f374 ebp=0019f3e4 iopl=0 nv up ei pl nz na po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00000206
AddrPC Params
77CEBD4C 00000164 00000178 FFFFFFFF C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
5C7D23D8 5C924060 5C903141 00000009 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll!printBacktracePrivate [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 207]
5C7D17C8 5C924060 5C9036A8 0000002E U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll!abort [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 287]
5C7D394D 00412829 00000000 00215000 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll!il2ge_init [/builds/vrresto/il2ge/loader/src/main.cpp @ 136]
724417BE 0019FCB0 0019FCAC 004253BC U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\selector\basefiles\dinput.dll!SAS_CreateJavaVM [u:\sources\vs2k17\c++\il-2 selector\2018-09-07\dinput\dinput.cpp @ 326]
324: }
325: TRACE(L"Init() method found, calling it now.\r\n");
> 326: Il2geInit();
327: break;
328: }
00402240 00000000 00000000 00000000 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
-----------------------------------------------------------
*** il2ge.dll initialization ***
ERROR: IL2GE was NOT loaded by IL-2 Selector.
-----------------------------------------------------------
Aborted.
current thread: 0x174
waiting for backtrace thread to finish ...
target thread: 0x174
-----------------------------------------------------------
*** il2ge.dll process attach ***
IL2GE was loaded by IL-2 Selector.
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\hpi.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\verify.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\java.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2fb.exe
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\DT.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\pathfind.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2_corep4.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2_usgs2.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\mg_snd_sse.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\zip.dll
-----------------------------------------------------------
Assertion failed: 0
File: /builds/vrresto/il2ge/core_wrapper/main.cpp:86
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
-----------------------------------------------------------
I went back as you advised and tried both versions several times.
I can remove them and the game will start, but in both cases, the game is crashing on start. Am I missing any settings that need to be activated?
Micah
There should be a file called il2ge_all.log - could you post that?
*** il2ge.dll initialization ***
IL2GE was loaded by IL-2 Selector.
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\hpi.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\verify.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\java.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2fb.exe
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\DT.dll
*** Library **** DT **** Loaded *** 102
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\pathfind.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2_corep4.dll
*** il2_core wrapper initialisation ***
IL2GE: enable dump: 0
core wrapper library: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2ge.dll
il2ge/cache/atmosphere_map is up to date.
core wrapper library: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2ge.dll
il2ge/cache/curvature_map is up to date.
registerMetaClass: com.maddox.il2.engine.Sun
method: setNative
registerMetaClass: com.maddox.il2.engine.Renders
method: PrePreRenders
method: PostPreRenders
method: PostRenders
registerMetaClass: com.maddox.il2.engine.Render
method: transform3f
method: transform3fInv
method: transformVirt3f
method: prepareStates
method: clearStates
method: flush
method: shadows
method: drawBeginTriangleLists
method: drawEnd
method: drawTriangleList___3FIII_3II
method: drawTriangleList___3F_3II_3II
method: vertexArraysTransformAndLock
method: vertexArraysUnLock
registerMetaClass: com.maddox.il2.engine.Landscape
method: cPreRender
method: cRender0
method: cRender1
method: cLoadMap
method: cUnloadMap
registerMetaClass: com.maddox.il2.engine.Camera
method: SetCameraPos
method: SetOrtho2D
method: SetViewportCrop
method: SetFOV
*** il2_core wrapper initialisation finished ***
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
RTS Version 2.2
getExport: _Java_com_maddox_il2_engine_GObj_version@8
Core Version 2.0
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2_usgs2.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\mg_snd_sse.dll
getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
getExport: _Java_com_maddox_sound_BaseObject_libInit@12
getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
Sound: Native library (build 1.1, target - P IV) loaded.
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\zip.dll
getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
jgl => LoadLibrary: dx8wrap.dll
-----------------------------------------------------------
Assertion failed: 0
File: /builds/vrresto/il2ge/core_wrapper/main.cpp:86
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
Hi Mike,
Cheers for that, thought it might be a memory problem,
Will fire up the big one and give it a go .
Will confirm success tomorrow, missis is watching come dancing
Can't interfere with that!
cheers edc1 (stan)
There should be a file called il2ge_all.log - could you post that?
No problem! Should have included it before.Code: [Select]*** il2ge.dll initialization ***
IL2GE was loaded by IL-2 Selector.
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\hpi.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\verify.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\java.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2fb.exe
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\DT.dll
*** Library **** DT **** Loaded *** 102
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\pathfind.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2_corep4.dll
*** il2_core wrapper initialisation ***
IL2GE: enable dump: 0
core wrapper library: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2ge.dll
il2ge/cache/atmosphere_map is up to date.
core wrapper library: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2ge.dll
il2ge/cache/curvature_map is up to date.
registerMetaClass: com.maddox.il2.engine.Sun
method: setNative
registerMetaClass: com.maddox.il2.engine.Renders
method: PrePreRenders
method: PostPreRenders
method: PostRenders
registerMetaClass: com.maddox.il2.engine.Render
method: transform3f
method: transform3fInv
method: transformVirt3f
method: prepareStates
method: clearStates
method: flush
method: shadows
method: drawBeginTriangleLists
method: drawEnd
method: drawTriangleList___3FIII_3II
method: drawTriangleList___3F_3II_3II
method: vertexArraysTransformAndLock
method: vertexArraysUnLock
registerMetaClass: com.maddox.il2.engine.Landscape
method: cPreRender
method: cRender0
method: cRender1
method: cLoadMap
method: cUnloadMap
registerMetaClass: com.maddox.il2.engine.Camera
method: SetCameraPos
method: SetOrtho2D
method: SetViewportCrop
method: SetFOV
*** il2_core wrapper initialisation finished ***
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
RTS Version 2.2
getExport: _Java_com_maddox_il2_engine_GObj_version@8
Core Version 2.0
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\il2_usgs2.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\mg_snd_sse.dll
getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
getExport: _Java_com_maddox_sound_BaseObject_libInit@12
getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
Sound: Native library (build 1.1, target - P IV) loaded.
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\Users\Fresco\Desktop\Rising_Sun_412.2\IL-2 Sturmovik 1946\bin\zip.dll
getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
jgl => LoadLibrary: dx8wrap.dll
-----------------------------------------------------------
Assertion failed: 0
File: /builds/vrresto/il2ge/core_wrapper/main.cpp:86
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
It works on an intel intgrated GPU, so I guess it shouldn't run out of memory on a discrete card - not sure though.Intel GPU uses shared memory and even on mediocre systems, the limit for the shared memory is usually in the 4GB range.
DirectX mode - that won't work - you need to use OpenGL mode.Good catch.
In case of BAT, copy the contents of "#SAS" folder across your module folders "#DOF3", "#TGA3", "#WAW3" and "#JTW3".I still have a lot of 'old' mods in my #SAS folder.
-----------------------------------------------------------
*** il2ge.dll initialization ***
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\hpi.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\verify.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\java.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2fb.exe
LoadLibrary: C:\!Juegos\IL2 1946 BAT\DT.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\pathfind.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2_corep4.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2_usgs2.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\mg_snd_sse.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\DINPUT.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\zip.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
-----------------------------------------------------------
Assertion failed: wgl_wrapper::isMainContextCurrent()
File: /builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp:191
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
-----------------------------------------------------------
*** il2ge.dll initialization ***
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\hpi.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\verify.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\java.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2fb.exe
LoadLibrary: C:\!Juegos\IL2 1946 BAT\DT.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\pathfind.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2_corep4.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2_usgs2.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\mg_snd_sse.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\zip.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
-----------------------------------------------------------
Assertion failed: wgl_wrapper::isMainContextCurrent()
File: /builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp:191
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
-----------------------------------------------------------
*** il2ge.dll initialization ***
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\hpi.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\verify.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\java.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2fb.exe
LoadLibrary: C:\!Juegos\IL2 1946 BAT\DT.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\pathfind.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2_corep4.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\il2_usgs2.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\mg_snd_sse.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\DINPUT.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\!Juegos\IL2 1946 BAT\bin\zip.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
-----------------------------------------------------------
Assertion failed: wgl_wrapper::isMainContextCurrent()
File: /builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp:191
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
I followed the steps and installed both Selector and the GE download, but when I test any mission scenario, the game crashes and closes when the loading hits 100%.Log or it didn't happen 8)
Any chance it will work on up3rc4?Let me forward this question to slibenli with the relevant logs.
2018-09-09 15:27:27:378 (dinput.dll) : JVM Parameters injector activated
2018-09-09 15:27:27:383 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2018-09-09 15:27:27:386 (dinput.dll) : Adding JVM Option: -Xms444M
2018-09-09 15:27:27:389 (dinput.dll) : Adding JVM Option: -Xmx444M
2018-09-09 15:27:27:391 (dinput.dll) : Adding JVM Option: -Xss4096K
2018-09-09 15:27:27:394 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2018-09-09 15:27:27:397 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2018-09-09 15:27:27:400 (dinput.dll) : Checking duplicate JVM Options...
2018-09-09 15:27:27:402 (dinput.dll) : Checking mandatory JVM Options...
2018-09-09 15:27:27:405 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2018-09-09 15:27:27:407 (dinput.dll) : Adding JVM Option: -Xverify:none
2018-09-09 15:27:27:409 (dinput.dll) : Adding JVM Option: -Xcomp
2018-09-09 15:27:27:412 (dinput.dll) : Final JVM Option List:
2018-09-09 15:27:27:414 (dinput.dll) : -Xms444M
2018-09-09 15:27:27:417 (dinput.dll) : -Xmx444M
2018-09-09 15:27:27:419 (dinput.dll) : -Xss4096K
2018-09-09 15:27:27:422 (dinput.dll) : -XX:PermSize=64M
2018-09-09 15:27:27:424 (dinput.dll) : -XX:MaxPermSize=64M
2018-09-09 15:27:27:427 (dinput.dll) : -Djava.class.path=.
2018-09-09 15:27:27:429 (dinput.dll) : -Xverify:none
2018-09-09 15:27:27:432 (dinput.dll) : -Xcomp
2018-09-09 15:27:27:434 (dinput.dll) : IL-2 Process ID = 000037E8
2018-09-09 15:27:27:437 (dinput.dll) : Starting Watchdog at E:\IL2\Ultrapack 3\bin\selector\basefiles\IL-2 Watchdog.exe 1
2018-09-09 15:27:27:447 (dinput.dll) : Watchdog process started.
2018-09-09 15:27:27:458 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated
2018-09-09 15:27:27:461 (watchdog) : IL-2 Parent Process Handle = 0000016C, ID=000037E8
2018-09-09 15:27:27:464 (watchdog) : IL-2 Watchdog started.
2018-09-09 15:27:27:467 (watchdog) : Splash Screen Mode = 1
2018-09-09 15:27:27:472 (watchdog) : Message Window Created.
2018-09-09 15:27:27:461 (dinput.dll) : OpenGL Mode detected, checking IL-2 Graphics Extender Availability...
2018-09-09 15:27:27:507 (dinput.dll) : Trying E:\IL2\Ultrapack 3\il2ge.dll
2018-09-09 15:27:27:510 (dinput.dll) : il2ge.dll found, loading library.
2018-09-09 15:27:27:514 (dinput.dll) : IL-2 Graphics Extender loaded successfully, trying to call Init() method...
2018-09-09 15:27:27:519 (dinput.dll) : Init() method found, calling it now.
2018-09-09 15:27:27:523 (dinput.dll) : Injecting JVM Parameters
2018-09-09 15:27:27:545 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2018-09-09 15:27:27:553 (wrapper) : ProcessAttach, attached Processes = 1
2018-09-09 15:27:27:561 (wrapper) : Calling GetCommandLineParams()
2018-09-09 15:27:27:568 (wrapper) : MODS Folder = "#UP#"
2018-09-09 15:27:27:572 (wrapper) : No FILES Folder set.
2018-09-09 15:27:27:575 (wrapper) : Calling LinkIl2fbExe()
2018-09-09 15:27:27:579 (wrapper) : Trying to link back to E:\IL2\Ultrapack 3\il2fb.exe through LoadLibrary()
2018-09-09 15:27:27:582 (wrapper) : Calling CreateModsFolderList()
2018-09-09 15:27:27:605 (wrapper) : Scanning #UP# folder took 19 milliseconds.
2018-09-09 15:27:27:609 (wrapper) : Total number of modded files = 7273.
2018-09-09 15:27:27:612 (wrapper) : Calling SortList()
2018-09-09 15:27:27:617 (wrapper) : Sorting modded files list took 0.969 milliseconds.
2018-09-09 15:27:27:621 (wrapper) : Calling RemoveDuplicates()
2018-09-09 15:27:27:625 (wrapper) : Removing 908 Duplicates took 0.044 milliseconds.
2018-09-09 15:27:27:578 (watchdog) : Splash Screen Created.
2018-09-09 15:27:29:942 (wrapper) : ThreadAttach, attached Threads = 1
2018-09-09 15:27:29:948 (wrapper) : ThreadAttach, attached Threads = 2
2018-09-09 15:27:30:127 (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00201484
2018-09-09 15:27:30:160 (watchdog) : Activating IL-2 Main Window (0x00201484) using SwitchToThisWindow()
2018-09-09 15:27:30:181 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-09 15:27:30:185 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-09 15:27:30:196 (wrapper) : ThreadDetach, attached Threads = 3
2018-09-09 15:27:30:199 (wrapper) : ThreadDetach, attached Threads = 2
2018-09-09 15:27:30:203 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-09 15:27:30:206 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-09 15:27:30:217 (wrapper) : ThreadDetach, attached Threads = 3
2018-09-09 15:27:30:221 (wrapper) : ThreadDetach, attached Threads = 2
2018-09-09 15:27:30:226 (wrapper) : ThreadAttach, attached Threads = 3
2018-09-09 15:27:30:460 (wrapper) : ThreadAttach, attached Threads = 4
2018-09-09 15:27:30:683 (wrapper) : ThreadAttach, attached Threads = 5
2018-09-09 15:27:30:702 (wrapper) : ThreadAttach, attached Threads = 6
2018-09-09 15:27:30:709 (wrapper) : ThreadAttach, attached Threads = 7
2018-09-09 15:27:30:810 (wrapper) : ThreadAttach, attached Threads = 8
2018-09-09 15:27:30:859 (wrapper) : ThreadAttach, attached Threads = 9
2018-09-09 15:27:30:885 (wrapper) : ThreadAttach, attached Threads = 10
2018-09-09 15:27:30:916 (wrapper) : ThreadAttach, attached Threads = 11
2018-09-09 15:27:30:928 (wrapper) : ThreadAttach, attached Threads = 12
2018-09-09 15:27:30:952 (wrapper) : ThreadAttach, attached Threads = 13
2018-09-09 15:27:31:148 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x00201484)
2018-09-09 15:27:35:209 (wrapper) : ThreadAttach, attached Threads = 14
2018-09-09 15:27:36:840 (wrapper) : ThreadAttach, attached Threads = 15
2018-09-09 15:27:59:923 (wrapper) : ThreadAttach, attached Threads = 16
2018-09-09 15:27:59:928 (wrapper) : ThreadAttach, attached Threads = 17
2018-09-09 15:29:37:251 (wrapper) : ThreadAttach, attached Threads = 18
2018-09-09 15:29:37:256 (wrapper) : ThreadDetach, attached Threads = 17
2018-09-09 15:30:09:849 (wrapper) : ThreadAttach, attached Threads = 18
2018-09-09 15:30:09:857 (wrapper) : ThreadDetach, attached Threads = 17
2018-09-09 15:30:10:029 (wrapper) : ThreadAttach, attached Threads = 18
2018-09-09 15:30:10:034 (wrapper) : ThreadDetach, attached Threads = 17
2018-09-09 15:30:10:346 (wrapper) : ThreadAttach, attached Threads = 18
2018-09-09 15:30:10:350 (wrapper) : ThreadDetach, attached Threads = 17
2018-09-09 15:30:10:613 (wrapper) : ThreadAttach, attached Threads = 18
2018-09-09 15:30:10:617 (wrapper) : ThreadDetach, attached Threads = 17
2018-09-09 15:30:13:098 (wrapper) : ThreadDetach, attached Threads = 16
2018-09-09 15:30:13:168 (wrapper) : ThreadDetach, attached Threads = 15
2018-09-09 15:30:13:177 (wrapper) : ThreadDetach, attached Threads = 14
2018-09-09 15:30:13:186 (wrapper) : ThreadDetach, attached Threads = 13
2018-09-09 15:30:13:493 (wrapper) : ThreadDetach, attached Threads = 12
2018-09-09 15:30:13:564 (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00201484
2018-09-09 15:30:13:571 (watchdog) : IL-2 main window (handle 0x00201484) disappeared, checking process status.
2018-09-09 15:30:13:660 (wrapper) : ProcessDetach, attached Processes = 0
2018-09-09 15:30:13:664 (wrapper) : Total files opened = 89811
2018-09-09 15:30:13:667 (wrapper) : Total search time consumed = 1.990 milliseconds (0.001989668701 Seconds)
2018-09-09 15:30:13:670 (wrapper) : Search Time per File = 22.154 nanoseconds (0.000000022154 Seconds)
2018-09-09 15:30:13:674 (wrapper) : Average Search Iterations required per File = 7.5
2018-09-09 15:30:13:686 (dinput.dll) : JVM Parameters injector deactivated
-----------------------------------------------------------
*** il2ge.dll initialization ***
LoadLibrary: E:\IL2\Ultrapack 3\bin\hpi.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\verify.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\java.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: E:\IL2\Ultrapack 3\il2fb.exe
LoadLibrary: E:\IL2\Ultrapack 3\DT.dll
LoadLibrary: E:\IL2\Ultrapack 3\pathfind.dll
LoadLibrary: E:\IL2\Ultrapack 3\il2corSSE4.dll
LoadLibrary: E:\IL2\Ultrapack 3\il2_usgs2.dll
LoadLibrary: E:\IL2\Ultrapack 3\mg_snd_sse.dll
LoadLibrary: E:\IL2\Ultrapack 3\jgl.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: E:\IL2\Ultrapack 3\ScreenMode.dll
LoadLibrary: dinput8.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\zip.dll
LoadLibrary: Opengl32.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
LoadLibrary: E:\IL2\Ultrapack 3\DINPUT.dll
-----------------------------------------------------------
*** il2ge.dll initialization ***
LoadLibrary: E:\IL2\Ultrapack 3\bin\hpi.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\verify.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\java.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: E:\IL2\Ultrapack 3\il2fb.exe
LoadLibrary: E:\IL2\Ultrapack 3\DT.dll
*** Library **** DT **** Loaded *** 102
LoadLibrary: E:\IL2\Ultrapack 3\pathfind.dll
LoadLibrary: E:\IL2\Ultrapack 3\il2corSSE4.dll
RTS Version 2.2
Core Version 2.0
LoadLibrary: E:\IL2\Ultrapack 3\il2_usgs2.dll
LoadLibrary: E:\IL2\Ultrapack 3\mg_snd_sse.dll
Sound: Native library (build 1.1, target - P IV) loaded.
LoadLibrary: E:\IL2\Ultrapack 3\jgl.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: E:\IL2\Ultrapack 3\ScreenMode.dll
ScreenMode Library Version 0.01 loaded successfully.
LoadLibrary: dinput8.dll
LoadLibrary: E:\IL2\Ultrapack 3\bin\zip.dll
LOGFILE=log.lst
LOG=1
LoadLibrary: Opengl32.dll
Initializing Random Number Generator, Seed=5789100653265978474
Using new TrackIR: true
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 970/PCIe/SSE2
Version: 4.6.0 NVIDIA 399.07
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_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_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_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 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_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent 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: 2560x1440
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
LoadLibrary: dinput8.dll
LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
TrackIRWin create(), useNewTrackIR=true, createSuccess=false
LoadLibrary: E:\IL2\Ultrapack 3\DINPUT.dll
*** IL-2 Selector 3.4.2.0 Build 18090901 loaded ***
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE4)
[x] 3D (SSE4)
[-] 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
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/MidAir.mat'
WARNING: object '3DO/Effects/TEXTURES/MidAir.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
AutoMounting SFS files from folder SFS_UP now...
Trying to AutoMount SFS_UP\3D Upgrade P-51.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Cockpits_01.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Cockpits_02.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Cockpits_03.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Cockpits_04.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Cockpits_05.SFS... mounted successfully!
Trying to AutoMount SFS_UP\GJE52 Buildings.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Jeronimo Cowlings, Props and Wheels.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Ordnance 3D and Texture Upgrade.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Patch Pack.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Paulo Hirth Sounds.SFS... mounted successfully!
Trying to AutoMount SFS_UP\Screenshot Props.SFS... mounted successfully!
AutoMounting SFS files from folder SFS_UP finished.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 6.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1
Enhanced FPS Counter Recent Reset Timeout = 10000 milliseconds.
Enhanced FPS Logging deactivated.
setTimeofDay(12.0) called from com.maddox.il2.ai.World.resetGameCreate(World.java:784)
startTimeofDay = 43200
Loading mission Quick/Normandy/NormandyBlueNoneN00.mis...
setTimeOfDayConstant(false) called from com.maddox.il2.game.Mission.loadMain(Mission.java:859)
setTimeofDay(10.0) called from com.maddox.il2.game.Mission.loadMain(Mission.java:860)
startTimeofDay = 36000
Loading mission.mis defined airfields...
Loaded camouflage: ETO
Loading map.ini defined airfields...
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32
PBuffer: suitable formats: 12
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 12
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *700129368*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
Searching for missing resources...
Done!
dotRangeFriendly set(-1.0, -1.0, -1.0, 5.0, -1.0, -1.0): dot=14000.0, color=6000.0, type=6000.0, name=5.0, id=6000.0, range=6000.0
Loading RRR objects resources data...
Done.
Mission: Quick/Normandy/NormandyBlueNoneN00.mis is Playing
Start Recording: records/2018-9-9_13-29-42_Quick_Normandy_NormandyBlueNoneN00.mis.ntrk
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
warning: no files : music/inflight
Stop Recording: records/2018-9-9_13-29-42_Quick_Normandy_NormandyBlueNoneN00.mis.ntrk
setTimeofDay(12.0) called from com.maddox.il2.ai.World.resetGameCreate(World.java:784)
startTimeofDay = 43200
Before GC, Memory: total(465305600) free(393122360)
After GC, Memory: total(465305600) free(419483480)
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0, Vert 0, Ind 0
WARNING: * Buf1 : Obj: 221, Vert 13670, Ind 33522
WARNING: * Buf2 : Obj: 0, Vert 0, Ind 0
-----------------------------------------------------------
*** il2ge.dll initialization ***
LoadLibrary: E:\IL-2 Sturmovik 1946\bin\hpi.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\bin\verify.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\bin\java.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\il2fb.exe
LoadLibrary: E:\IL-2 Sturmovik 1946\DT.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\pathfind.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\il2_corep4.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\il2_usgs2.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\mg_snd_sse.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: E:\IL-2 Sturmovik 1946\bin\zip.dll
LoadLibrary: dinput8.dll
-----------------------------------------------------------
Assertion failed: wgl_wrapper::isMainContextCurrent()
File: /builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp:191
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
Can anybody give me some install instructions? The readme just says TODO and the mod doesn't seem to be working on my game.
Hi Storebror,
you had right, I had water=4 in my conf.ini.
Setting it to 0 solved the problem.
As you say, this mod is a tremendous improvement in visuals at long distance. However, it has some issues that should be revised:
- It improves very much the visibility at long distance, although I think that the overall appearance is a bit too whitish, as in overexposed pictures.
- At least in my config, water doesn't look very good. It shows too rough reflexes and a geometric texture.
Some objects show changes in illumination that make them not to blend very well with the landscape (see the grey rectangle at the bottom of the picture). The white dots in the river are too invasive, too.
I've tried a stormy mission. Under non-extended graphics, the ground and sea are almost obscured by the heavy clouds shadows. However, using Graphic Extender, the sea shows reflexes as if there were no clouds at all:
Finally, I've observed that some objects are not concealed by the ground relief when flying at low altitudes. For example, in Reno map, which is quite hilly and has a lot of trees and bushes, the vegetation can be seen behind the hills as if they were transparent. I don't include pics because the effect is only noticeable when the image is moving.
Appart from these issues, it is a wonderful mod that can lead IL-2 to a new era!! Congratulations to Slibenli and Storebror for the hard work put here!!!
I'd like to add another (kinda) bug in this, that may just be an unintended consequence of the ability of the mod to load extended distances:
The map no longer has land extending from it's land boundary. It's encircled completely by water. This isn't a problem on Pacific islands maps, but on maps where the edge of the map is land (like Berlin in the screenshot), it's a tad immersion breaking. Just figured I'd put it out there:
Otherwise, the visuals are awesome. I look forward to how this progresses!
Installation procedure:
1.) Extract Selector 3.4.2 (https://www.sas1946.com/main/index.php/topic,16403.0.html) to your game directory.
You may want to skip il2fb.ini in order to keep your old selector settings.
Make sure to run Selector.exe once after extraction to choose and apply your settings.
install instructions? I'll write something today or tomorrow.Slibelni, you are just a prestidigitator, your Il2 Landscape Sur (sorry, this new mod properties is perceived as a work of art, ,so, sur le paysage or Il2 Paysage Le Sur) very impressive! Many thanx! ]hello2[ ]thumleft[ ]cheers[ ]salut[
What kind of graphics card do you have?
I have an Hp Notebook pavillon series G of 2011Hm...
See: Just as little can I guess your GPU.
]cheers[
Mike
And just as a sidenote, my engine uses petrol and you still didn't tell us your GPU, just the momory of it.
This mod requires "perfect" settings?
I'm getting severely high second hand embarrassment reading the posts...]clown[ ]bootyshake[ ]laughing7[ ]laughing9[ ]thefinger[
tree line moves along with motion of the aircraftNow that's what I call a true invention.
This mod requires "perfect" settings?
Eh... no.
Perfect mode should be no requirement.
Did you keep the "water=0" setting in mind?I'm getting severely high second hand embarrassment reading the posts...]clown[ ]bootyshake[ ]laughing7[ ]laughing9[ ]thefinger[
]cheers[
Mike
tree line moves along with motion of the aircraftNow that's what I call a true invention.
We germans would have won the war if we've had that in time.
]cheers[
Mike
creating shader program: sky
creating shader program: terrain_cdlod
creating shader program: invisible
getExport: _Java_com_maddox_il2_engine_LightPoint_clearRender@8
getExport: _Java_com_maddox_il2_engine_Landscape_cRenderBridgeRoad@36
getExport: _Java_com_maddox_il2_engine_Landscape_cRender1@12
getExport: _Java_com_maddox_opengl_gl_GetError@8
getExport: _Java_com_maddox_il2_engine_EffClouds_Render@12
getExport: _Java_com_maddox_il2_engine_HierMesh_Render@12
getExport: _Java_com_maddox_il2_engine_Landscape_getDynamicFogAlpha@8
getExport: _Java_com_maddox_il2_engine_Landscape_getDynamicFogRGB@8
getExport: _Java_com_maddox_il2_engine_LightPoint_setOffset@20
getExport: _Java_com_maddox_opengl_Provider_SetPauseProfile@12
getExport: _Java_com_maddox_il2_engine_Landscape_HQRoadTypeHere@16
getExport: _Java_com_maddox_il2_engine_Landscape_cHmax@16
getExport: _Java_com_maddox_sound_Acoustics_jniSetOrientation@36
getExport: _Java_com_maddox_sound_Acoustics_jniSetPosition@36
getExport: _Java_com_maddox_sound_SoundListener_jniSetOrientation@32
getExport: _Java_com_maddox_sound_SoundListener_jniSetPosition@32
getExport: _Java_com_maddox_sound_SoundListener_jniSetVelocity@20
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
getExport: _Java_com_maddox_il2_engine_Landscape_cHQ_1Air@16
warning: no files : music/inflight
getExport: _Java_com_maddox_il2_engine_Landscape_cRayHitHQ@20
getExport: _Java_com_maddox_il2_engine_Eff3D_Render@12
Time overflow (60): speed 0.20661157
getExport: _Java_com_maddox_il2_engine_Eff3D_Finish@12
-----------------------------------------------------------
*** il2ge.dll initialization ***
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\bin\hpi.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\bin\verify.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\bin\java.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\il2fb.exe
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\DT.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\pathfind.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\il2_corep4.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\il2_usgs2.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\mg_snd_sse.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\fPrograms\IL-2 Sturmovik\v4.12.2m - Modact 5.3\bin\zip.dll
LoadLibrary: dinput8.dll
What kind of graphics card do you have?
I have an Hp Notebook pavillon series G of 2011.
It should have an AMD Radeon video card
around 30% of the time I start a new flight, the game's graphics will freeze within 5 seconds. While il2ge.log displays no indication of an error, il2ge_all.log does.Can't see no error in il2ge_all.log.
Either Vega is missing the AMD Driver for his GPU or didn't run the program in Admin mode... OR, it REALLY doesn't have an additional Intel/AMD GPU...We found out meanwhile that it's not AMD at all:
It's a first generation Intel HD Graphics solution, equivalent to the GMA5700M.
Strictly DirectX in case of IL-2 and therefore a no go with il2ge.
Sorry but the download link just dumps me back to the above reply No 161.... :)
Thanks for the update, slibenli.
regarding the first "bug" you list in your readme: "terrain artifacts (e.g. appears lower than it acually is)":
After trying your Il2ge on different maps, I think this "bug" greatly improves some of them, i.e. those with terrain >1000m ASL.
At these higher altitudes, standard Il2 performs poorly, rendering mountain & hill-tops as far too angular. So, if you could somehow retain part of this "bug", as a terrain smoothing option, it could be a help rather than a hindrance. I note this bug can reduce the mountains' max. height, but that reduction is very slight indeed, and only noticeable via the floating trees. The bug's far greater effect is to smooth the shape of the mountains or hills, and that is an improvement our higher altitude maps could do with.
f_f (map modder)
...and this one is especially for the one-eyed ignorants from the shallow end of the genepool (the ones being addressed know who I mean :P):
(https://c2.staticflickr.com/2/1869/44640613062_f54a2c68e2_c.jpg) (https://c2.staticflickr.com/2/1869/44640613062_8f604028a2_o.png)
The collision detection routines could be overridden I guess. That's part of the java code though I belive (SAS~Storebror?).Partly yes, partly no.
I was sarcastically hinting at something different: Go to any YT-video that was taken at hight altitude (e.g. from a baloon) and wach a certain group spam it with comments similar to mine.
Well - maybe don't, if you don't want to lose your faith in humanity. ;)
Do we have earthflatters among us? Mankind has no future.
Hi Slibenli
regarding your reply above: "...Otherwise collision detection will produce seemingly wrong results ...."
yes - understood. But I was thinking that maybe your smoothed topography could be retained in the distance only, e.g. >5km from the observer. Beyond such a distance, we couldnt properly see the roads, trees etc, anyway.
More importantly of course: good to hear you are beating this bug! Il2GE will be the best thing yet.
f_f
The collision detection routines could be overridden I guess. That's part of the java code though I belive (SAS~Storebror?).Partly yes, partly no.
General speaking, the collision routines which are part of java have no clue about the way the actual rendering takes place.
In Java, it's just a map of vectors spanning planes, which either collide with other planes/vectors or not.
There's other collision routines inside il2core.dll which are supposed to take renders into account, such as light beam collision detection or more general, visibility checks.
]cheers[
Mike
Are these vectors/planes obtained from il2core, respectively does the java code directly read from the height map?Yes they are.
public static native int getPixelMapT(int i, int j);
public static native void setPixelMapT(int i, int j, int k);
public static native int getPixelMapH(int i, int j);
public static native void setPixelMapH(int i, int j, int k);
private static final native boolean isWater(float f1, float f2);
public static final native int estimateNoWater(int i, int j, int k);
public static final native int getSizeXpix();
public static final native int getSizeYpix();
private static final native float cH(float f1, float f2);
private static final native float cHmax(float f1, float f2);
private static final native float cHmin(float f1, float f2);
private static final native float cHQ_Air(float f1, float f2);
private static final native float cHQ_forestHeightHere(float f1, float f2);
public static final native int HQRoadTypeHere(float f1, float f2);
private static final native float cHQ(float f1, float f2);
private static final native void cEQN(float[] af);
public static native int getFogAverageRGBA();
public static native float getDynamicFogAlpha();
public static native int getDynamicFogRGB();
public static native int getFogRGBA(float f1, float f2, float f3);
public static native int ComputeVisibilityOfLandCells(float f1, int i, int j, int k, int l, int m, int n, int o, int p, int[] ai);
public static native int Compute2DBoundBoxOfVisibleLand(float f1, int i, int j, float[] af);
public static native void MarkStaticActorsCells(int i, int j, int k, int l, int m, int[] ai);
public static native void MarkActorCellWithTrees(int i, int j, int k, int[] ai, int l);
private static native boolean cIsCubeUpdated();
private static native void cSetRoadsFunDrawing(boolean flag);
private static native void cPreRender(float f1, boolean flag, float[] af);
private static native int cRender0(int i);
private static native void cRender1(int i);
private static native boolean cLoadMap(String paramString, int[] ai, int i, boolean flag);
private static native void cUnloadMap();
private static native void cRenderBridgeRoad(int i, int j, int k, int l, int m, int n, float f);
private static native int cRefBeg(int i);
private static native int cRefEnd();
private static native boolean cRayHitHQ(float[] af1, float[] af2, float[] af3);
private static native void setAstronomic(int i, int j, int k, float f1, float f2);
I've updated the readme: https://gitlab.com/vrresto/il2ge/blob/master/README.md
Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/97619406/artifacts/download
I've updated the readme: https://gitlab.com/vrresto/il2ge/blob/master/README.md
Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/97619406/artifacts/download
I welcome you after installing the mod according to the instructions I have when downloading companies fly to the desktop ???
OK finally installed into my CUP version (I renamed the included #SAS folder to #WAW which holds my Mods i'm guessing thats correct?) all the rest went into my Main IL2 folder. Looks fab I gotta say!! Only thing I saw was loads of artifacts running off into the distance on my Narvik map? Amazing job mate!!
Not keen on the water textures tho - especially rivers. Would using Carsmasters water mod sort this on water=0??
Mick
[HotKey game]
Shift F12=ScreenShot
error == GL_NO_ERROR || error == GL_INVALID_VALUE File: /builds/vrresto/il2ge/_modules/render_util/src/shader.cpp:258
Good day at the start of any company I have a flight to the desktop all installed according to the instructions ?Code: [Select]error == GL_NO_ERROR || error == GL_INVALID_VALUE File: /builds/vrresto/il2ge/_modules/render_util/src/shader.cpp:258
const float sea_roughness = 0.8;
Good day at the start of any company I have a flight to the desktop all installed according to the instructions ?Code: [Select]error == GL_NO_ERROR || error == GL_INVALID_VALUE File: /builds/vrresto/il2ge/_modules/render_util/src/shader.cpp:258
I added some more log output to better diagnose the problem.
Included in the latest build: https://gitlab.com/vrresto/il2ge/-/jobs/100414253/artifacts/download
*** il2ge.dll initialization ***
Build: 100414253
Commit: 31e14fdd25c44eb6a4f0dad8ea48f12fd9829960
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\hpi.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\verify.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\java.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2fb.exe
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\DT.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\pathfind.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2_corep4.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2_usgs2.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\mg_snd_sse.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\zip.dll
LoadLibrary: dinput8.dll
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Error occurred on Sunday, September 23, 2018 at 00:07:12.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=53469800 edi=00000970
eip=7735bd4c esp=0019f150 ebp=0019f1c0 iopl=0 nv up ei pl nz ac po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200216
AddrPC Params
7735BD4C 00000154 00000970 FFFFFFFF C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
533323D8 5348C060 5346A141 00000009 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!printBacktracePrivate [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 207]
533317C8 534696C0 5347557D 0000000A C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!abort [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 287]
5336257D 054DFB50 249BD2CC 0019F354 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!create [/builds/vrresto/il2ge/_modules/render_util/src/shader.cpp @ 254]
53362A8F 0019F6BC 0019F3EC 0019F3F8 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!?? [/builds/vrresto/il2ge/_modules/render_util/src/shader.cpp @ 125]
533643FF 0019F6EC 0019F6BC 0E7AEB7C C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!createShaderProgram [/usr/lib/gcc/i686-w64-mingw32/7.3-win32/include/c++/ext/new_allocator.h @ 136]
533741DD 0019F790 0E7AEB7C 00000001 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!createTerrainRenderer [/builds/vrresto/il2ge/_modules/render_util/src/terrain_util.cpp @ 53]
5334799F 0019F880 0019F880 0E7AEB30 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/core/map.cpp @ 71]
53337EF7 0019F880 022D960C 022D96B0 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!loadMap [/usr/lib/gcc/i686-w64-mingw32/7.3-win32/include/c++/bits/unique_ptr.h @ 825]
53337888 0019F880 0019F908 00000000 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!loadMap [/builds/vrresto/il2ge/core_wrapper/core/core.cpp @ 144]
53345684 022D960C 0019F8F0 0019F908 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!cLoadMap [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_Landscape.cpp @ 71]
04386569 00000001 0000035A 80004E48
0437D35C 0000000F 00000005 00000001
0437CE46 0000000F 00000005 80004E48
0437669C 841CB588 842BE688 7FFF02F8
0436E81B 00000001 841CB588 842BE7B0
0436DC37 00000001 841CB588 842BE7B0
0436DAC5 7FFF0158 02B00482 00000000
0436C905 022DD2CC 0019FA64 02000001
042DAB2D 80F286B0 0019FAB4 000000B8
03C33E08 00000001 F0D68D98 F0D68D68
03C2AD96 00000000 EF7AC788 022D9588
6D4DB41C 0019FB00 0019FC5C 0000000A C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBC4 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC54 0019FBAC C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 022D960C 0019FC54 00000000 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 022D9588 022D974C 24746DA8 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 022D960C 022D974C 24746DA8 C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 00000048 00000000 00000080 C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
773435EC 00000000 00000000 00000000 C:\WINDOWS\SYSTEM32\ntdll.dll!RtlRunOnceExecuteOnce
Good day at the start of any company I have a flight to the desktop all installed according to the instructions ?Code: [Select]error == GL_NO_ERROR || error == GL_INVALID_VALUE File: /builds/vrresto/il2ge/_modules/render_util/src/shader.cpp:258
I added some more log output to better diagnose the problem.
Included in the latest build: https://gitlab.com/vrresto/il2ge/-/jobs/100414253/artifacts/downloadCode: [Select]*** il2ge.dll initialization ***
Build: 100414253
Commit: 31e14fdd25c44eb6a4f0dad8ea48f12fd9829960
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\hpi.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\verify.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\java.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2fb.exe
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\DT.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\pathfind.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2_corep4.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2_usgs2.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\mg_snd_sse.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\zip.dll
LoadLibrary: dinput8.dll
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Error occurred on Sunday, September 23, 2018 at 00:07:12.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=53469800 edi=00000970
eip=7735bd4c esp=0019f150 ebp=0019f1c0 iopl=0 nv up ei pl nz ac po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200216
AddrPC Params
7735BD4C 00000154 00000970 FFFFFFFF C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
533323D8 5348C060 5346A141 00000009 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!printBacktracePrivate [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 207]
533317C8 534696C0 5347557D 0000000A C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!abort [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 287]
5336257D 054DFB50 249BD2CC 0019F354 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!create [/builds/vrresto/il2ge/_modules/render_util/src/shader.cpp @ 254]
53362A8F 0019F6BC 0019F3EC 0019F3F8 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!?? [/builds/vrresto/il2ge/_modules/render_util/src/shader.cpp @ 125]
533643FF 0019F6EC 0019F6BC 0E7AEB7C C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!createShaderProgram [/usr/lib/gcc/i686-w64-mingw32/7.3-win32/include/c++/ext/new_allocator.h @ 136]
533741DD 0019F790 0E7AEB7C 00000001 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!createTerrainRenderer [/builds/vrresto/il2ge/_modules/render_util/src/terrain_util.cpp @ 53]
5334799F 0019F880 0019F880 0E7AEB30 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/core/map.cpp @ 71]
53337EF7 0019F880 022D960C 022D96B0 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!loadMap [/usr/lib/gcc/i686-w64-mingw32/7.3-win32/include/c++/bits/unique_ptr.h @ 825]
53337888 0019F880 0019F908 00000000 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!loadMap [/builds/vrresto/il2ge/core_wrapper/core/core.cpp @ 144]
53345684 022D960C 0019F8F0 0019F908 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!cLoadMap [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_Landscape.cpp @ 71]
04386569 00000001 0000035A 80004E48
0437D35C 0000000F 00000005 00000001
0437CE46 0000000F 00000005 80004E48
0437669C 841CB588 842BE688 7FFF02F8
0436E81B 00000001 841CB588 842BE7B0
0436DC37 00000001 841CB588 842BE7B0
0436DAC5 7FFF0158 02B00482 00000000
0436C905 022DD2CC 0019FA64 02000001
042DAB2D 80F286B0 0019FAB4 000000B8
03C33E08 00000001 F0D68D98 F0D68D68
03C2AD96 00000000 EF7AC788 022D9588
6D4DB41C 0019FB00 0019FC5C 0000000A C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBC4 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC54 0019FBAC C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 022D960C 0019FC54 00000000 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 022D9588 022D974C 24746DA8 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 022D960C 022D974C 24746DA8 C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 00000048 00000000 00000080 C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
773435EC 00000000 00000000 00000000 C:\WINDOWS\SYSTEM32\ntdll.dll!RtlRunOnceExecuteOnce
I wish somebody very soon will be able to solve the water problem and maybe in the future we could have even better texture than now without this new mod. at the moment the water resolution seems the biggest flaw, but I'm sure the solution is just behind the corner...
Installed but I don't get the same effect......... should I put water 4 in conf ini?
No Just bat linebacker, Is it includer in it?
Inviato dal mio iPhone utilizzando Tapatalk
Hi, according BAT manuals, water mod by Carsmaster is included in BAT (at least in Dawn of Flight module).Same problem here....... I long to have the same water as others with this great mod...
However, it seems that there must be some conflict anywhere, since this is what I get after the last graphic extender built:
Map: Coral Sea (sorry for the historic inaccuracy, but I wanted to try a map with a lot of water).
....
Is there any other conf.ini parameter that can produce this conflict? The last pictures provided by slibenli don't show all the artifacts that I observe in my install after activating graphic extender.
Good day at the start of any company I have a flight to the desktop all installed according to the instructions ?Code: [Select]error == GL_NO_ERROR || error == GL_INVALID_VALUE File: /builds/vrresto/il2ge/_modules/render_util/src/shader.cpp:258
I added some more log output to better diagnose the problem.
Included in the latest build: https://gitlab.com/vrresto/il2ge/-/jobs/100414253/artifacts/downloadCode: [Select]getExport: _Java_com_maddox_il2_engine_Mat_tgaInfo@16
getExport: _Java_com_maddox_il2_engine_Mat_LoadTextureAsArrayFromTga@32
getExport: _Java_com_maddox_opengl_gl_DeleteTextures@16
getExport: _Java_com_maddox_il2_engine_Render_clearStates@8
getExport: _Java_com_maddox_opengl_gl_Color4f@24
getExport: _Java_com_maddox_opengl_gl_DepthMask@12
getExport: _Java_com_maddox_opengl_gl_TexEnvi@20
getExport: _Java_com_maddox_opengl_gl_BindTexture@16
getExport: _Java_com_maddox_opengl_gl_Begin@12
getExport: _Java_com_maddox_opengl_gl_TexCoord2f@16
getExport: _Java_com_maddox_opengl_gl_Vertex3f@20
getExport: _Java_com_maddox_opengl_gl_End@8
getExport: _Java_com_maddox_il2_engine_Render_drawBeginLines@12
getExport: _Java_com_maddox_il2_engine_Render_drawLines@32
getExport: _Java_com_maddox_il2_engine_Render_drawEnd@8
getExport: _Java_com_maddox_sound_Preset_jniDestroy@12
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
getExport: _Java_com_maddox_il2_engine_Landscape_setAstronomic@28
getExport: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
load map: Kurland/load.ini
SFS wrapper: clearing 0 redirections.
creating shader program: terrain_cdlod
glAttachShader() failed for program terrain_cdlod
gl error: GL_INVALID_OPERATION
-----------------------------------------------------------
Aborted.
current thread: 0xa44
waiting for backtrace thread to finish ...
target thread: 0xa44Code: [Select]*** il2ge.dll initialization ***
Build: 100414253
Commit: 31e14fdd25c44eb6a4f0dad8ea48f12fd9829960
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\hpi.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\verify.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\java.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2fb.exe
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\DT.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\pathfind.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2_corep4.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2_usgs2.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\mg_snd_sse.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\zip.dll
LoadLibrary: dinput8.dll
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Error occurred on Sunday, September 23, 2018 at 00:07:12.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=53469800 edi=00000970
eip=7735bd4c esp=0019f150 ebp=0019f1c0 iopl=0 nv up ei pl nz ac po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200216
AddrPC Params
7735BD4C 00000154 00000970 FFFFFFFF C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
533323D8 5348C060 5346A141 00000009 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!printBacktracePrivate [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 207]
533317C8 534696C0 5347557D 0000000A C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!abort [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 287]
5336257D 054DFB50 249BD2CC 0019F354 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!create [/builds/vrresto/il2ge/_modules/render_util/src/shader.cpp @ 254]
53362A8F 0019F6BC 0019F3EC 0019F3F8 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!?? [/builds/vrresto/il2ge/_modules/render_util/src/shader.cpp @ 125]
533643FF 0019F6EC 0019F6BC 0E7AEB7C C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!createShaderProgram [/usr/lib/gcc/i686-w64-mingw32/7.3-win32/include/c++/ext/new_allocator.h @ 136]
533741DD 0019F790 0E7AEB7C 00000001 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!createTerrainRenderer [/builds/vrresto/il2ge/_modules/render_util/src/terrain_util.cpp @ 53]
5334799F 0019F880 0019F880 0E7AEB30 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/core/map.cpp @ 71]
53337EF7 0019F880 022D960C 022D96B0 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!loadMap [/usr/lib/gcc/i686-w64-mingw32/7.3-win32/include/c++/bits/unique_ptr.h @ 825]
53337888 0019F880 0019F908 00000000 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!loadMap [/builds/vrresto/il2ge/core_wrapper/core/core.cpp @ 144]
53345684 022D960C 0019F8F0 0019F908 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!cLoadMap [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_Landscape.cpp @ 71]
04386569 00000001 0000035A 80004E48
0437D35C 0000000F 00000005 00000001
0437CE46 0000000F 00000005 80004E48
0437669C 841CB588 842BE688 7FFF02F8
0436E81B 00000001 841CB588 842BE7B0
0436DC37 00000001 841CB588 842BE7B0
0436DAC5 7FFF0158 02B00482 00000000
0436C905 022DD2CC 0019FA64 02000001
042DAB2D 80F286B0 0019FAB4 000000B8
03C33E08 00000001 F0D68D98 F0D68D68
03C2AD96 00000000 EF7AC788 022D9588
6D4DB41C 0019FB00 0019FC5C 0000000A C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBC4 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC54 0019FBAC C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 022D960C 0019FC54 00000000 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 022D9588 022D974C 24746DA8 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 022D960C 022D974C 24746DA8 C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 00000048 00000000 00000080 C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
773435EC 00000000 00000000 00000000 C:\WINDOWS\SYSTEM32\ntdll.dll!RtlRunOnceExecuteOnce
I forgot to say: the new log output is in i2ge_all.log.
-----------------------------------------------------------
*** il2ge.dll initialization ***
Build: 100585063
Commit: 19c237d3cbbe1c5d9e884c957ecd5ca4825759b2
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\hpi.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\verify.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\java.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2fb.exe
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\DT.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\pathfind.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2_corep4.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2_usgs2.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\mg_snd_sse.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\jgl.dll
LoadLibrary: dinput8.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\net.dll
LoadLibrary: ws2_32.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\ScreenMode.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\zip.dll
LoadLibrary: dinput8.dll
LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
LoadLibrary: U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\DINPUT.dll
-----------------------------------------------------------
Assertion failed: wgl_wrapper::isMainContextCurrent()
File: /builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp:169
-----------------------------------------------------------
Aborted.
-----------------------------------------------------------
Error occurred on Monday, September 24, 2018 at 07:28:46.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=5ea59800 edi=0000125c
eip=771bbd4c esp=0019f420 ebp=0019f490 iopl=0 nv up ei pl nz ac pe nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200212
AddrPC Params
771BBD4C 00000154 0000125C FFFFFFFF C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
5E9223D8 5EA7C060 5EA5A141 00000009 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll!printBacktracePrivate [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 207]
5E9217C8 5EA7C060 0019F536 00000001 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll!abort [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 287]
5E921A95 5EA5B8D4 5EA5B874 000000A9 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll!_assert [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 314]
5E929F60 00000000 00000000 00000200 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll!wrap_glViewport [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp @ 169]
26D6A273 298B1A90 0223D2B8 20CD8900 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2_corep4.dll!Java_com_maddox_il2_engine_CfgFlagsEngine_Set
26D8BDB8 0223D33C 0019F6F8 00000000 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2_corep4.dll!Java_com_maddox_il2_engine_Landscape_cRender0
5E9359C6 0223D33C 0019F6F8 00000000 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2ge.dll!cRender0 [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_Landscape.cpp @ 45]
028F3020 20CD92B8 028F1D8D 00000000
028F0B3A 00000000 06360FF0 0019F72C
028F0B3A 00000000 00000000 00000000
028F0AEA 07B8E2B8 0635D510 0019F788
028F0AEA 07B8E2B8 0019F7AC 20C8F6D5
028F0AEA 00004500 00000011 00000000
028F0AEA 00000000 062FFF38 0635FB98
028F0AEA 00000000 00000000 00000000
028F0BB2 0639EA98 0639F148 0019F88C
028F0B3A 00000000 0639EA98 0639F148
028F0B3A 00000000 0639EA98 0639F148
028F0AEA 0639EA98 0639F148 00000001
028F0AEA 00000000 00000000 0639F148
028F0AEA 00000000 00000000 06360418
03F4A5C9 00000001 22A6E848 21A48DE8
03F413D6 00000000 20DFFD98 0223D2B8
6D4DB41C 0019FB00 0019FC5C 0000000A U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBC4 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC54 0019FBAC U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0223D33C 0019FC54 00000000 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 0223D2B8 0223DC7C 3C83AB68 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 0223D33C 0223DC7C 3C83AB68 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 022B1B6C 00000000 00000000 U:\IL2\CLIENT\IL-2 BAT 3.4 Linebacker\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
0223D33C 00000000 00000000 00000000
There seems to be some conflict between il2ge and BAT currently indeed.
CTD at 100% mission load with "water=4".
Hi Slibenli I finally figured out the screenshot saga (I hadnt realised they saved to my main IL2 folder I was looking in 'my computer') - this is the artifacts on the Narvik map I mentioned, not sure if its GE or just the end of the map? Water still looks 'funny' to me even with the latest version???? I have carsmasters installed and water=0
Cheers
Mick
Code: [Select]creating shader program: terrain_cdlod
glAttachShader() failed for program terrain_cdlod
gl error: GL_INVALID_OPERATION
With textures from Stock 4.12.2 and il2ge, BAT crashes when loading a mission.
il2ge_all.log is here: https://pastebin.com/raw/gBGcdPb0
]cheers[
Mike
All the same does not workCode: [Select]creating shader program: terrain_cdlod
glAttachShader() failed for program terrain_cdlod
gl error: GL_INVALID_OPERATION
I still can't tell what the exact problem is, so I added more debug output:Code: [Select]getExport: _Java_com_maddox_il2_engine_Mat_tgaInfo@16
https://gitlab.com/vrresto/il2ge/-/jobs/100885267/artifacts/download
getExport: _Java_com_maddox_il2_engine_Mat_LoadTextureAsArrayFromTga@32
getExport: _Java_com_maddox_opengl_gl_DeleteTextures@16
getExport: _Java_com_maddox_il2_engine_Render_clearStates@8
getExport: _Java_com_maddox_opengl_gl_Color4f@24
getExport: _Java_com_maddox_opengl_gl_DepthMask@12
getExport: _Java_com_maddox_opengl_gl_TexEnvi@20
getExport: _Java_com_maddox_opengl_gl_BindTexture@16
getExport: _Java_com_maddox_opengl_gl_Begin@12
getExport: _Java_com_maddox_opengl_gl_TexCoord2f@16
getExport: _Java_com_maddox_opengl_gl_Vertex3f@20
getExport: _Java_com_maddox_opengl_gl_End@8
getExport: _Java_com_maddox_il2_engine_Render_drawBeginLines@12
getExport: _Java_com_maddox_il2_engine_Render_drawLines@32
getExport: _Java_com_maddox_il2_engine_Render_drawEnd@8
getExport: _Java_com_maddox_sound_Preset_jniDestroy@12
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
getExport: _Java_com_maddox_il2_engine_Landscape_setAstronomic@28
getExport: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
load map: Kurland/load.ini
SFS wrapper: clearing 0 redirections.
creating shader program: terrain_cdlod
gl error: GL_INVALID_OPERATION
-----------------------------------------------------------
Aborted.
current thread: 0x80c
waiting for backtrace thread to finish ...
target thread: 0x80c
Hmm, that specific assertion fails because the water normal-map/foam textures are not all of the same size, which I assumed they would be.Here is the extracted 4.12.2 water texture folder I've been using if you like to test/check, it goes into #SAS/#WAW3/#JTW3 folder depending on the game version:
All the same does not workA little more cooperation and contribution would do all of us good in a WIP thread.
is it ok to rename your #SAS folder to #WAWExactly. Don't forget to set water=0 in conf.ini
Is there an incompatibility with Carsmaster's 2048/4096 Dlls, perhaps?Very well possible. Did you try without them?
on my ModAct 5.30 the game crash when mission is 100% loading.il2ge works well with Modact 5/6.
Hmm, that specific assertion fails because the water normal-map/foam textures are not all of the same size, which I assumed they would be.Here is the extracted 4.12.2 water texture folder I've been using if you like to test/check, it goes into #SAS/#WAW3/#JTW3 folder depending on the game version:
https://www.mediafire.com/file/7veil64lvcxt72b/%2521%2521%2521WATER_4122.7z/file
All the same does not workA little more cooperation and contribution would do all of us good in a WIP thread.
This demanding attitude which is slightly showing through is nasty enough to be seen in release threads, here in a WIP it essentially disqualifies for participation.
"I added more debug output" means: Try again and post new logs!
Hi I have discovered these lines on several maps, I am guessing its where map tiles join?
(https://i.postimg.cc/QMfbRZVX/IL2_GE_1.jpg) (https://postimages.org/)
Apologies for being hard to spot i posted in a hurry - maybe an issue that always existed just not noticed them before?
In three random maps I've found the lines described by PO_MAK_249RIP:
Stalingrad Summer by cyberolas: a very subtle line is seen in the red oval. It is more noticeable when moving.
The Aleutians by agracier: more lines forming a grid.
Makin Atoll by 1C/Maddox: thicker lines on the island.
#define ENABLE_WATER 1
to 0.Flying on the Aleutians map, I found a strange, not-from-this-world structure:
Hmm, that specific assertion fails because the water normal-map/foam textures are not all of the same size, which I assumed they would be.Here is the extracted 4.12.2 water texture folder I've been using if you like to test/check, it goes into #SAS/#WAW3/#JTW3 folder depending on the game version:
https://www.mediafire.com/file/7veil64lvcxt72b/%2521%2521%2521WATER_4122.7z/file
Thanks, I'll look at it later.QuoteAll the same does not workA little more cooperation and contribution would do all of us good in a WIP thread.
This demanding attitude which is slightly showing through is nasty enough to be seen in release threads, here in a WIP it essentially disqualifies for participation.
"I added more debug output" means: Try again and post new logs!
To be fair, hadji4 did post the log output, just messed up the quoting.
It's still unclear what happens, so I'll add more log output.
Just wondering if Whistler can get this added too work with 'Random Skies'? IL2ge.dll wouldnt load with my CUP version despite having the new IL2 selector installed?
I was surprised to discover that this graphics improvement has always been available using entries under [Render_OpenGL] in the conf.ini - surprising it was never implemented before now?
Well done for opening this all up slibenli
Mick
I was surprised to discover that this graphics improvement has always been available using entries under [Render_OpenGL] in the conf.ini - surprising it was never implemented before now?
Well done for opening this all up slibenli
Mick
New experimental feature: Autogenerated terrain.
Can you spot the map border?
Quote from: PO_MAK_249RIP on Today at 11:20:04
I was surprised to discover that this graphics improvement has always been available using entries under [Render_OpenGL] in the conf.ini - surprising it was never implemented before now?
Well done for opening this all up slibenli
Mick
No. Who has said you that is plain wrong.
New experimental feature: Autogenerated terrain.
Can you spot the map border?
working voices are FogHaze 1-2-3-4 and FogLow 1-2 but only via the console cfg commandWould you mind to state the console cfg command which is used to set FogHaze and/or FogLow?
Would you mind to state the console cfg command which is used to set FogHaze and/or FogLow?
See topic: https://www.sas1946.com/main/index.php/topic,18906.msg203459.html#msg203459
I tested only on a clean mods installation 4 09
Neither of these even remotely resemble what slibenli's IL-2 Graphics Extender does though. Nevertheless, thanks for the heads up regarding y
Ops...too much mods in my @SAS :PNo problem, I was just wondering and thought this would need some clarification before people start thinking they could use the commands right away, without any additional mods.
I am guessing thats not correct?Exactly. It's deliberately intended to mislead uncritical readers.
EnableBaseMap=1
Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/download
To enable terrain autogeneration create il2ge.ini with the content:Code: [Select]EnableBaseMap=1
getExport: _Java_com_maddox_il2_engine_Mat_tgaInfo@16
getExport: _Java_com_maddox_il2_engine_Mat_LoadTextureAsArrayFromTga@32
getExport: _Java_com_maddox_opengl_gl_DeleteTextures@16
getExport: _Java_com_maddox_il2_engine_Render_clearStates@8
getExport: _Java_com_maddox_opengl_gl_Color4f@24
getExport: _Java_com_maddox_opengl_gl_DepthMask@12
getExport: _Java_com_maddox_opengl_gl_TexEnvi@20
getExport: _Java_com_maddox_opengl_gl_BindTexture@16
getExport: _Java_com_maddox_opengl_gl_Begin@12
getExport: _Java_com_maddox_opengl_gl_TexCoord2f@16
getExport: _Java_com_maddox_opengl_gl_Vertex3f@20
getExport: _Java_com_maddox_opengl_gl_End@8
getExport: _Java_com_maddox_il2_engine_Render_drawBeginLines@12
getExport: _Java_com_maddox_il2_engine_Render_drawLines@32
getExport: _Java_com_maddox_il2_engine_Render_drawEnd@8
getExport: _Java_com_maddox_sound_Preset_jniDestroy@12
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
getExport: _Java_com_maddox_il2_engine_Landscape_setAstronomic@28
getExport: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
load map: Kurland/load.ini
SFS wrapper: clearing 0 redirections.
creating shader program: terrain_cdlod
gl error: GL_INVALID_OPERATION
-----------------------------------------------------------
Aborted.
current thread: 0x26b0
waiting for backtrace thread to finish ...
target thread: 0x26b0
Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/download
To enable terrain autogeneration create il2ge.ini with the content:Code: [Select]EnableBaseMap=1
Wow! Autogenerated terrain is simply amazing.
Slibenli, I don't need to go inside details (I won't probably understand anything about how you got this), but I'm deeply intrigued. Can you explain in simple words how the landscape is generated?
However, I feel that Sita referred to the spiky look of roads on maps. It seems that when coding roads on maps, there are only a few angles available. Thus, if there is a road between two cities A and B at, say 18º eastwards, the road goes in alternative angles of 0º and 45º until the desired angle is reached, like this:
A ----
\
----------
\
------------------ B
Maybe someone could develop a mod that broadens the available angles for roads to get a straight way from A to B. Rounded turns could also be added to roads instead of the current spiky ones.
It is just a suggestion, just in case Slibenli's magic can work on it. I wish I had the knowledge to help on this (and I hope Storebror's wrath does not fall on me :D).
Thank you for the work, put this version of the mod fly when loading companies on the desktop. There was a version of the mod il2ge-build_97619406 loaded completely but everything was very dark
Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/downloadSorry but I don't understand what do you mean by saying "create il2ge.ini with the content...." where should I do this? do I have to create a new folder?
To enable terrain autogeneration create il2ge.ini with the content:Code: [Select]EnableBaseMap=1
Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/download
To enable terrain autogeneration create il2ge.ini with the content:Code: [Select]EnableBaseMap=1
Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/downloadSorry but I don't understand what do you mean by saying "create il2ge.ini with the content...." where should I do this? do I have to create a new folder?
To enable terrain autogeneration create il2ge.ini with the content:Code: [Select]EnableBaseMap=1
Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/download
To enable terrain autogeneration create il2ge.ini with the content:Code: [Select]EnableBaseMap=1
Very good.Thank you.
I really need BumpH
Good luck to you !
I wrote code for that some time ago, but disabled it again for performance reasons (on an intel GPU).
I'll have to try it again on an nvidia card.
Not the first time we see such activities from that particular guy, and as long as he's being given a stage for his long running feud with SAS (and that's all what his statements about il2ge or any other mod from here are about), it will almost certainly stay like that.... there may have been a change of management over there but sadly no change of heart... ;)
I use a noise generator to create the height map.
The textures are selected based on terrain elevation and slope.
Also a noise function is used to generate some variation in the selected textures.
Wow! Autogenerated terrain is simply amazing.
Slibenli, I don't need to go inside details (I won't probably understand anything about how you got this), but I'm deeply intrigued. Can you explain in simple words how the landscape is generated?
I use a noise generator to create the height map.
The textures are selected based on terrain elevation and slope.
Also a noise function is used to generate some variation in the selected textures.
Code: https://gitlab.com/vrresto/il2ge/blob/master/common/map_generator.cppQuote
However, I feel that Sita referred to the spiky look of roads on maps. It seems that when coding roads on maps, there are only a few angles available. Thus, if there is a road between two cities A and B at, say 18º eastwards, the road goes in alternative angles of 0º and 45º until the desired angle is reached, like this:
A ----
\
----------
\
------------------ B
Maybe someone could develop a mod that broadens the available angles for roads to get a straight way from A to B. Rounded turns could also be added to roads instead of the current spiky ones.
It is just a suggestion, just in case Slibenli's magic can work on it. I wish I had the knowledge to help on this (and I hope Storebror's wrath does not fall on me :D).
Well, roads are a rather different topic.
So far il2ge only renders the terrain surface - roads on the other hand are drawn as separate objects on top of the terrain surface.
Thank you for the work, put this version of the mod fly when loading companies on the desktop. There was a version of the mod il2ge-build_97619406 loaded completely but everything was very dark
I'll look a that eventually, but ATM I need a break from bug hunting ;)
would it be possible to put updated links to the latest/current version in the first post in this threadDone.
Done.
Hi Slibenli still have the line problem after the latest build - this is the Okinawa mapI know ;)
Mick
Hi Slibenli.
I'm enjoying your Autogenerated Terrain mod. It is very nice, but it also can show you some unexpected surprises. Flying towards the south border of Whitecat's Kyushu map, I've found a new world:
Just kidding... It is the result of autogenerated terrain using random textures. By chance, it selected a volcanic spring texture used by Whitecat with the amazing result you can see above. However, this map revealed a small bug in Autogenerated Terrain that maybe can be corrected. In this case, if you fly south of Kyushu, towards the Pacific ocean, the autogenerated terrain generates a new island/continent (probably because most of the map is land) that is shown in the picture above.
I reckon that it won't be a perfect fix (if it could be made) since there is no way to automatically generate America flying westwards from Europe, by instance, but maybe it could avoid generating weird land areas in maps devoted to islands or peninsulas, that should be surrounded by oceans (in most cases).
Keep getting CTD on the kyushu map or japan 1 with graphics extender any thoughts.Code: [Select]Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalProcellariaCorvette
Ship: Value of [ItalTuffetoCorvetteKM]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:120)
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:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalTuffetoCorvetteKM
Ship: Value of [ItalVespaCorvetteKM]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:125)
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:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalVespaCorvetteKM
Ship: Value of [ItalVespaCorvetteKM]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:130)
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:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalVespaCorvetteKM
Ship: Value of [USSSimsDD1943]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:140)
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:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$USSSimsDD1943
Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:119)
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:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:123)
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:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
FM called 'FlightModels/Bf-109T-1.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Bf-109T-2.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He51C.fmd:He51C_FM' is being loaded from File: 'he51c_fm'
FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
FM called 'FlightModels/He-219.fmd:Uhu_FM' is being loaded from File: 'uhu_fm'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/Spitfire-F21.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F22.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F24.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Walrus.fmd:Walrus_FM' is being loaded from File: 'walrus_fm'
FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
FM called 'FlightModels/B-26B.fmd:B26B_FM' is being loaded from File: 'b26b_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/P-61A.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/P-61B.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/Ki-48-I.fmd:Ki48-I_FM' is being loaded from File: 'ki48-i_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki-48-IIb.fmd:Ki48-IIb_FM' is being loaded from File: 'ki48-iib_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/Ki109.fmd:Ki109_FM' is being loaded from File: 'ki109_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/Bf-109T-1.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Bf-109T-2.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He51C.fmd:He51C_FM' is being loaded from File: 'he51c_fm'
FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
FM called 'FlightModels/He-219.fmd:Uhu_FM' is being loaded from File: 'uhu_fm'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/Spitfire-F21.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F22.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F24.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Walrus.fmd:Walrus_FM' is being loaded from File: 'walrus_fm'
FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
FM called 'FlightModels/B-26B.fmd:B26B_FM' is being loaded from File: 'b26b_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/P-61A.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/P-61B.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/Ki-48-I.fmd:Ki48-I_FM' is being loaded from File: 'ki48-i_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki-48-IIb.fmd:Ki48-IIb_FM' is being loaded from File: 'ki48-iib_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/Ki109.fmd:Ki109_FM' is being loaded from File: 'ki109_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/Bf-109T-1.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Bf-109T-2.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He51C.fmd:He51C_FM' is being loaded from File: 'he51c_fm'
FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
FM called 'FlightModels/He-219.fmd:Uhu_FM' is being loaded from File: 'uhu_fm'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/Spitfire-F21.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F22.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F24.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Walrus.fmd:Walrus_FM' is being loaded from File: 'walrus_fm'
FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
FM called 'FlightModels/B-26B.fmd:B26B_FM' is being loaded from File: 'b26b_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/P-61A.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/P-61B.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/Ki-48-I.fmd:Ki48-I_FM' is being loaded from File: 'ki48-i_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki-48-IIb.fmd:Ki48-IIb_FM' is being loaded from File: 'ki48-iib_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/Ki109.fmd:Ki109_FM' is being loaded from File: 'ki109_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1
Loading mission QuickQMBPro/Pacific_Kyushu/Pacific_KyushuBlueNone00.mis...
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32
PBuffer: suitable formats: 12
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 12
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *1286286944*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Airdrome/Tank1/mono.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/FordIslandTower/dead.sim)
ERROR loading sound control sample.M82_dmg.wav.dist
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Pacific_Kyushu/Pacific_KyushuBlueNone00.mis is Playing
WARNING: Bad water if MapRID == 0
warning: no files : music/inflight
WARNING: Bad water if MapRID == 0
[Oct 1, 2018 8:10:12 AM] -------------- END log session -------------
Well, instead of autogenerating the height map, real-world height data could be used.
A map would need to include a configuration file with the world-coordinates of the map, and then il2ge would look if height data is available for those coordinates.
Thank you for the work, put this version of the mod fly when loading companies on the desktop. There was a version of the mod il2ge-build_97619406 loaded completely but everything was very dark
I'll look a that eventually, but ATM I need a break from bug hunting ;)
Thank you, but I do not understand English well.
QuoteWell, instead of autogenerating the height map, real-world height data could be used.
A map would need to include a configuration file with the world-coordinates of the map, and then il2ge would look if height data is available for those coordinates.
It could be, but then you couldn't play offline. Moreover, map creators should make maps that accurately would correspond to real coordinates.
And finally, this would make fictional maps out of the question. I think that it should be easier to get data from the areas near the boundaries of the map to autogenerate the height map beyond each direction. For example, if the southern border comprises a sea area (height = 0 at most points), the noise function should generate a 0 height landscape, and player should see an infinite ocean. On the contrary, if the northern border contains a mountainous zone, the noise function should have a wide range of altitudes, and it should generate an equally mountainous infinite landscape.
Thus, most maps should auto-generate consistent landscapes (I hope). Maybe the key could be to take height samples from each border area separately to generate different landscapes beyond the borders on each direction (north, south, east and west), instead of taking height samples from all over the map and generate the same landscape in all directions.
Good luck!
getExport: _Java_com_maddox_il2_engine_Mesh_Frames@12
getExport: _Java_com_maddox_il2_engine_Mesh_GetBoundBox@16
The sample music/menu/ru.wav not found
getExport: _Java_com_maddox_opengl_gl_Disable@12
getExport: _Java_com_maddox_opengl_gl_Enable@12
getExport: _Java_com_maddox_opengl_gl_BlendFunc@16
getExport: _Java_com_maddox_opengl_gl_DrawBuffer@12
getExport: _Java_com_maddox_opengl_gl_ReadBuffer@12
getExport: _Java_com_maddox_opengl_gl_ColorMask@24
getExport: _Java_com_maddox_il2_engine_Sun_setNative@44
getExport: _Java_com_maddox_il2_engine_Mat_PreRender@12
getExport: _Java_com_maddox_il2_engine_Mat_PreRender__I@12
getExport: _Java_com_maddox_il2_engine_TTFont_OutputClip@56
getExport: _Java_com_maddox_sound_AudioDevice_jniFlush@8
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 64
Cannot open audio file samples/infinite 1
cannot open file for reading
Cannot open audio file samples/music/menu/ru.wav
getExport: _Java_com_maddox_il2_engine_Landscape_cHQ@16
getExport: _Java_com_maddox_sound_AudioDevice_getAcousticsCaps@8
getExport: _Java_com_maddox_sound_SoundFX_jniAddSample@28
getExport: _Java_com_maddox_il2_engine_Mat_tgaInfo@16
The sample music/menu/us.wav not found
cannot open file for reading
Cannot open audio file samples/music/menu/us.wav
getExport: _Java_com_maddox_sound_Preset_jniDestroy@12
Loading mission QuickQMBPro/Pacific_Kyushu/Pacific_KyushuRedNone00.mis...
getExport: _Java_com_maddox_il2_engine_Landscape_setAstronomic@28
getExport: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
load map: redko_japan1/load.ini
unloadMap()
SFS wrapper: clearing 0 redirections.
creating shader program: terrain_cdlod
terrain_cdlodnum fragment shaders: 8
terrain_cdlod: num vertex shaders: 3
GridMesh::createTriangleDataIndexed()
GridMesh::createVertexData()
numVertices: 1089
triangles_size: 0.0234375000 MB
vertices_size: 0.0124626160 MB
terrain data size total: 0.0359001160 MB
reading load.ini
done reading load.ini
parsing load.ini
done parsing load.ini
reading maps/redko_japan1/map_h.tga
loading type map ...
reading maps/redko_japan1/map_T.tga
loading water textures...
loading WaterNoise00Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise00Dot3.tga
loading WaterNoiseFoam00.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam00.tga
loading WaterNoise01Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise01Dot3.tga
loading WaterNoiseFoam01.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam01.tga
loading WaterNoise02Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise02Dot3.tga
loading WaterNoiseFoam02.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam02.tga
loading WaterNoise03Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise03Dot3.tga
loading WaterNoiseFoam03.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam03.tga
loading WaterNoise04Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise04Dot3.tga
loading WaterNoiseFoam04.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam04.tga
loading WaterNoise05Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise05Dot3.tga
loading WaterNoiseFoam05.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam05.tga
loading WaterNoise06Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise06Dot3.tga
loading WaterNoiseFoam06.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam06.tga
loading WaterNoise07Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise07Dot3.tga
loading WaterNoiseFoam07.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam07.tga
loading WaterNoise08Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise08Dot3.tga
loading WaterNoiseFoam08.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam08.tga
loading WaterNoise09Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise09Dot3.tga
loading WaterNoiseFoam09.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam09.tga
loading WaterNoise10Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise10Dot3.tga
loading WaterNoiseFoam10.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam10.tga
loading WaterNoise11Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise11Dot3.tga
loading WaterNoiseFoam11.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam11.tga
loading WaterNoise12Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise12Dot3.tga
loading WaterNoiseFoam12.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam12.tga
loading WaterNoise13Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise13Dot3.tga
loading WaterNoiseFoam13.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam13.tga
loading WaterNoise14Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise14Dot3.tga
loading WaterNoiseFoam14.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam14.tga
loading WaterNoise15Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise15Dot3.tga
loading WaterNoiseFoam15.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam15.tga
loading WaterNoise16Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise16Dot3.tga
loading WaterNoiseFoam16.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam16.tga
loading WaterNoise17Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise17Dot3.tga
loading WaterNoiseFoam17.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam17.tga
loading WaterNoise18Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise18Dot3.tga
loading WaterNoiseFoam18.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam18.tga
loading WaterNoise19Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise19Dot3.tga
loading WaterNoiseFoam19.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam19.tga
loading WaterNoise20Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise20Dot3.tga
loading WaterNoiseFoam20.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam20.tga
loading WaterNoise21Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise21Dot3.tga
loading WaterNoiseFoam21.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam21.tga
loading WaterNoise22Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise22Dot3.tga
loading WaterNoiseFoam22.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam22.tga
loading WaterNoise23Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise23Dot3.tga
loading WaterNoiseFoam23.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam23.tga
loading WaterNoise24Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise24Dot3.tga
loading WaterNoiseFoam24.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam24.tga
loading WaterNoise25Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise25Dot3.tga
loading WaterNoiseFoam25.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam25.tga
loading WaterNoise26Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise26Dot3.tga
loading WaterNoiseFoam26.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam26.tga
loading WaterNoise27Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise27Dot3.tga
loading WaterNoiseFoam27.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam27.tga
loading WaterNoise28Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise28Dot3.tga
loading WaterNoiseFoam28.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam28.tga
loading WaterNoise29Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise29Dot3.tga
loading WaterNoiseFoam29.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam29.tga
loading WaterNoise30Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise30Dot3.tga
loading WaterNoiseFoam30.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam30.tga
loading WaterNoise31Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise31Dot3.tga
loading WaterNoiseFoam31.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam31.tga
loading WaterNoise32Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise32Dot3.tga
max_levels: 2048
num_textures: 32
texture_size: 1048576
texture_width: 512
bytes_per_pixel: 4
texture_array_data.size(): 32.0000000000 MB
max_levels: 2048
num_textures: 32
texture_size: 262144
texture_width: 512
bytes_per_pixel: 1
texture_array_data.size(): 8.0000000000 MB
creating water map ...
reading maps/redko_japan1/map_c.tga
creating water map done.
max_levels: 2048
num_textures: 963
texture_size: 16384
texture_width: 128
bytes_per_pixel: 1
texture_array_data.size(): 15.0468750000 MB
reading maps/_Tex/land/SandNoise.tga
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_coastline.tga
reading maps/_Tex/water/PacificFoam_.tga
reading maps/_Tex/water/PacificBeachSurf.tga
reading maps/_Tex/water/RiverLand.tga
resampling textures ...
resampling textures ... done.
max_levels: 2048
num_textures: 3
texture_size: 4194304
texture_width: 1024
bytes_per_pixel: 4
texture_array_data.size(): 12.0000000000 MB
loading texture: LowLand0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_agriculture.tga
scale: 1.0000000000
loading texture: LowLand1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_coastline.tga
scale: 1.0000000000
loading texture: LowLand2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_rice_field.tga
scale: 1.0000000000
loading texture: LowLand3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_kyu_champs_intermediaire.tga
scale: 1.0000000000
loading texture: MidLand0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_champs_intermediaire2.tga
scale: 1.0000000000
loading texture: MidLand1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_champs_intermediaire3.tga
scale: 1.0000000000
loading texture: MidLand2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_agriculture2.tga
scale: 1.0000000000
loading texture: MidLand3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_rice_field_3.tga
scale: 1.0000000000
loading texture: Mount0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_forestground.tga
scale: 1.0000000000
loading texture: Mount1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_rock2.tga
scale: 1.0000000000
loading texture: Mount2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_volcan2.tga
scale: 1.0000000000
loading texture: Mount3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_volcan1.tga
scale: 1.0000000000
loading texture: Country0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_dcountry.tga
scale: 1.0000000000
loading texture: Country1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_dcountry2.tga
scale: 1.0000000000
loading texture: Country2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_dcountry3.tga
scale: 1.0000000000
loading texture: Country3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_rice_field_2.tga
scale: 1.0000000000
loading texture: City0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_ville7.tga
scale: 1.0000000000
loading texture: City1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_ville9.tga
scale: 1.0000000000
loading texture: City2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_centre_ville.tga
scale: 1.0000000000
loading texture: City3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_port.tga
scale: 1.0000000000
loading texture: AirField0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_agriculture3.tga
scale: 1.0000000000
loading texture: AirField1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_terrebrulee.tga
scale: 1.0000000000
loading texture: AirField2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_montagne3.tga
scale: 1.0000000000
loading texture: AirField3 ...
loading texture: Wood0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_forestground.tga
scale: 1.0000000000
loading texture: Wood1 ...
loading texture: Wood2 ...
reading maps/_Tex/forest/summer/rom_ForrestFar.tga
scale: -2.0000000000
loading texture: Wood3 ...
loading texture: Water0 ...
reading maps/_Tex/water/water.tga
scale: 1.0000000000
loading texture: Water1 ...
reading maps/_Tex/water/water.tga
scale: 1.0000000000
loading texture: Water2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_coastline.tga
scale: 1.0000000000
loading texture: Water3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_corail2.tga
scale: 1.0000000000
uploading textures ...
resampling textures ...
resampling textures ... done.
max_levels: 2048
num_textures: 29
texture_size: 4194304
texture_width: 1024
bytes_per_pixel: 4
texture_array_data.size(): 116.0000000000 MB
uploading textures ... done.
generating far texture ...
generating far texture...
generating map texture finished.
loading forest texture ...
reading maps/_Tex/forest/summer/sk_Wood1.tga
getForestTexture() - layer 0
reading maps/_Tex/forest/summer/Jungle0.tga
getForestTexture() - layer 1
reading maps/_Tex/forest/summer/sk_Wood1.tga
getForestTexture() - layer 2
reading maps/_Tex/forest/summer/sk_Wood2.tga
getForestTexture() - layer 3
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
getForestTexture() - layer 4
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
-----------------------------------------------------------
Assertion failed: textures[i]->w() == texture_width
File: /builds/vrresto/il2ge/_modules/render_util/include/render_util/texture_util.h:59
-----------------------------------------------------------
Aborted.
Keep getting CTD on the kyushu map or japan 1 with graphics extenderCode: [Select]loading forest texture ...
reading maps/_Tex/forest/summer/sk_Wood1.tga
getForestTexture() - layer 0
reading maps/_Tex/forest/summer/Jungle0.tga
getForestTexture() - layer 1
reading maps/_Tex/forest/summer/sk_Wood1.tga
getForestTexture() - layer 2
reading maps/_Tex/forest/summer/sk_Wood2.tga
getForestTexture() - layer 3
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
getForestTexture() - layer 4
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
-----------------------------------------------------------
Assertion failed: textures[i]->w() == texture_width
File: /builds/vrresto/il2ge/_modules/render_util/include/render_util/texture_util.h:59
-----------------------------------------------------------
Aborted.
** il2ge.dll initialization ***
Build: 103604933
Commit: fdb46d985cb67fed921f37645d14d520a3f6fdb5
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\hpi.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\verify.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\java.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2fb.exe
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\DT.dll
*** Library **** DT **** Loaded *** 102
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\pathfind.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2_corep4.dll
*** il2_core wrapper initialisation ***
L2GE: enable dump: 0
core wrapper library: C:\Games\IL2-1946_412_VPmodpack\il2ge.dll
il2ge/cache/atmosphere_map is up to date.
core wrapper library: C:\Games\IL2-1946_412_VPmodpack\il2ge.dll
il2ge/cache/curvature_map is up to date.
registerMetaClass: com.maddox.il2.engine.Sun
method: setNative
registerMetaClass: com.maddox.il2.engine.Renders
method: PrePreRenders
method: PostPreRenders
method: PostRenders
registerMetaClass: com.maddox.il2.engine.Render
method: transform3f
method: transform3fInv
method: transformVirt3f
method: prepareStates
method: clearStates
method: flush
method: shadows
method: drawBeginTriangleLists
method: drawEnd
method: drawTriangleList___3FIII_3II
method: drawTriangleList___3F_3II_3II
method: vertexArraysTransformAndLock
method: vertexArraysUnLock
registerMetaClass: com.maddox.il2.engine.Landscape
method: cPreRender
method: cRender0
method: cRender1
method: cLoadMap
method: cUnloadMap
registerMetaClass: com.maddox.il2.engine.Camera
method: SetCameraPos
method: SetOrtho2D
method: SetViewportCrop
method: SetFOV
*** il2_core wrapper initialisation finished ***
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
RTS Version 2.2
getExport: _Java_com_maddox_il2_engine_GObj_version@8
Core Version 2.0
getExport: _Java_com_maddox_il2_engine_Mat_tgaInfo@16
getExport: _Java_com_maddox_il2_engine_Mat_LoadTextureAsArrayFromTga@32
getExport: _Java_com_maddox_opengl_gl_DeleteTextures@16
getExport: _Java_com_maddox_il2_engine_Render_clearStates@8
getExport: _Java_com_maddox_opengl_gl_Color4f@24
getExport: _Java_com_maddox_opengl_gl_DepthMask@12
getExport: _Java_com_maddox_opengl_gl_TexEnvi@20
getExport: _Java_com_maddox_opengl_gl_BindTexture@16
getExport: _Java_com_maddox_opengl_gl_Begin@12
getExport: _Java_com_maddox_opengl_gl_TexCoord2f@16
getExport: _Java_com_maddox_opengl_gl_Vertex3f@20
getExport: _Java_com_maddox_opengl_gl_End@8
getExport: _Java_com_maddox_il2_engine_Render_drawBeginLines@12
getExport: _Java_com_maddox_il2_engine_Render_drawLines@32
getExport: _Java_com_maddox_il2_engine_Render_drawEnd@8
getExport: _Java_com_maddox_sound_Preset_jniDestroy@12
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
getExport: _Java_com_maddox_il2_engine_Landscape_setAstronomic@28
getExport: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
gl error: GL_INVALID_OPERATION
-----------------------------------------------------------
Assertion failed: err == GL_NO_ERROR
File: /builds/vrresto/il2ge/core_wrapper/core/core.cpp:155
-----------------------------------------------------------
Aborted.
current thread: 0x270c
waiting for backtrace thread to finish ...
target thread: 0x270c
-----------------------------------------------------------
Error occurred on Tuesday, October 2, 2018 at 23:23:16.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=52b00800 edi=000026b4
eip=7760bd4c esp=0019f710 ebp=0019f780 iopl=0 nv up ei pl nz ac pe nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200212
AddrPC Params
7760BD4C 0000017C 000026B4 FFFFFFFF C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
529C2428 52B006C0 52B01141 00000009 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!printBacktracePrivate [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 210]
529C17C8 52B006C0 0019F826 00000001 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!abort [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 290]
529C1A95 52B02655 52B02498 0000009B C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!_assert [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 317]
529C7F24 0019F880 0019F908 00000000 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!loadMap [/builds/vrresto/il2ge/core_wrapper/core/core.cpp @ 155]
529D6094 0234CA54 0019F8F0 0019F908 C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!cLoadMap [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_Landscape.cpp @ 71]
04257369 00000001 0000035A 80004E48
0424E15C 0000000F 00000005 00000001
0424DC46 0000000F 00000005 80004E48
0424749C 84156C08 842CCAC8 7FFF02F8
0423F61B 00000001 84156C08 842CCBF0
0423EA37 00000001 84156C08 842CCBF0
0423E8C5 7FFF0158 029D0482 00000000
0423D705 0234CFAC 0019FA64 02000001
041AB86D 80F28880 0019FAB4 000000B8
03B03F88 00000001 F0D69068 F0D69038
03AFAF16 00000000 EF7ACA58 0234C9D0
6D4DB41C 0019FB00 0019FC5C 0000000A C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBC4 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC54 0019FBAC C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0234CA54 0019FC54 00000000 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 0234C9D0 0234D394 24731008 C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 0234CA54 0234D394 24731008 C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 0224163C 00000000 00000000 C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
0234CA54 00000000 00000000 00000000
I created a ticket: https://gitlab.com/vrresto/il2ge/issues/8
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
-----------------------------------------------------------
Assertion failed: textures[i]->w() == texture_width
File: /builds/vrresto/il2ge/_modules/render_util/include/render_util/texture_util.h:59
...should indicate that the assertion..."textures[i]->w() == texture_width"
...fails on itawood4.tga.I installed this mod but unfortunately I can not.Where's that campaign coming from? Couldn't find it in my VP folder.Code: [Select](...)
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
template <typename T>
TexturePtr createTextureArray(const std::vector<typename T::ConstPtr> &textures, int mipmap_levels = 0)
{
static_assert(std::is_same<typename T::ComponentType, unsigned char>::value);
assert(!textures.empty());
assert(textures[0]);
const int texture_width = textures[0]->w();
const unsigned texture_size = texture_width * texture_width * T::BYTES_PER_PIXEL;
std::vector<const unsigned char*> texture_data(textures.size());
for (unsigned i = 0; i < textures.size(); i++)
{
assert(textures[i]);
assert(textures[i]->w() == texture_width);
assert(textures[i]->h() == texture_width);
assert(textures[i]->dataSize() == texture_size);
texture_data[i] = textures[i]->data();
}
return createTextureArray(texture_data, mipmap_levels, texture_width, T::BYTES_PER_PIXEL);
}
bool render_util::loadImageFromMemory(const std::vector<char> &data_in,
int num_channels,
std::vector<unsigned char> &data_out,
int &width,
int &height)
{
int actual_channels = 0;
unsigned char *image_data =
stbi_load_from_memory(reinterpret_cast<const unsigned char*>(data_in.data()),
data_in.size(),
&width,
&height,
&actual_channels,
num_channels);
if (image_data)
{
data_out.resize(width * height * num_channels);
memcpy(data_out.data(), image_data, data_out.size());
stbi_image_free(image_data);
image_data = 0;
return true;
}
else
{
std::cout << "error loading image: " << stbi_failure_reason() << std::endl;
return false;
}
}
Looking through the rest of the code (quickly) I can see on place I am worried about.Code: [Select]bool render_util::loadImageFromMemory(const std::vector<char> &data_in,
int num_channels,
std::vector<unsigned char> &data_out,
int &width,
int &height)
{
int actual_channels = 0;
unsigned char *image_data =
stbi_load_from_memory(reinterpret_cast<const unsigned char*>(data_in.data()),
data_in.size(),
&width,
&height,
&actual_channels,
num_channels);
if (image_data)
{
data_out.resize(width * height * num_channels);
memcpy(data_out.data(), image_data, data_out.size());
stbi_image_free(image_data);
image_data = 0;
return true;
}
else
{
std::cout << "error loading image: " << stbi_failure_reason() << std::endl;
return false;
}
}
You can see that you are using the variable num_channels to create the output array, and ignoring the variable actual_channels which is read from the image.
So if num_channels is not equal to actual_channels, you are going to have a problem.
STBIDEF stbi_uc *stbi_load_from_memory (stbi_uc const *buffer, int len , int *x, int *y, int *channels_in_file, int desired_channels);
// Standard parameters:
// int *x -- outputs image width in pixels
// int *y -- outputs image height in pixels
// int *channels_in_file -- outputs # of image components in image file
// int desired_channels -- if non-zero, # of image components requested in result
//
// The return value from an image loader is an 'unsigned char *' which points
// to the pixel data, or NULL on an allocation failure or if the image is
// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,
// with each pixel consisting of N interleaved 8-bit components; the first
// pixel pointed to is top-left-most in the image. There is no padding between
// image scanlines or between pixels, regardless of format. The number of
// components N is 'desired_channels' if desired_channels is non-zero, or
// *channels_in_file otherwise. If desired_channels is non-zero,
// *channels_in_file has the number of components that _would_ have been
// output otherwise. E.g. if you set desired_channels to 4, you will always
// get RGBA output, but you can check *channels_in_file to see if it's trivially
// opaque because e.g. there were only 3 channels in the source image.
Actually I don't know why I called it actual_channels.
{
int actual_channels = 0;
// num_channels forces the number of channels in the returned data
// so channels_in_file can be safely ingnored
unsigned char *image_data =
stbi_load_from_memory(reinterpret_cast<const unsigned char*>(data_in.data()),
data_in.size(),
&width,
&height,
&actual_channels, /// Removed
&channels_in_file, /// Added
num_channels);
if (image_data)
int actual_channels = 0;
const int texture_width = textures[0]->w();
if textures[i]->w() != texture_width
.if (textures[0]->w() != textures[i]->w() )
;D
Sorry man, don't think it will compile if the diff is correct.
But it's still before the caffeine has kicked in :P
Hi what do we do with the render_util ? Do we need to install somewhere?
I just don’t know which part of il2ge to post, it all has a lot of records ???
[quote author=slibenli link=topic=58926.msg657642#msg657642 date=1538563167]
[quote author=hadji4 link=topic=58926.msg657601#msg657601 date=1538512002]
I just don’t know which part of il2ge to post, it all has a lot of records ???
[/quote]
Please post the whole log - you may use https://pastebin.com.
I have prepared a debug build: https://gitlab.com/vrresto/il2ge/-/jobs/104153521/artifacts/download
This [b]will crash[/b], but hopefully I can find the cause of the problem.
[/quote][codehttps://pastebin.com/embed_js/giHDzbDH" > < / script>]
Thank you for your help, I’m sort of posted my il2ge. The company is called Redjava.lang.NoClassDefFoundError: com/maddox/il2/ai/ground/TgtFactory
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2361)
...has nothing to do with il2ge.Regarding terrain autogeneration - another possibility is to utilize a low-resolution parameter map, which in each pixel encodes information like:
...
but if i understand correctly it's will be imposible or very difficult make shore line more near to globe ... some issuse to map with shore line ...
but for Pacific map with islands in middle of ocean, or for maps deep in mainland it will be great!
Regarding terrain autogeneration - another possibility is to utilize a low-resolution parameter map, which in each pixel encodes information like:
i mean if for example you take map of Kuban ... from one side you need have part from mainland from other side must be placed Crimea part ...
if i right understand at current version shore line automatically generated some kind tile variant based on one texture like pattern ..
QuoteRegarding terrain autogeneration - another possibility is to utilize a low-resolution parameter map, which in each pixel encodes information like:
Very nice Siblenli. Thanks to you IL2 is getting very close to Orbiter, a space simulator:
http://orbit.medphys.ucl.ac.uk/ (http://orbit.medphys.ucl.ac.uk/)
I think you will need to put a final point anywhere, or you will need to generate some martian landscapes. :P
Simulating an actual sphere or even mutiple spheres in space goes way beyond applying some curvature to a flat map.
new PCNew PCs are always awesome 8)
Amazing! What are your PC specs vega?
https://pastebin.com/embed_js/giHDzbDH Thank you dear for your attention. Here still posted your il2ge
Thank you for your attention and help! Here laid out here l2ge https://pastebin.com/embed_js/giHDzbDHhttps://pastebin.com/embed_js/giHDzbDH Thank you dear for your attention. Here still posted your il2ge
Please run this build: https://gitlab.com/vrresto/il2ge/-/jobs/107768562/artifacts/download, and post the complete contents of il2ge.log.
Thank you for your attention and help! Here laid out here l2ge https://pastebin.com/embed_js/giHDzbDH
*** il2ge.dll initialization ***
Build: 104829112
Thank you for your attention and help! Here laid out here l2ge https://pastebin.com/embed_js/giHDzbDH
The log you posted is from an older build.Code: [Select]*** il2ge.dll initialization ***
Build: 104829112
Build should be 107768562.
Please make sure you have this build installed: https://gitlab.com/vrresto/il2ge/-/jobs/107768562/artifacts/download
Also please post your initlog.lst.
Thanks for the help! Yes, I installed the version 107768562 posted initlog.lst.
Thank you for helping me leave this mod for a while failsThanks for the help! Yes, I installed the version 107768562 posted initlog.lst.
Ok, then try this:
1. delete i2ge.log
2. run il2
3. post il2ge.log You have exceeded the maximum paste size of 512 kilobytes per paste. PRO users don't have this limit!
What are the debug builds? Should I just install the normal builds and leave the debugs alone? Silly question probably but musta missed something along the way !!
The night bug is fixed?
In my game simply never becomes night :)
A night plus 1? That's two nights then.
Hello Slibenli,
your modwork is absolutely awesome, however i got a ctd at 100% mission loaded using latest build 108864309.
End Il2ge.log file shows:
Error occurred on Friday, November 2, 2018 at 10:49:09.
Registers:
eax=00000000 ebx=774d17d9 ecx=00000000 edx=00000000 esi=00000000 edi=00000000
eip=77dd1d2d esp=0018f188 ebp=0018f1f8 iopl=0 nv up ei pl zr na po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200246
AddrPC Params
77DD1D2D 0000012C 00000B38 FFFFFFFF C:\Windows\SysWOW64\ntdll.dll!NtSignalAndWaitForSingleObject
5BA217D6 5BB646C0 0018F27E 00000001 E:\IL-2 _4.12.m_VPmedia\il2ge.dll!abort [/builds/vrresto/il2ge/common/exception_handler.cpp @ 221]
5BA21B15 5BB65A80 5BB65918 00000166 E:\IL-2 _4.12.m_VPmedia\il2ge.dll!_assert [/builds/vrresto/il2ge/common/exception_handler.cpp @ 340]
5BA25E5C 0018F2EC 00A1DBE0 6D44038B E:\IL-2 _4.12.m_VPmedia\il2ge.dll!getContext [/builds/vrresto/il2ge/core_wrapper/wgl_wrapper.cpp @ 358]
5BA2C48B 0018F35C 0018F3DC 00000000 E:\IL-2 _4.12.m_VPmedia\il2ge.dll!getContext [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp @ 765]
5BA3190B 0018F3EC 5BA25784 0018F3E4 E:\IL-2 _4.12.m_VPmedia\il2ge.dll!getContext [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/arbprogram.cpp @ 653]
5BA3224E 00008620 00000012 0018F468 E:\IL-2 _4.12.m_VPmedia\il2ge.dll!wrap_BindProgramARB [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/arbprogram.cpp @ 706]
1009BDD7 00000000 00000000 00000000 E:\IL-2 _4.12.m_VPmedia\il2_corep4.dll!Java_com_maddox_il2_engine_CfgFlagsEngine_Set
I wonder if the grid-like lines on the terrain/water might be caused by the way map_c is handled? The tga is broken into blocks and put together so as to ignore any non-water blocks. Then the game 'breaks apart' this shore/river-only image into the correct placement, with the formerly left out land-only and water-only blocks filling in automatically.
Furthermore, the screenies so far suggest that the new render maps the terrain onto a spherical planet. Is that so? If so, mapping a purely Cartesian, planar map onto a sphere without correcting for distortion could lead to such artifacts as gaps between sections.
As to the handling of the cirrus cloud layer. In my older game at least, the cirrus is mapped to a shallow dome! Done so because of the artificially near horizon imposed by the limited terrain draw distance. This dome is centered upon the player, highest overhead and gradually sloping downward into the distance in all directions. With this mod the cirrus layer would have to be made flat, or curving appropriately to follow the Earth's curvature (especially if the game world is indeed mapped to a sphere.)
It would be worthwhile to look into the way flat sections are fitted to a sphere. If a flat plane is warped to the spherical surface the linear segments between the corner vertices can diverge, producing gaps. If the flat sections are kept flat, so that the global surface is polygonal instead of perfectly spherical, then such gaps cannot occur.
This is somewhat analogous to the demand that the game screen be drawn on the gnomonic projection. Such a projection has straight lines everywhere drawn as straight, thus ensuring no gaps at the joining sides of polygons. No other projection can do this, because anywhere off axis (screen center) straight lines would be curved, with a failure to correctly fit polygonal sides; gaps or overlap would result.
To further impress the characteristics of the gnomonic projection, as a means to divine what might be causing the gaps we see thus far in this graphics extender...
In the real world, the straight line between any two points seen by the observer is a segment of a great circle. That's because the viewpoint and the two endpoints define a plane, and the viewpoint is always the center of the environment. This plane is thus a section of the larger plane that bisects a sphere centered on the observer.
The only projection which retains great circles as straight lines no matter where crossing the FoV is the gnomonic. As an indicator of its real world usefulness, note that this is the projection used for plotting the paths of meteors on the sky (no matter where they appear, the brief flight of a shower meteor is essentially straight, and thus represents a great circle segment.) Any other projection preserves the straightness of a great circle when passing through the center of projection (view center) only; everywhere else a straight line becomes curved.
Hey all,
Am I missing something here? Latest build, dropped into my IL2 directory, making sure I'm using OpenGL and I have "perfect" mode enabled in conf.ini....
Nothing's different in-game. Is there something else I'm missing? I've looked at my il2 activator (came with this SAS install) and nothing is special there despite the fact that it's pointing towards my #SAS folder.
Anyone else experience this?
is it normal that loading map and starting missions takes a looot of time? From ~5 seconds to ~35 secondsCan't confirm.
is it normal for FPS to be stagnant around 30 on an i7 and a gtx 960M?Yes.
Just a quickie - how do you know which version you have? Noticed theres no way of knowing? Or is it just me?
Cheers guys just asked because on my Win10 if I open 'file properties' on il2ge.dll it always says file version 0.0.0.0?
I have written a tool to get SRTM data for any location.
The process for me is....
- User defines map region
- App gets SRTM data
- App generates type map (currently only LAND, OCEAN, but working on adding COAST)
- App generates sub maps at higher resolution
- App generates normal maps
- App generates default textures from user supplied textures (grass, sand, rock, snow, etc.)
The SRTM data is 1 degree of latitude, longitude and I generate texture maps at 1 minute resolution. So from each SRTM file I generate 60*60 (3600) texture maps.
I don't think you need that accuracy do you?
Anyway, you can have the code if you want. I would just need a couple of days to tidy everything up.
Has anyone been able to have it work with HSFX ?
Following instructions on this thread I got it to work in BAT, but I'm unable to transpose it on my HSFX install.
In any case, fantastic work slibenli, it's really gorgeous in BAT.
Thanks a lot to Mike for enabling us to have it work in BAT with the new selector.
The latest build significantly improves framerate for me.
Note that my on my system the bottleneck seems to be the GPU (nvidia quadro 4000).
If you have a high end GPU please let me know how it affects your fps.
Before improvements: 136799292
With improvements: 137239688
com.maddox.il2.engine.Sun.setNative()
to obtain the sun direction.i | Altitude | Angular height of sun above the horizon in degrees |
j | Azimuth part | Looks like the compass direction of the sun, 0 = north,3 =east |
k | Azimuth part | Looks like the detail part of the azimuth |
f | Time of day | Used for lunar cycle |
f1 | Cloud level |
float f2 = (float)((j * 30 + k) - 80) * DEG2RAD;
Hi Slibenli I notice the latest builds are only 85kb in size is this normal?
HAPPY NEW YEAR!!
Hi Slibenli I notice the latest builds are only 85kb in size is this normal?
HAPPY NEW YEAR!!
No, something went wrong there ... looking into it.
Have you looked at public void setAstronomic(int i, int j, int k, float f, float f1)
Looking at the code it seems ....
i Altitude Angular height of sun above the horizon in degrees j Azimuth part Looks like the compass direction of the sun, 0 = north,3 =east k Azimuth part Looks like the detail part of the azimuth f Time of day Used for lunar cycle f1 Cloud level
The only line of code that doesn't make sense to me is this one.Code: [Select]float f2 = (float)((j * 30 + k) - 80) * DEG2RAD;
It seems to convert the two input variables into an azimuth angle.... but WTF!
As for the game, it is too dark, maybe.
I watched some night flight video... and this black ground looks like real, but should not be stars on the sky? ;D
Will this work with the VP modpack?
Slibenli, can you make a Star and the Moon during the Night. I know you do your best.
Best Regards KT503
Hi Slibenli
Noticed recently when zooming into maps in my FMB that they go black??? Could this be anything to do with IL2GE?
UPDATE It was il2ge slibenli - rolled back to il2ge-build_130409245 now aok! Will try to work through the builds now.
[...] Is there an easy way to check whether the FMB is currently running?
I did some optimisations which should theoretically improve fps.
There is till a bug in it, so some maps will have no water.
Before: https://gitlab.com/vrresto/il2ge/-/jobs/146964901/artifacts/download
After: https://gitlab.com/vrresto/il2ge/-/jobs/148166663/artifacts/download
Greetings, I just can not figure it out, installed ttps: //gitlab.com/vrresto/il2ge/-/jobs/144039097. I began to work, but after completing the mission, when going to another part, the flight to the desktop. Now it does not start at all I do not understand why this is happening. Thank!
Working on object shaders ...
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
ERROR file: File users/doe/Icons not found
Mission: Quick/MTO/MTORedScramble01.mis is Playing
createProgram: 1, 34336
createProgram: 2, 34336
createProgram: 3, 34336
createProgram: 4, 34336
createProgram: 5, 34336
createProgram: 6, 34336
createProgram: 7, 34336
createProgram: 8, 34336
createProgram: 9, 34336
createProgram: 10, 34336
createProgram: 11, 34336
createProgram: 12, 34336
createProgram: 13, 34336
createProgram: 14, 34336
createProgram: 15, 34336
createProgram: 16, 34336
createProgram: 17, 34336
createProgram: 18, 34336
createProgram: 19, 34336
createProgram: 20, 34336
createProgram: 21, 34820
createProgram: 22, 34820
createProgram: 23, 34820
createProgram: 24, 34820
createProgram: 25, 34820
createProgram: 26, 34820
createProgram: 27, 34820
createProgram: 28, 34820
createProgram: 29, 34820
createProgram: 30, 34820
createProgram: 31, 34820
createProgram: 32, 34820
createProgram: 33, 34820
createProgram: 34, 34820
createProgram: 35, 34820
createProgram: 36, 34820
createProgram: 37, 34336
createProgram: 38, 34336
createProgram: 39, 34820
createProgram: 40, 34820
createProgram: 41, 34820
createProgram: 42, 34336
createProgram: 43, 34820
createProgram: 44, 34820
createProgram: 45, 34820
createProgram: 46, 34820
createProgram: 47, 34820
createProgram: 48, 34820
createProgram: 49, 34820
createProgram: 50, 34820
createProgram: 51, 34820
createProgram: 52, 34820
createProgram: 53, 34820
createProgram: 54, 34820
createProgram: 55, 34820
createProgram: 56, 34820
createProgram: 57, 34820
createProgram: 58, 34820
createProgram: 59, 34820
createProgram: 60, 34820
createProgram: 61, 34820
createProgram: 62, 34820
getExport: _Java_com_maddox_il2_engine_Mesh_PreRender@12
getExport: _Java_com_maddox_il2_engine_Landscape_Compute2DBoundBoxOfVisibleLand@24
getExport: _Java_com_maddox_il2_engine_Landscape_ComputeVisibilityOfLandCells@48
getExport: _Java_com_maddox_il2_engine_Landscape_cRefEnd@8
-----------------------------------------------------------
Assertion failed: current_context == g_data.m_main_context
File: /builds/vrresto/il2ge/core_wrapper/main/wgl_wrapper.cpp:348
-----------------------------------------------------------
Aborted.
current thread: 0x974
waiting for backtrace thread to finish ...
target thread: 0x974
-----------------------------------------------------------
Error occurred on Wednesday, January 30, 2019 at 20:22:15.
Registers:
eax=00000000 ebx=02792520 ecx=00000000 edx=0700c7a9 esi=00000000 edi=00000000
eip=772a1d0d esp=0018f214 ebp=0018f284 iopl=0 nv up ei pl zr na po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200246
AddrPC Params
772A1D0D 000000C0 00000970 FFFFFFFF C:\Windows\SysWOW64\ntdll.dll!ZwSignalAndWaitForSingleObject
02726F83 028526C0 0018F30A 00000001 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!abort [/builds/vrresto/il2ge/common/exception_handler.cpp @ 221]
027272C5 0285361C 028534B4 0000015C C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!_assert [/builds/vrresto/il2ge/common/exception_handler.cpp @ 340]
02714307 2CA1195C 0018F45C 0018F3F4 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!getContext [/builds/vrresto/il2ge/core_wrapper/main/wgl_wrapper.cpp @ 348]
0271FFDB 0018F3A8 00000001 00000000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp @ 712]
027260DE 00008620 00000012 2F9B0040 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!wrap_BindProgramARB [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/arb_program.cpp @ 460]
29EABDD7 00000000 00000000 00000000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2_corep4.dll!Java_com_maddox_il2_engine_CfgFlagsEngine_Set
Hello to all on SAS!
I recently got back to modding this game and wanted to install this great mod after seeing a couple of the beautiful screenshots that people have been making with it. Unfortunately I can't seem to get it to run. The game loads just fine, but crashes to desktop at a 100% when I try to load a QMB mission.
I'm running a barebones SAS Modact install and installed the latest build as per instructions. Water=0 and HardwareShaders=1 have been set as well.
Here's a part of the il2ge.log in which I found an error. While I'd like to post the whole thing, this is my first post, so linking it via Pastebin isn't be an option.
I hope it helps anyway.Code: [Select]Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
ERROR file: File users/doe/Icons not found
Mission: Quick/MTO/MTORedScramble01.mis is Playing
createProgram: 1, 34336
createProgram: 2, 34336
createProgram: 3, 34336
createProgram: 4, 34336
createProgram: 5, 34336
createProgram: 6, 34336
createProgram: 7, 34336
createProgram: 8, 34336
createProgram: 9, 34336
createProgram: 10, 34336
createProgram: 11, 34336
createProgram: 12, 34336
createProgram: 13, 34336
createProgram: 14, 34336
createProgram: 15, 34336
createProgram: 16, 34336
createProgram: 17, 34336
createProgram: 18, 34336
createProgram: 19, 34336
createProgram: 20, 34336
createProgram: 21, 34820
createProgram: 22, 34820
createProgram: 23, 34820
createProgram: 24, 34820
createProgram: 25, 34820
createProgram: 26, 34820
createProgram: 27, 34820
createProgram: 28, 34820
createProgram: 29, 34820
createProgram: 30, 34820
createProgram: 31, 34820
createProgram: 32, 34820
createProgram: 33, 34820
createProgram: 34, 34820
createProgram: 35, 34820
createProgram: 36, 34820
createProgram: 37, 34336
createProgram: 38, 34336
createProgram: 39, 34820
createProgram: 40, 34820
createProgram: 41, 34820
createProgram: 42, 34336
createProgram: 43, 34820
createProgram: 44, 34820
createProgram: 45, 34820
createProgram: 46, 34820
createProgram: 47, 34820
createProgram: 48, 34820
createProgram: 49, 34820
createProgram: 50, 34820
createProgram: 51, 34820
createProgram: 52, 34820
createProgram: 53, 34820
createProgram: 54, 34820
createProgram: 55, 34820
createProgram: 56, 34820
createProgram: 57, 34820
createProgram: 58, 34820
createProgram: 59, 34820
createProgram: 60, 34820
createProgram: 61, 34820
createProgram: 62, 34820
getExport: _Java_com_maddox_il2_engine_Mesh_PreRender@12
getExport: _Java_com_maddox_il2_engine_Landscape_Compute2DBoundBoxOfVisibleLand@24
getExport: _Java_com_maddox_il2_engine_Landscape_ComputeVisibilityOfLandCells@48
getExport: _Java_com_maddox_il2_engine_Landscape_cRefEnd@8
-----------------------------------------------------------
Assertion failed: current_context == g_data.m_main_context
File: /builds/vrresto/il2ge/core_wrapper/main/wgl_wrapper.cpp:348
-----------------------------------------------------------
Aborted.
current thread: 0x974
waiting for backtrace thread to finish ...
target thread: 0x974
-----------------------------------------------------------
Error occurred on Wednesday, January 30, 2019 at 20:22:15.
Registers:
eax=00000000 ebx=02792520 ecx=00000000 edx=0700c7a9 esi=00000000 edi=00000000
eip=772a1d0d esp=0018f214 ebp=0018f284 iopl=0 nv up ei pl zr na po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200246
AddrPC Params
772A1D0D 000000C0 00000970 FFFFFFFF C:\Windows\SysWOW64\ntdll.dll!ZwSignalAndWaitForSingleObject
02726F83 028526C0 0018F30A 00000001 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!abort [/builds/vrresto/il2ge/common/exception_handler.cpp @ 221]
027272C5 0285361C 028534B4 0000015C C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!_assert [/builds/vrresto/il2ge/common/exception_handler.cpp @ 340]
02714307 2CA1195C 0018F45C 0018F3F4 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!getContext [/builds/vrresto/il2ge/core_wrapper/main/wgl_wrapper.cpp @ 348]
0271FFDB 0018F3A8 00000001 00000000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp @ 712]
027260DE 00008620 00000012 2F9B0040 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!wrap_BindProgramARB [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/arb_program.cpp @ 460]
29EABDD7 00000000 00000000 00000000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2_corep4.dll!Java_com_maddox_il2_engine_CfgFlagsEngine_Set
With regards,
@PO_MAK_249RIP
Yes, that was actually one of the first things I did.
@slibenli
*** il2ge.dll initialization ***
Build: 148166663
Debug: 0
It's the latter build linked in reply #390.
getExport: _Java_com_maddox_opengl_gl_GetString@12
Vendor: NVIDIA Corporation
Render: GeForce GTX 1050/PCIe/SSE2
Version: 4.6.0 NVIDIA 398.36
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_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_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_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count 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GL_NV_internalformat_sample_query 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent 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: 1280x960
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
LoadLibrary: dinput8.dll
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
*** Looking for Advanced CPU Instructions...
[code/]
[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=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=2
LandShading=3
LandDetails=2
LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=3
Water=0
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
[code/]
Version 4.12.2m with SAS Modact 5.3.0 and 5.4.2 Selector.
Also, fifth post, so I can finally post a complete il2ge log!
https://pastebin.com/68VzMXgB
@LambdaNorth: With an Nvidia 1050 card you will definitely be able to run IL-2 1946 maxed out on everything, so it's time to sort out some mismatching settings in conf.ini.
Please compare your conf.ini settings with the "perfect" settings listed here: https://www.sas1946.com/main/index.php/topic,9756.msg185327.html#msg185327
Pay close attention to the "[Render_OpenGL]" section and also check whether you really want to use a resolution of 1280x960 pixels, because that sounds rather odd, haven't seen such resolution outside of VMs for quite a while.
]cheers[
Mike
Jeepers, I'm really starting to wonder if there's something fundamentally wrong with my IL-2 install, or if I'm missing some kind of dependency.
Good news is, the game no longer instantly crashes to desktop when loading a QMB mission. It now freezes. I left it to run for a couple of minutes, but it didn't progress. I had to kill it via task manager.
il2ge log - https://pastebin.com/cj0vFdPV
I apologise for the persistence of this issue and thank all of you for sticking with me on it so far.
As for the curiously low resolution, the reason I keep it that low is because my install, even without the graphic extender, has a habit of crashing as soon as I set it to a higher resolution, both through the in game options menu and the il2setup program. Also, for some reason, the resolution set in the conf.ini doesn't seem to carry over, as everytime my game crashes, the desktop resolution is at 1280x960, which implies that the game set it this low while running...That really needs to be sorted out first.
That might be an issue for a seperate thread though, as changing it doesn't seem to have an effect on my problem with the graphic extender.
As for the curiously low resolution, the reason I keep it that low is because my install, even without the graphic extender, has a habit of crashing as soon as I set it to a higher resolution, both through the in game options menu and the il2setup program. Also, for some reason, the resolution set in the conf.ini doesn't seem to carry over, as everytime my game crashes, the desktop resolution is at 1280x960, which implies that the game set it this low while running...That really needs to be sorted out first.
That might be an issue for a seperate thread though, as changing it doesn't seem to have an effect on my problem with the graphic extender.
In this condition, your game hardly qualifies for anything but fixing that major issue.
Looking at the conf.ini you've posted, as a first measure I'd suggest to do the following (all of them in one bunch) in the "[window] section of your conf.ini and then try to run the game again, preferably wilthout IL-2 graphics extender:
- Set "width" and "height" to the physical dimensions of your screen
- Set "ChangeScreenRes=0", "DrawIfNotFocused=1" and "SaveAspect=0"
- Set "DrawIfNotFocused=1" and "SaveAspect=0"
- Set "SaveAspect=0"
]cheers[
Mike
Just checked it - yes it's possible!I have no idea why tiger's sound need perfect settings in game and therefore water=4 in conf, but that's how it works. I would love to be able to use his sound mod and your graphic extender, together these two mods add a great amount of reality to this incredible old and fantastic sim....
But why do sounds require a specific water setting?
The latest build improves water appeareance: https://gitlab.com/vrresto/il2ge/-/jobs/155903328/artifacts/download
The latest build improves water appeareance: https://gitlab.com/vrresto/il2ge/-/jobs/155903328/artifacts/download
Can you provide screenshots of how it should look like?
I do not see the difference between stock game 4.13.4 with water 0, 2, 4 and modded game version with Carmaster water=4.
I do not see the difference between this version and previous (with the exception of that now it is not crashing with water != 0).
Hi Slibenli just seen a tip for faster texture rendering : Change [OPENGL] TexMipFilter=3 to =2. Would this impact il2ge? Away from pc at mo so cant check what mine is set too.
Ilcraft)
Ilcraft)
:D :D :D
Looking how many particles per effect I can handle.
The effect for the big smoke column has nParticles=8000.
Looks like you just need to get alpha blending working
Looking how many particles per effect I can handle.
The effect for the big smoke column has nParticles=8000.
Looks like you had done some color correction to the sky and far horizon?
Hello slibenli!
How do you think is there a possibility to add a bumpH textures to plane materials? I think that would greatly improve the feeling of the aircraft textures.
You can try it out in https://gitlab.com/vrresto/il2ge/-/jobs/164924635/artifacts/download.
You'll need to set EnableEffects=1 in il2ge.ini.
Sorry for being a total airhead.
But i have extracted the zip to my main 1946 BAT install directory.
How do i get it to show up in JSGME please, so that i can enable it.
Normally i only run BAT without fiddling, so i am not very good with extra mods.
Also i cannot find il2ge.ini only dll. to enable Effects.
Thank you,
Mike.
Thanks for the info buddy.
So how and where do i install it please ?
Thanks very much,
Mike.
il2-folder\
il2ge.dll
il2ge\
shaders\
EnableEffects=1 hurts fps a lot here (about 50%)
Game looks real great, but I still have a few issues, are they still WIP or will we need to live with it ?
1/white objects when conditions are hazy (I think there has been an improvement in last version during bad weather at mid day but it remains early or late in the day)
2/black sky in rear mirror
3/pitch black night (no star)
Thanks again for this fantastic addition :)
OK, now I had done better test and can say that:
1) when set EnableEffects=1 in il2ge.ini and Effects=2 in conf.ini total flps counter in TheBlackDeath.trk is 15702
2) when set EnableEffects=0 in il2ge.ini and Effects=2 in conf.ini total flps counter in TheBlackDeath.trk is 18184
Also when EnableEffects=1 effects appear in strange way, and some time no textures, only rects I see. But may be it is because everithing is WIP :)
My PC: Intel Core i7 8700K 3.7Ghz, DDR4 16Gb 2666Mhz, Asus Prime Z370-A, ADATA XPG SX8200 240Gb (PCIe Gen3x4), GTX 660 2Gb
-----------------------------------------------------------
*** il2ge.dll initialization ***
Build: 176888113
Debug: 0
Commit: 95a385bf77d9c974fdfba9a2c6f91b9d31a38462
*** Library **** DT **** Loaded *** 102
RTS Version 2.2
Core Version 2.0
Unknown net address: 83.153.85.250
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 970/PCIe/SSE2
Version: 4.6.0 NVIDIA 391.35
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters 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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_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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 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Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
Sound: Native library (build 1.1, target - P IV) loaded.
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
1>//@sfs MOUNT Prop.sfs
Command not found: //@sfs MOUNT Prop.sfs
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
1>mp_dotrange FOE DOT 25.000 COLOR 4.0 RANGE 4.0 TYPE 2.0 ID 1.0 NAME 0.1
Foe Dot Ranges:
DOT 14.0 km
COLOR 6.0 km
TYPE 6.0 km
NAME 6.0 km
ID 6.0 km
RANGE 6.0 km
ALTICON 0.1 km
ALTCOLOR None
ALTSYMBOL +
1>mp_dotrange FRIENDLY DOT 25.000 COLOR 4.0 RANGE 4.0 TYPE 2.0 ID 1.0 NAME 0.1
Friendly Dot Ranges:
DOT 14.0 km
COLOR 6.0 km
TYPE 6.0 km
NAME 6.0 km
ID 6.0 km
RANGE 6.0 km
ALTICON 0.1 km
ALTCOLOR None
ALTSYMBOL +
1>timeout 60000 file icons.rcu
Loading mission Quick/IB_Prokhorovka/IB_ProkhorovkaRedArmor01.mis...
Total number of airports for loaded mission: 0
FATAL ERROR in native method: Aborted
at com.maddox.il2.engine.Landscape.cLoadMap(Native Method)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:435)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:852)
at com.maddox.il2.game.Mission._load(Mission.java:496)
at com.maddox.il2.game.Mission.access$6(Mission.java:468)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:4161)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Your log is missing some output (not your fault) - I first need to fix that ...
-----------------------------------------------------------
*** il2ge.dll initialization ***
Build: 177760793
Debug: 0
Commit: 3b4d2e68fed5100ae18ae5ddc3803b233f9c4042
*** Library **** DT **** Loaded *** 102
*** il2_core wrapper initialisation ***
*** il2_core wrapper initialisation finished ***
RTS Version 2.2
Core Version 2.0
Unknown net address: 83.153.85.250
jgl => LoadLibrary: Opengl32.dll
jgl => GetProcAddress: glAccum
jgl => GetProcAddress: glAlphaFunc
jgl => GetProcAddress: glAreTexturesResident
jgl => GetProcAddress: glArrayElement
jgl => GetProcAddress: glBegin
jgl => GetProcAddress: glBindTexture
jgl => GetProcAddress: glBitmap
jgl => GetProcAddress: glBlendFunc
jgl => GetProcAddress: glCallList
jgl => GetProcAddress: glCallLists
jgl => GetProcAddress: glClear
jgl => GetProcAddress: glClearAccum
jgl => GetProcAddress: glClearColor
jgl => GetProcAddress: glClearDepth
jgl => GetProcAddress: glClearIndex
jgl => GetProcAddress: glClearStencil
jgl => GetProcAddress: glClipPlane
jgl => GetProcAddress: glColor3b
jgl => GetProcAddress: glColor3bv
jgl => GetProcAddress: glColor3d
jgl => GetProcAddress: glColor3dv
jgl => GetProcAddress: glColor3f
jgl => GetProcAddress: glColor3fv
jgl => GetProcAddress: glColor3i
jgl => GetProcAddress: glColor3iv
jgl => GetProcAddress: glColor3s
jgl => GetProcAddress: glColor3sv
jgl => GetProcAddress: glColor3ub
jgl => GetProcAddress: glColor3ubv
jgl => GetProcAddress: glColor3ui
jgl => GetProcAddress: glColor3uiv
jgl => GetProcAddress: glColor3us
jgl => GetProcAddress: glColor3usv
jgl => GetProcAddress: glColor4b
jgl => GetProcAddress: glColor4bv
jgl => GetProcAddress: glColor4d
jgl => GetProcAddress: glColor4dv
jgl => GetProcAddress: glColor4f
jgl => GetProcAddress: glColor4fv
jgl => GetProcAddress: glColor4i
jgl => GetProcAddress: glColor4iv
jgl => GetProcAddress: glColor4s
jgl => GetProcAddress: glColor4sv
jgl => GetProcAddress: glColor4ub
jgl => GetProcAddress: glColor4ubv
jgl => GetProcAddress: glColor4ui
jgl => GetProcAddress: glColor4uiv
jgl => GetProcAddress: glColor4us
jgl => GetProcAddress: glColor4usv
jgl => GetProcAddress: glColorMask
jgl => GetProcAddress: glColorMaterial
jgl => GetProcAddress: glColorPointer
jgl => GetProcAddress: glCopyPixels
jgl => GetProcAddress: glCopyTexImage1D
jgl => GetProcAddress: glCopyTexImage2D
jgl => GetProcAddress: glCopyTexSubImage1D
jgl => GetProcAddress: glCopyTexSubImage2D
jgl => GetProcAddress: glCullFace
jgl => GetProcAddress: glDeleteLists
jgl => GetProcAddress: glDeleteTextures
jgl => GetProcAddress: glDepthFunc
jgl => GetProcAddress: glDepthMask
jgl => GetProcAddress: glDepthRange
jgl => GetProcAddress: glDisable
jgl => GetProcAddress: glDisableClientState
jgl => GetProcAddress: glDrawArrays
jgl => GetProcAddress: glDrawBuffer
jgl => GetProcAddress: glDrawElements
jgl => GetProcAddress: glDrawPixels
jgl => GetProcAddress: glEdgeFlag
jgl => GetProcAddress: glEdgeFlagPointer
jgl => GetProcAddress: glEdgeFlagv
jgl => GetProcAddress: glEnable
jgl => GetProcAddress: glEnableClientState
jgl => GetProcAddress: glEnd
jgl => GetProcAddress: glEndList
jgl => GetProcAddress: glEvalCoord1d
jgl => GetProcAddress: glEvalCoord1dv
jgl => GetProcAddress: glEvalCoord1f
jgl => GetProcAddress: glEvalCoord1fv
jgl => GetProcAddress: glEvalCoord2d
jgl => GetProcAddress: glEvalCoord2dv
jgl => GetProcAddress: glEvalCoord2f
jgl => GetProcAddress: glEvalCoord2fv
jgl => GetProcAddress: glEvalMesh1
jgl => GetProcAddress: glEvalMesh2
jgl => GetProcAddress: glEvalPoint1
jgl => GetProcAddress: glEvalPoint2
jgl => GetProcAddress: glFeedbackBuffer
jgl => GetProcAddress: glFinish
jgl => GetProcAddress: glFlush
jgl => GetProcAddress: glFogf
jgl => GetProcAddress: glFogfv
jgl => GetProcAddress: glFogi
jgl => GetProcAddress: glFogiv
jgl => GetProcAddress: glFrontFace
jgl => GetProcAddress: glFrustum
jgl => GetProcAddress: glGenLists
jgl => GetProcAddress: glGenTextures
jgl => GetProcAddress: glGetBooleanv
jgl => GetProcAddress: glGetClipPlane
jgl => GetProcAddress: glGetDoublev
jgl => GetProcAddress: glGetError
jgl => GetProcAddress: glGetFloatv
jgl => GetProcAddress: glGetIntegerv
jgl => GetProcAddress: glGetLightfv
jgl => GetProcAddress: glGetLightiv
jgl => GetProcAddress: glGetMapdv
jgl => GetProcAddress: glGetMapfv
jgl => GetProcAddress: glGetMapiv
jgl => GetProcAddress: glGetMaterialfv
jgl => GetProcAddress: glGetMaterialiv
jgl => GetProcAddress: glGetPixelMapfv
jgl => GetProcAddress: glGetPixelMapuiv
jgl => GetProcAddress: glGetPixelMapusv
jgl => GetProcAddress: glGetPointerv
jgl => GetProcAddress: glGetPolygonStipple
jgl => GetProcAddress: glGetString
jgl => GetProcAddress: glGetTexEnvfv
jgl => GetProcAddress: glGetTexEnviv
jgl => GetProcAddress: glGetTexGendv
jgl => GetProcAddress: glGetTexGenfv
jgl => GetProcAddress: glGetTexGeniv
jgl => GetProcAddress: glGetTexImage
jgl => GetProcAddress: glGetTexLevelParameterfv
jgl => GetProcAddress: glGetTexLevelParameteriv
jgl => GetProcAddress: glGetTexParameterfv
jgl => GetProcAddress: glGetTexParameteriv
jgl => GetProcAddress: glHint
jgl => GetProcAddress: glIndexMask
jgl => GetProcAddress: glIndexPointer
jgl => GetProcAddress: glIndexd
jgl => GetProcAddress: glIndexdv
jgl => GetProcAddress: glIndexf
jgl => GetProcAddress: glIndexfv
jgl => GetProcAddress: glIndexi
jgl => GetProcAddress: glIndexiv
jgl => GetProcAddress: glIndexs
jgl => GetProcAddress: glIndexsv
jgl => GetProcAddress: glIndexub
jgl => GetProcAddress: glIndexubv
jgl => GetProcAddress: glInitNames
jgl => GetProcAddress: glInterleavedArrays
jgl => GetProcAddress: glIsEnabled
jgl => GetProcAddress: glIsList
jgl => GetProcAddress: glIsTexture
jgl => GetProcAddress: glLightModelf
jgl => GetProcAddress: glLightModelfv
jgl => GetProcAddress: glLightModeli
jgl => GetProcAddress: glLightModeliv
jgl => GetProcAddress: glLightf
jgl => GetProcAddress: glLightfv
jgl => GetProcAddress: glLighti
jgl => GetProcAddress: glLightiv
jgl => GetProcAddress: glLineStipple
jgl => GetProcAddress: glLineWidth
jgl => GetProcAddress: glListBase
jgl => GetProcAddress: glLoadIdentity
jgl => GetProcAddress: glLoadMatrixd
jgl => GetProcAddress: glLoadMatrixf
jgl => GetProcAddress: glLoadName
jgl => GetProcAddress: glLogicOp
jgl => GetProcAddress: glMap1d
jgl => GetProcAddress: glMap1f
jgl => GetProcAddress: glMap2d
jgl => GetProcAddress: glMap2f
jgl => GetProcAddress: glMapGrid1d
jgl => GetProcAddress: glMapGrid1f
jgl => GetProcAddress: glMapGrid2d
jgl => GetProcAddress: glMapGrid2f
jgl => GetProcAddress: glMaterialf
jgl => GetProcAddress: glMaterialfv
jgl => GetProcAddress: glMateriali
jgl => GetProcAddress: glMaterialiv
jgl => GetProcAddress: glMatrixMode
jgl => GetProcAddress: glMultMatrixd
jgl => GetProcAddress: glMultMatrixf
jgl => GetProcAddress: glNewList
jgl => GetProcAddress: glNormal3b
jgl => GetProcAddress: glNormal3bv
jgl => GetProcAddress: glNormal3d
jgl => GetProcAddress: glNormal3dv
jgl => GetProcAddress: glNormal3f
jgl => GetProcAddress: glNormal3fv
jgl => GetProcAddress: glNormal3i
jgl => GetProcAddress: glNormal3iv
jgl => GetProcAddress: glNormal3s
jgl => GetProcAddress: glNormal3sv
jgl => GetProcAddress: glNormalPointer
jgl => GetProcAddress: glOrtho
jgl => GetProcAddress: glPassThrough
jgl => GetProcAddress: glPixelMapfv
jgl => GetProcAddress: glPixelMapuiv
jgl => GetProcAddress: glPixelMapusv
jgl => GetProcAddress: glPixelStoref
jgl => GetProcAddress: glPixelStorei
jgl => GetProcAddress: glPixelTransferf
jgl => GetProcAddress: glPixelTransferi
jgl => GetProcAddress: glPixelZoom
jgl => GetProcAddress: glPointSize
jgl => GetProcAddress: glPolygonMode
jgl => GetProcAddress: glPolygonOffset
jgl => GetProcAddress: glPolygonStipple
jgl => GetProcAddress: glPopAttrib
jgl => GetProcAddress: glPopClientAttrib
jgl => GetProcAddress: glPopMatrix
jgl => GetProcAddress: glPopName
jgl => GetProcAddress: glPrioritizeTextures
jgl => GetProcAddress: glPushAttrib
jgl => GetProcAddress: glPushClientAttrib
jgl => GetProcAddress: glPushMatrix
jgl => GetProcAddress: glPushName
jgl => GetProcAddress: glRasterPos2d
jgl => GetProcAddress: glRasterPos2dv
jgl => GetProcAddress: glRasterPos2f
jgl => GetProcAddress: glRasterPos2fv
jgl => GetProcAddress: glRasterPos2i
jgl => GetProcAddress: glRasterPos2iv
jgl => GetProcAddress: glRasterPos2s
jgl => GetProcAddress: glRasterPos2sv
jgl => GetProcAddress: glRasterPos3d
jgl => GetProcAddress: glRasterPos3dv
jgl => GetProcAddress: glRasterPos3f
jgl => GetProcAddress: glRasterPos3fv
jgl => GetProcAddress: glRasterPos3i
jgl => GetProcAddress: glRasterPos3iv
jgl => GetProcAddress: glRasterPos3s
jgl => GetProcAddress: glRasterPos3sv
jgl => GetProcAddress: glRasterPos4d
jgl => GetProcAddress: glRasterPos4dv
jgl => GetProcAddress: glRasterPos4f
jgl => GetProcAddress: glRasterPos4fv
jgl => GetProcAddress: glRasterPos4i
jgl => GetProcAddress: glRasterPos4iv
jgl => GetProcAddress: glRasterPos4s
jgl => GetProcAddress: glRasterPos4sv
jgl => GetProcAddress: glReadBuffer
jgl => GetProcAddress: glReadPixels
jgl => GetProcAddress: glRectd
jgl => GetProcAddress: glRectdv
jgl => GetProcAddress: glRectf
jgl => GetProcAddress: glRectfv
jgl => GetProcAddress: glRecti
jgl => GetProcAddress: glRectiv
jgl => GetProcAddress: glRects
jgl => GetProcAddress: glRectsv
jgl => GetProcAddress: glRenderMode
jgl => GetProcAddress: glRotated
jgl => GetProcAddress: glRotatef
jgl => GetProcAddress: glScaled
jgl => GetProcAddress: glScalef
jgl => GetProcAddress: glScissor
jgl => GetProcAddress: glSelectBuffer
jgl => GetProcAddress: glShadeModel
jgl => GetProcAddress: glStencilFunc
jgl => GetProcAddress: glStencilMask
jgl => GetProcAddress: glStencilOp
jgl => GetProcAddress: glTexCoord1d
jgl => GetProcAddress: glTexCoord1dv
jgl => GetProcAddress: glTexCoord1f
jgl => GetProcAddress: glTexCoord1fv
jgl => GetProcAddress: glTexCoord1i
jgl => GetProcAddress: glTexCoord1iv
jgl => GetProcAddress: glTexCoord1s
jgl => GetProcAddress: glTexCoord1sv
jgl => GetProcAddress: glTexCoord2d
jgl => GetProcAddress: glTexCoord2dv
jgl => GetProcAddress: glTexCoord2f
jgl => GetProcAddress: glTexCoord2fv
jgl => GetProcAddress: glTexCoord2i
jgl => GetProcAddress: glTexCoord2iv
jgl => GetProcAddress: glTexCoord2s
jgl => GetProcAddress: glTexCoord2sv
jgl => GetProcAddress: glTexCoord3d
jgl => GetProcAddress: glTexCoord3dv
jgl => GetProcAddress: glTexCoord3f
jgl => GetProcAddress: glTexCoord3fv
jgl => GetProcAddress: glTexCoord3i
jgl => GetProcAddress: glTexCoord3iv
jgl => GetProcAddress: glTexCoord3s
jgl => GetProcAddress: glTexCoord3sv
jgl => GetProcAddress: glTexCoord4d
jgl => GetProcAddress: glTexCoord4dv
jgl => GetProcAddress: glTexCoord4f
jgl => GetProcAddress: glTexCoord4fv
jgl => GetProcAddress: glTexCoord4i
jgl => GetProcAddress: glTexCoord4iv
jgl => GetProcAddress: glTexCoord4s
jgl => GetProcAddress: glTexCoord4sv
jgl => GetProcAddress: glTexCoordPointer
jgl => GetProcAddress: glTexEnvf
jgl => GetProcAddress: glTexEnvfv
jgl => GetProcAddress: glTexEnvi
jgl => GetProcAddress: glTexEnviv
jgl => GetProcAddress: glTexGend
jgl => GetProcAddress: glTexGendv
jgl => GetProcAddress: glTexGenf
jgl => GetProcAddress: glTexGenfv
jgl => GetProcAddress: glTexGeni
jgl => GetProcAddress: glTexGeniv
jgl => GetProcAddress: glTexImage1D
jgl => GetProcAddress: glTexImage2D
jgl => GetProcAddress: glTexParameterf
jgl => GetProcAddress: glTexParameterfv
jgl => GetProcAddress: glTexParameteri
jgl => GetProcAddress: glTexParameteriv
jgl => GetProcAddress: glTexSubImage1D
jgl => GetProcAddress: glTexSubImage2D
jgl => GetProcAddress: glTranslated
jgl => GetProcAddress: glTranslatef
jgl => GetProcAddress: glVertex2d
jgl => GetProcAddress: glVertex2dv
jgl => GetProcAddress: glVertex2f
jgl => GetProcAddress: glVertex2fv
jgl => GetProcAddress: glVertex2i
jgl => GetProcAddress: glVertex2iv
jgl => GetProcAddress: glVertex2s
jgl => GetProcAddress: glVertex2sv
jgl => GetProcAddress: glVertex3d
jgl => GetProcAddress: glVertex3dv
jgl => GetProcAddress: glVertex3f
jgl => GetProcAddress: glVertex3fv
jgl => GetProcAddress: glVertex3i
jgl => GetProcAddress: glVertex3iv
jgl => GetProcAddress: glVertex3s
jgl => GetProcAddress: glVertex3sv
jgl => GetProcAddress: glVertex4d
jgl => GetProcAddress: glVertex4dv
jgl => GetProcAddress: glVertex4f
jgl => GetProcAddress: glVertex4fv
jgl => GetProcAddress: glVertex4i
jgl => GetProcAddress: glVertex4iv
jgl => GetProcAddress: glVertex4s
jgl => GetProcAddress: glVertex4sv
jgl => GetProcAddress: glVertexPointer
jgl => GetProcAddress: glViewport
jgl => GetProcAddress: wglChoosePixelFormat
jgl => GetProcAddress: wglCopyContext
jgl => GetProcAddress: wglCreateContext
jgl => GetProcAddress: wglCreateLayerContext
jgl => GetProcAddress: wglDeleteContext
jgl => GetProcAddress: wglDescribeLayerPlane
jgl => GetProcAddress: wglDescribePixelFormat
jgl => GetProcAddress: wglGetCurrentContext
jgl => GetProcAddress: wglGetCurrentDC
jgl => GetProcAddress: wglGetDefaultProcAddress
jgl => GetProcAddress: wglGetLayerPaletteEntries
jgl => GetProcAddress: wglGetPixelFormat
jgl => GetProcAddress: wglGetProcAddress
jgl => GetProcAddress: wglMakeCurrent
jgl => GetProcAddress: wglRealizeLayerPalette
jgl => GetProcAddress: wglSetLayerPaletteEntries
jgl => GetProcAddress: wglSetPixelFormat
jgl => GetProcAddress: wglShareLists
jgl => GetProcAddress: wglSwapBuffers
jgl => GetProcAddress: wglSwapLayerBuffers
jgl => GetProcAddress: wglUseFontBitmapsA
jgl => GetProcAddress: wglUseFontBitmapsW
jgl => GetProcAddress: wglUseFontOutlinesA
jgl => GetProcAddress: wglUseFontOutlinesW
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 970/PCIe/SSE2
Version: 4.6.0 NVIDIA 391.35
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_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_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_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 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_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent 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
Sound: Native library (build 1.1, target - P IV) loaded.
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
1>//@sfs MOUNT Prop.sfs
Command not found: //@sfs MOUNT Prop.sfs
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
1>mp_dotrange FOE DOT 25.000 COLOR 4.0 RANGE 4.0 TYPE 2.0 ID 1.0 NAME 0.1
Foe Dot Ranges:
DOT 14.0 km
COLOR 6.0 km
TYPE 6.0 km
NAME 6.0 km
ID 6.0 km
RANGE 6.0 km
ALTICON 0.1 km
ALTCOLOR None
ALTSYMBOL +
1>mp_dotrange FRIENDLY DOT 25.000 COLOR 4.0 RANGE 4.0 TYPE 2.0 ID 1.0 NAME 0.1
Friendly Dot Ranges:
DOT 14.0 km
COLOR 6.0 km
TYPE 6.0 km
NAME 6.0 km
ID 6.0 km
RANGE 6.0 km
ALTICON 0.1 km
ALTCOLOR None
ALTSYMBOL +
1>timeout 60000 file icons.rcu
Loading mission Quick/IB_Prokhorovka/IB_ProkhorovkaRedArmor01.mis...
Total number of airports for loaded mission: 0
load map: Prokhorovka/load.ini
unloadMap()
loading water textures...
terrain_cdlod: num fragment shaders: 8
terrain_cdlod: num vertex shaders: 3
terrain_cdlod: num fragment shaders: 8
terrain_cdlod: num vertex shaders: 3
FATAL ERROR in native method: Aborted
at com.maddox.il2.engine.Landscape.cLoadMap(Native Method)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:435)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:852)
at com.maddox.il2.game.Mission._load(Mission.java:496)
at com.maddox.il2.game.Mission.access$6(Mission.java:468)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:4161)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x6d4408a6
Function name=JVM_DisableCompiler
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Library=D:\Il2-FB BAT\bin\hotspot\jvm.dll
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Current Java thread:
at com.maddox.il2.engine.Render.flush(Native Method)
at com.maddox.il2.engine.Renders.a(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.ConsoleGL0Render.exlusiveDraw(ConsoleGL0Render.java:22)
at com.maddox.il2.engine.ConsoleGL0.exclusiveDraw(ConsoleGL0.java:70)
at com.maddox.il2.game.Main3D.drawRandomSplashScreen(Main3D.java:3068)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1519)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Dynamic libraries:
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
0x00400000 - 0x0049A000 D:\Il2-FB BAT\il2fb.exe
0x77440000 - 0x775DC000 C:\WINDOWS\SYSTEM32\ntdll.dll
0x76E90000 - 0x76F70000 C:\WINDOWS\System32\KERNEL32.DLL
0x70570000 - 0x70580000 C:\Program Files\AVAST Software\Avast\x86\aswhook.dll
0x74E60000 - 0x7505A000 C:\WINDOWS\System32\KERNELBASE.dll
0x73C70000 - 0x73D0C000 C:\WINDOWS\SYSTEM32\apphelp.dll
0x708B0000 - 0x70B37000 C:\WINDOWS\SYSTEM32\AcLayers.DLL
0x75060000 - 0x75120000 C:\WINDOWS\System32\msvcrt.dll
0x77230000 - 0x773C9000 C:\WINDOWS\System32\USER32.dll
0x77180000 - 0x77197000 C:\WINDOWS\System32\win32u.dll
0x75310000 - 0x75333000 C:\WINDOWS\System32\GDI32.dll
0x75120000 - 0x75287000 C:\WINDOWS\System32\gdi32full.dll
0x771A0000 - 0x77220000 C:\WINDOWS\System32\msvcp_win.dll
0x76D10000 - 0x76E32000 C:\WINDOWS\System32\ucrtbase.dll
0x759B0000 - 0x75EFE000 C:\WINDOWS\System32\SHELL32.dll
0x773F0000 - 0x7742B000 C:\WINDOWS\System32\cfgmgr32.dll
0x76620000 - 0x766A9000 C:\WINDOWS\System32\shcore.dll
0x76C40000 - 0x76CFF000 C:\WINDOWS\System32\RPCRT4.dll
0x74AB0000 - 0x74AD0000 C:\WINDOWS\System32\SspiCli.dll
0x74AA0000 - 0x74AAA000 C:\WINDOWS\System32\CRYPTBASE.dll
0x74D70000 - 0x74DD2000 C:\WINDOWS\System32\bcryptPrimitives.dll
0x74DE0000 - 0x74E59000 C:\WINDOWS\System32\sechost.dll
0x756C0000 - 0x75938000 C:\WINDOWS\System32\combase.dll
0x75FB0000 - 0x765AC000 C:\WINDOWS\System32\windows.storage.dll
0x75290000 - 0x7530E000 C:\WINDOWS\System32\advapi32.dll
0x76E70000 - 0x76E8C000 C:\WINDOWS\System32\profapi.dll
0x754C0000 - 0x75514000 C:\WINDOWS\System32\powrprof.dll
0x75940000 - 0x75984000 C:\WINDOWS\System32\shlwapi.dll
0x765B0000 - 0x765BF000 C:\WINDOWS\System32\kernel.appcore.dll
0x74D50000 - 0x74D62000 C:\WINDOWS\System32\cryptsp.dll
0x770E0000 - 0x7717B000 C:\WINDOWS\System32\OLEAUT32.dll
0x767F0000 - 0x76C3B000 C:\WINDOWS\System32\SETUPAPI.dll
0x773D0000 - 0x773E9000 C:\WINDOWS\System32\bcrypt.dll
0x70760000 - 0x70778000 C:\WINDOWS\SYSTEM32\MPR.dll
0x66680000 - 0x66683000 C:\WINDOWS\SYSTEM32\sfc.dll
0x71370000 - 0x713DB000 C:\WINDOWS\SYSTEM32\WINSPOOL.DRV
0x70580000 - 0x706FE000 C:\WINDOWS\SYSTEM32\PROPSYS.dll
0x74A10000 - 0x74A43000 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
0x70560000 - 0x7056F000 C:\WINDOWS\SYSTEM32\sfc_os.DLL
0x6FDA0000 - 0x6FDAE000 C:\WINDOWS\SYSTEM32\SortServer2003Compat.dll
0x76E40000 - 0x76E65000 C:\WINDOWS\System32\IMM32.DLL
0x70320000 - 0x70344000 C:\WINDOWS\SYSTEM32\WINMM.dll
0x66980000 - 0x669A7000 D:\Il2-FB BAT\DINPUT.dll
0x702C0000 - 0x702E3000 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
0x6D420000 - 0x6D4EF000 D:\Il2-FB BAT\bin\hotspot\jvm.dll
0x5ECD0000 - 0x62D38000 D:\Il2-FB BAT\il2ge.dll
0x6D220000 - 0x6D227000 D:\Il2-FB BAT\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Il2-FB BAT\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Il2-FB BAT\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Il2-FB BAT\bin\zip.dll
0x66920000 - 0x66978000 D:\Il2-FB BAT\wrapper.dll
0x68380000 - 0x683A7000 D:\Il2-FB BAT\DT.dll
0x00640000 - 0x0064A000 D:\Il2-FB BAT\pathfind.dll
0x27530000 - 0x2A3F6000 D:\Il2-FB BAT\il2_core.dll
0x7C360000 - 0x7C3B6000 D:\Il2-FB BAT\MSVCR71.dll
0x007B0000 - 0x007D3000 D:\Il2-FB BAT\jgl.dll
0x65A10000 - 0x65AE9000 C:\WINDOWS\SYSTEM32\opengl32.dll
0x668E0000 - 0x6691F000 C:\WINDOWS\SYSTEM32\GLU32.dll
0x3B790000 - 0x3B7CA000 D:\Il2-FB BAT\il2_usgs2.dll
0x765C0000 - 0x7661F000 C:\WINDOWS\System32\WS2_32.dll
0x3B810000 - 0x3B887000 D:\Il2-FB BAT\mg_snd_sse.dll
0x65FD0000 - 0x66007000 C:\WINDOWS\SYSTEM32\dinput8.dll
0x6D7E0000 - 0x6D871000 C:\WINDOWS\SYSTEM32\inputhost.dll
0x713E0000 - 0x7146F000 C:\WINDOWS\SYSTEM32\CoreMessaging.dll
0x6EAA0000 - 0x6EC43000 C:\WINDOWS\SYSTEM32\twinapi.appcore.dll
0x6E830000 - 0x6EA9A000 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll
0x6C900000 - 0x6CE08000 C:\WINDOWS\SYSTEM32\d2d1.dll
0x6ED00000 - 0x6EF29000 C:\WINDOWS\SYSTEM32\d3d11.dll
0x716D0000 - 0x717AB000 C:\WINDOWS\SYSTEM32\wintypes.dll
0x6FE10000 - 0x6FE2E000 C:\WINDOWS\SYSTEM32\RMCLIENT.dll
0x74730000 - 0x74759000 C:\WINDOWS\SYSTEM32\ntmarta.dll
0x6EC50000 - 0x6ECF4000 C:\WINDOWS\SYSTEM32\dxgi.dll
0x70290000 - 0x7029B000 C:\WINDOWS\SYSTEM32\HID.DLL
0x6FE30000 - 0x6FE53000 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x75F60000 - 0x75FA5000 C:\WINDOWS\System32\WINTRUST.dll
0x77220000 - 0x7722E000 C:\WINDOWS\System32\MSASN1.dll
0x75520000 - 0x756B9000 C:\WINDOWS\System32\CRYPT32.dll
0x70B80000 - 0x70BFB000 C:\WINDOWS\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Il2-FB BAT\bin\net.dll
0x74A90000 - 0x74A98000 C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x74980000 - 0x74991000 C:\WINDOWS\system32\napinsp.dll
0x748E0000 - 0x748F6000 C:\WINDOWS\system32\pnrpnsp.dll
0x749A0000 - 0x749F2000 C:\WINDOWS\System32\mswsock.dll
0x74770000 - 0x74800000 C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x76D00000 - 0x76D07000 C:\WINDOWS\System32\NSI.dll
0x74760000 - 0x7476B000 C:\WINDOWS\System32\winrnr.dll
0x74710000 - 0x74726000 C:\WINDOWS\system32\NLAapi.dll
0x74700000 - 0x74710000 C:\WINDOWS\system32\wshbth.dll
0x766B0000 - 0x767ED000 C:\WINDOWS\System32\MSCTF.dll
0x6FE60000 - 0x6FE86000 C:\WINDOWS\SYSTEM32\dwmapi.dll
0x71470000 - 0x714F6000 C:\WINDOWS\System32\TextInputFramework.dll
0x5CF40000 - 0x5ECD0000 C:\WINDOWS\System32\DriverStore\FileRepository\nvrfi.inf_amd64_2c1301ae2e686b67\nvoglv32.dll
0x74AD0000 - 0x74BCC000 C:\WINDOWS\System32\ole32.dll
0x74A80000 - 0x74A8F000 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x74A00000 - 0x74A08000 C:\WINDOWS\SYSTEM32\VERSION.dll
0x65600000 - 0x65815000 C:\WINDOWS\system32\nvspcap.dll
0x72560000 - 0x725A3000 C:\WINDOWS\SYSTEM32\WINSTA.dll
0x65FA0000 - 0x65FC6000 C:\WINDOWS\system32\dinput.dll
0x65F10000 - 0x65F90000 C:\WINDOWS\SYSTEM32\dsound.dll
0x75430000 - 0x754B1000 C:\WINDOWS\System32\clbcatq.dll
0x655A0000 - 0x655FE000 C:\WINDOWS\System32\MMDevApi.dll
0x65490000 - 0x655A0000 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x6CE20000 - 0x6CE28000 C:\WINDOWS\SYSTEM32\AVRT.dll
0x6CE10000 - 0x6CE1E000 C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll
0x75990000 - 0x759A9000 C:\WINDOWS\System32\imagehlp.dll
0x64D70000 - 0x64EFF000 C:\WINDOWS\System32\dbghelp.dll
0x74BD0000 - 0x74BD6000 C:\WINDOWS\System32\PSAPI.DLL
Local Time = Thu Mar 14 19:25:10 2019
Elapsed Time = 16
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION
# Error ID : 4F530E43505002CC
# Please report this error at
# http://java.sun.com/cgi-bin/bugreport.cgi
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
# An error report file has been saved as hs_err_pid12428.log.
# Please refer to the file for further information.
#
getExport: FlsFree
getExport: FlsFree
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x6d4408a6
Function name=JVM_DisableCompiler
Library=D:\Il2-FB BAT\bin\hotspot\jvm.dll
Current Java thread:
at com.maddox.il2.engine.Render.flush(Native Method)
at com.maddox.il2.engine.Renders.a(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.ConsoleGL0Render.exlusiveDraw(ConsoleGL0Render.java:22)
at com.maddox.il2.engine.ConsoleGL0.exclusiveDraw(ConsoleGL0.java:70)
at com.maddox.il2.game.Main3D.drawRandomSplashScreen(Main3D.java:3068)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1519)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Dynamic libraries:
0x00400000 - 0x0049A000 D:\Il2-FB BAT\il2fb.exe
0x77440000 - 0x775DC000 C:\WINDOWS\SYSTEM32\ntdll.dll
0x76E90000 - 0x76F70000 C:\WINDOWS\System32\KERNEL32.DLL
0x70570000 - 0x70580000 C:\Program Files\AVAST Software\Avast\x86\aswhook.dll
0x74E60000 - 0x7505A000 C:\WINDOWS\System32\KERNELBASE.dll
0x73C70000 - 0x73D0C000 C:\WINDOWS\SYSTEM32\apphelp.dll
0x708B0000 - 0x70B37000 C:\WINDOWS\SYSTEM32\AcLayers.DLL
0x75060000 - 0x75120000 C:\WINDOWS\System32\msvcrt.dll
0x77230000 - 0x773C9000 C:\WINDOWS\System32\USER32.dll
0x77180000 - 0x77197000 C:\WINDOWS\System32\win32u.dll
0x75310000 - 0x75333000 C:\WINDOWS\System32\GDI32.dll
0x75120000 - 0x75287000 C:\WINDOWS\System32\gdi32full.dll
0x771A0000 - 0x77220000 C:\WINDOWS\System32\msvcp_win.dll
0x76D10000 - 0x76E32000 C:\WINDOWS\System32\ucrtbase.dll
0x759B0000 - 0x75EFE000 C:\WINDOWS\System32\SHELL32.dll
0x773F0000 - 0x7742B000 C:\WINDOWS\System32\cfgmgr32.dll
0x76620000 - 0x766A9000 C:\WINDOWS\System32\shcore.dll
0x76C40000 - 0x76CFF000 C:\WINDOWS\System32\RPCRT4.dll
0x74AB0000 - 0x74AD0000 C:\WINDOWS\System32\SspiCli.dll
0x74AA0000 - 0x74AAA000 C:\WINDOWS\System32\CRYPTBASE.dll
0x74D70000 - 0x74DD2000 C:\WINDOWS\System32\bcryptPrimitives.dll
0x74DE0000 - 0x74E59000 C:\WINDOWS\System32\sechost.dll
0x756C0000 - 0x75938000 C:\WINDOWS\System32\combase.dll
0x75FB0000 - 0x765AC000 C:\WINDOWS\System32\windows.storage.dll
0x75290000 - 0x7530E000 C:\WINDOWS\System32\advapi32.dll
0x76E70000 - 0x76E8C000 C:\WINDOWS\System32\profapi.dll
0x754C0000 - 0x75514000 C:\WINDOWS\System32\powrprof.dll
0x75940000 - 0x75984000 C:\WINDOWS\System32\shlwapi.dll
0x765B0000 - 0x765BF000 C:\WINDOWS\System32\kernel.appcore.dll
0x74D50000 - 0x74D62000 C:\WINDOWS\System32\cryptsp.dll
0x770E0000 - 0x7717B000 C:\WINDOWS\System32\OLEAUT32.dll
0x767F0000 - 0x76C3B000 C:\WINDOWS\System32\SETUPAPI.dll
0x773D0000 - 0x773E9000 C:\WINDOWS\System32\bcrypt.dll
0x70760000 - 0x70778000 C:\WINDOWS\SYSTEM32\MPR.dll
0x66680000 - 0x66683000 C:\WINDOWS\SYSTEM32\sfc.dll
0x71370000 - 0x713DB000 C:\WINDOWS\SYSTEM32\WINSPOOL.DRV
0x70580000 - 0x706FE000 C:\WINDOWS\SYSTEM32\PROPSYS.dll
0x74A10000 - 0x74A43000 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
0x70560000 - 0x7056F000 C:\WINDOWS\SYSTEM32\sfc_os.DLL
0x6FDA0000 - 0x6FDAE000 C:\WINDOWS\SYSTEM32\SortServer2003Compat.dll
0x76E40000 - 0x76E65000 C:\WINDOWS\System32\IMM32.DLL
0x70320000 - 0x70344000 C:\WINDOWS\SYSTEM32\WINMM.dll
0x66980000 - 0x669A7000 D:\Il2-FB BAT\DINPUT.dll
0x702C0000 - 0x702E3000 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
0x6D420000 - 0x6D4EF000 D:\Il2-FB BAT\bin\hotspot\jvm.dll
0x5ECD0000 - 0x62D38000 D:\Il2-FB BAT\il2ge.dll
0x6D220000 - 0x6D227000 D:\Il2-FB BAT\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Il2-FB BAT\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Il2-FB BAT\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Il2-FB BAT\bin\zip.dll
0x66920000 - 0x66978000 D:\Il2-FB BAT\wrapper.dll
0x68380000 - 0x683A7000 D:\Il2-FB BAT\DT.dll
0x00640000 - 0x0064A000 D:\Il2-FB BAT\pathfind.dll
0x27530000 - 0x2A3F6000 D:\Il2-FB BAT\il2_core.dll
0x7C360000 - 0x7C3B6000 D:\Il2-FB BAT\MSVCR71.dll
0x007B0000 - 0x007D3000 D:\Il2-FB BAT\jgl.dll
0x65A10000 - 0x65AE9000 C:\WINDOWS\SYSTEM32\opengl32.dll
0x668E0000 - 0x6691F000 C:\WINDOWS\SYSTEM32\GLU32.dll
0x3B790000 - 0x3B7CA000 D:\Il2-FB BAT\il2_usgs2.dll
0x765C0000 - 0x7661F000 C:\WINDOWS\System32\WS2_32.dll
0x3B810000 - 0x3B887000 D:\Il2-FB BAT\mg_snd_sse.dll
0x65FD0000 - 0x66007000 C:\WINDOWS\SYSTEM32\dinput8.dll
0x6D7E0000 - 0x6D871000 C:\WINDOWS\SYSTEM32\inputhost.dll
0x713E0000 - 0x7146F000 C:\WINDOWS\SYSTEM32\CoreMessaging.dll
0x6EAA0000 - 0x6EC43000 C:\WINDOWS\SYSTEM32\twinapi.appcore.dll
0x6E830000 - 0x6EA9A000 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll
0x6C900000 - 0x6CE08000 C:\WINDOWS\SYSTEM32\d2d1.dll
0x6ED00000 - 0x6EF29000 C:\WINDOWS\SYSTEM32\d3d11.dll
0x716D0000 - 0x717AB000 C:\WINDOWS\SYSTEM32\wintypes.dll
0x6FE10000 - 0x6FE2E000 C:\WINDOWS\SYSTEM32\RMCLIENT.dll
0x74730000 - 0x74759000 C:\WINDOWS\SYSTEM32\ntmarta.dll
0x6EC50000 - 0x6ECF4000 C:\WINDOWS\SYSTEM32\dxgi.dll
0x70290000 - 0x7029B000 C:\WINDOWS\SYSTEM32\HID.DLL
0x6FE30000 - 0x6FE53000 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x75F60000 - 0x75FA5000 C:\WINDOWS\System32\WINTRUST.dll
0x77220000 - 0x7722E000 C:\WINDOWS\System32\MSASN1.dll
0x75520000 - 0x756B9000 C:\WINDOWS\System32\CRYPT32.dll
0x70B80000 - 0x70BFB000 C:\WINDOWS\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Il2-FB BAT\bin\net.dll
0x74A90000 - 0x74A98000 C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x74980000 - 0x74991000 C:\WINDOWS\system32\napinsp.dll
0x748E0000 - 0x748F6000 C:\WINDOWS\system32\pnrpnsp.dll
0x749A0000 - 0x749F2000 C:\WINDOWS\System32\mswsock.dll
0x74770000 - 0x74800000 C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x76D00000 - 0x76D07000 C:\WINDOWS\System32\NSI.dll
0x74760000 - 0x7476B000 C:\WINDOWS\System32\winrnr.dll
0x74710000 - 0x74726000 C:\WINDOWS\system32\NLAapi.dll
0x74700000 - 0x74710000 C:\WINDOWS\system32\wshbth.dll
0x766B0000 - 0x767ED000 C:\WINDOWS\System32\MSCTF.dll
0x6FE60000 - 0x6FE86000 C:\WINDOWS\SYSTEM32\dwmapi.dll
0x71470000 - 0x714F6000 C:\WINDOWS\System32\TextInputFramework.dll
0x5CF40000 - 0x5ECD0000 C:\WINDOWS\System32\DriverStore\FileRepository\nvrfi.inf_amd64_2c1301ae2e686b67\nvoglv32.dll
0x74AD0000 - 0x74BCC000 C:\WINDOWS\System32\ole32.dll
0x74A80000 - 0x74A8F000 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x74A00000 - 0x74A08000 C:\WINDOWS\SYSTEM32\VERSION.dll
0x65600000 - 0x65815000 C:\WINDOWS\system32\nvspcap.dll
0x72560000 - 0x725A3000 C:\WINDOWS\SYSTEM32\WINSTA.dll
0x65FA0000 - 0x65FC6000 C:\WINDOWS\system32\dinput.dll
0x65F10000 - 0x65F90000 C:\WINDOWS\SYSTEM32\dsound.dll
0x75430000 - 0x754B1000 C:\WINDOWS\System32\clbcatq.dll
0x655A0000 - 0x655FE000 C:\WINDOWS\System32\MMDevApi.dll
0x65490000 - 0x655A0000 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x6CE20000 - 0x6CE28000 C:\WINDOWS\SYSTEM32\AVRT.dll
0x6CE10000 - 0x6CE1E000 C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll
0x75990000 - 0x759A9000 C:\WINDOWS\System32\imagehlp.dll
0x64D70000 - 0x64EFF000 C:\WINDOWS\System32\dbghelp.dll
0x74BD0000 - 0x74BD6000 C:\WINDOWS\System32\PSAPI.DLL
Local Time = Thu Mar 14 19:25:10 2019
Elapsed Time = 16
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION
# Error ID : 4F530E43505002CC
# Please report this error at
# http://java.sun.com/cgi-bin/bugreport.cgi
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
-----------------------------------------------------------
*** il2ge.dll initialization ***
Build: 177760793
Debug: 0
Commit: 3b4d2e68fed5100ae18ae5ddc3803b233f9c4042
*** Library **** DT **** Loaded *** 102
*** il2_core wrapper initialisation ***
*** il2_core wrapper initialisation finished ***
RTS Version 2.2
Core Version 2.0
Sound: Native library (build 1.1, target - P IV) loaded.
jgl => LoadLibrary: Opengl32.dll
jgl => GetProcAddress: glAccum
jgl => GetProcAddress: glAlphaFunc
jgl => GetProcAddress: glAreTexturesResident
jgl => GetProcAddress: glArrayElement
jgl => GetProcAddress: glBegin
jgl => GetProcAddress: glBindTexture
jgl => GetProcAddress: glBitmap
jgl => GetProcAddress: glBlendFunc
jgl => GetProcAddress: glCallList
jgl => GetProcAddress: glCallLists
jgl => GetProcAddress: glClear
jgl => GetProcAddress: glClearAccum
jgl => GetProcAddress: glClearColor
jgl => GetProcAddress: glClearDepth
jgl => GetProcAddress: glClearIndex
jgl => GetProcAddress: glClearStencil
jgl => GetProcAddress: glClipPlane
jgl => GetProcAddress: glColor3b
jgl => GetProcAddress: glColor3bv
jgl => GetProcAddress: glColor3d
jgl => GetProcAddress: glColor3dv
jgl => GetProcAddress: glColor3f
jgl => GetProcAddress: glColor3fv
jgl => GetProcAddress: glColor3i
jgl => GetProcAddress: glColor3iv
jgl => GetProcAddress: glColor3s
jgl => GetProcAddress: glColor3sv
jgl => GetProcAddress: glColor3ub
jgl => GetProcAddress: glColor3ubv
jgl => GetProcAddress: glColor3ui
jgl => GetProcAddress: glColor3uiv
jgl => GetProcAddress: glColor3us
jgl => GetProcAddress: glColor3usv
jgl => GetProcAddress: glColor4b
jgl => GetProcAddress: glColor4bv
jgl => GetProcAddress: glColor4d
jgl => GetProcAddress: glColor4dv
jgl => GetProcAddress: glColor4f
jgl => GetProcAddress: glColor4fv
jgl => GetProcAddress: glColor4i
jgl => GetProcAddress: glColor4iv
jgl => GetProcAddress: glColor4s
jgl => GetProcAddress: glColor4sv
jgl => GetProcAddress: glColor4ub
jgl => GetProcAddress: glColor4ubv
jgl => GetProcAddress: glColor4ui
jgl => GetProcAddress: glColor4uiv
jgl => GetProcAddress: glColor4us
jgl => GetProcAddress: glColor4usv
jgl => GetProcAddress: glColorMask
jgl => GetProcAddress: glColorMaterial
jgl => GetProcAddress: glColorPointer
jgl => GetProcAddress: glCopyPixels
jgl => GetProcAddress: glCopyTexImage1D
jgl => GetProcAddress: glCopyTexImage2D
jgl => GetProcAddress: glCopyTexSubImage1D
jgl => GetProcAddress: glCopyTexSubImage2D
jgl => GetProcAddress: glCullFace
jgl => GetProcAddress: glDeleteLists
jgl => GetProcAddress: glDeleteTextures
jgl => GetProcAddress: glDepthFunc
jgl => GetProcAddress: glDepthMask
jgl => GetProcAddress: glDepthRange
jgl => GetProcAddress: glDisable
jgl => GetProcAddress: glDisableClientState
jgl => GetProcAddress: glDrawArrays
jgl => GetProcAddress: glDrawBuffer
jgl => GetProcAddress: glDrawElements
jgl => GetProcAddress: glDrawPixels
jgl => GetProcAddress: glEdgeFlag
jgl => GetProcAddress: glEdgeFlagPointer
jgl => GetProcAddress: glEdgeFlagv
jgl => GetProcAddress: glEnable
jgl => GetProcAddress: glEnableClientState
jgl => GetProcAddress: glEnd
jgl => GetProcAddress: glEndList
jgl => GetProcAddress: glEvalCoord1d
jgl => GetProcAddress: glEvalCoord1dv
jgl => GetProcAddress: glEvalCoord1f
jgl => GetProcAddress: glEvalCoord1fv
jgl => GetProcAddress: glEvalCoord2d
jgl => GetProcAddress: glEvalCoord2dv
jgl => GetProcAddress: glEvalCoord2f
jgl => GetProcAddress: glEvalCoord2fv
jgl => GetProcAddress: glEvalMesh1
jgl => GetProcAddress: glEvalMesh2
jgl => GetProcAddress: glEvalPoint1
jgl => GetProcAddress: glEvalPoint2
jgl => GetProcAddress: glFeedbackBuffer
jgl => GetProcAddress: glFinish
jgl => GetProcAddress: glFlush
jgl => GetProcAddress: glFogf
jgl => GetProcAddress: glFogfv
jgl => GetProcAddress: glFogi
jgl => GetProcAddress: glFogiv
jgl => GetProcAddress: glFrontFace
jgl => GetProcAddress: glFrustum
jgl => GetProcAddress: glGenLists
jgl => GetProcAddress: glGenTextures
jgl => GetProcAddress: glGetBooleanv
jgl => GetProcAddress: glGetClipPlane
jgl => GetProcAddress: glGetDoublev
jgl => GetProcAddress: glGetError
jgl => GetProcAddress: glGetFloatv
jgl => GetProcAddress: glGetIntegerv
jgl => GetProcAddress: glGetLightfv
jgl => GetProcAddress: glGetLightiv
jgl => GetProcAddress: glGetMapdv
jgl => GetProcAddress: glGetMapfv
jgl => GetProcAddress: glGetMapiv
jgl => GetProcAddress: glGetMaterialfv
jgl => GetProcAddress: glGetMaterialiv
jgl => GetProcAddress: glGetPixelMapfv
jgl => GetProcAddress: glGetPixelMapuiv
jgl => GetProcAddress: glGetPixelMapusv
jgl => GetProcAddress: glGetPointerv
jgl => GetProcAddress: glGetPolygonStipple
jgl => GetProcAddress: glGetString
jgl => GetProcAddress: glGetTexEnvfv
jgl => GetProcAddress: glGetTexEnviv
jgl => GetProcAddress: glGetTexGendv
jgl => GetProcAddress: glGetTexGenfv
jgl => GetProcAddress: glGetTexGeniv
jgl => GetProcAddress: glGetTexImage
jgl => GetProcAddress: glGetTexLevelParameterfv
jgl => GetProcAddress: glGetTexLevelParameteriv
jgl => GetProcAddress: glGetTexParameterfv
jgl => GetProcAddress: glGetTexParameteriv
jgl => GetProcAddress: glHint
jgl => GetProcAddress: glIndexMask
jgl => GetProcAddress: glIndexPointer
jgl => GetProcAddress: glIndexd
jgl => GetProcAddress: glIndexdv
jgl => GetProcAddress: glIndexf
jgl => GetProcAddress: glIndexfv
jgl => GetProcAddress: glIndexi
jgl => GetProcAddress: glIndexiv
jgl => GetProcAddress: glIndexs
jgl => GetProcAddress: glIndexsv
jgl => GetProcAddress: glIndexub
jgl => GetProcAddress: glIndexubv
jgl => GetProcAddress: glInitNames
jgl => GetProcAddress: glInterleavedArrays
jgl => GetProcAddress: glIsEnabled
jgl => GetProcAddress: glIsList
jgl => GetProcAddress: glIsTexture
jgl => GetProcAddress: glLightModelf
jgl => GetProcAddress: glLightModelfv
jgl => GetProcAddress: glLightModeli
jgl => GetProcAddress: glLightModeliv
jgl => GetProcAddress: glLightf
jgl => GetProcAddress: glLightfv
jgl => GetProcAddress: glLighti
jgl => GetProcAddress: glLightiv
jgl => GetProcAddress: glLineStipple
jgl => GetProcAddress: glLineWidth
jgl => GetProcAddress: glListBase
jgl => GetProcAddress: glLoadIdentity
jgl => GetProcAddress: glLoadMatrixd
jgl => GetProcAddress: glLoadMatrixf
jgl => GetProcAddress: glLoadName
jgl => GetProcAddress: glLogicOp
jgl => GetProcAddress: glMap1d
jgl => GetProcAddress: glMap1f
jgl => GetProcAddress: glMap2d
jgl => GetProcAddress: glMap2f
jgl => GetProcAddress: glMapGrid1d
jgl => GetProcAddress: glMapGrid1f
jgl => GetProcAddress: glMapGrid2d
jgl => GetProcAddress: glMapGrid2f
jgl => GetProcAddress: glMaterialf
jgl => GetProcAddress: glMaterialfv
jgl => GetProcAddress: glMateriali
jgl => GetProcAddress: glMaterialiv
jgl => GetProcAddress: glMatrixMode
jgl => GetProcAddress: glMultMatrixd
jgl => GetProcAddress: glMultMatrixf
jgl => GetProcAddress: glNewList
jgl => GetProcAddress: glNormal3b
jgl => GetProcAddress: glNormal3bv
jgl => GetProcAddress: glNormal3d
jgl => GetProcAddress: glNormal3dv
jgl => GetProcAddress: glNormal3f
jgl => GetProcAddress: glNormal3fv
jgl => GetProcAddress: glNormal3i
jgl => GetProcAddress: glNormal3iv
jgl => GetProcAddress: glNormal3s
jgl => GetProcAddress: glNormal3sv
jgl => GetProcAddress: glNormalPointer
jgl => GetProcAddress: glOrtho
jgl => GetProcAddress: glPassThrough
jgl => GetProcAddress: glPixelMapfv
jgl => GetProcAddress: glPixelMapuiv
jgl => GetProcAddress: glPixelMapusv
jgl => GetProcAddress: glPixelStoref
jgl => GetProcAddress: glPixelStorei
jgl => GetProcAddress: glPixelTransferf
jgl => GetProcAddress: glPixelTransferi
jgl => GetProcAddress: glPixelZoom
jgl => GetProcAddress: glPointSize
jgl => GetProcAddress: glPolygonMode
jgl => GetProcAddress: glPolygonOffset
jgl => GetProcAddress: glPolygonStipple
jgl => GetProcAddress: glPopAttrib
jgl => GetProcAddress: glPopClientAttrib
jgl => GetProcAddress: glPopMatrix
jgl => GetProcAddress: glPopName
jgl => GetProcAddress: glPrioritizeTextures
jgl => GetProcAddress: glPushAttrib
jgl => GetProcAddress: glPushClientAttrib
jgl => GetProcAddress: glPushMatrix
jgl => GetProcAddress: glPushName
jgl => GetProcAddress: glRasterPos2d
jgl => GetProcAddress: glRasterPos2dv
jgl => GetProcAddress: glRasterPos2f
jgl => GetProcAddress: glRasterPos2fv
jgl => GetProcAddress: glRasterPos2i
jgl => GetProcAddress: glRasterPos2iv
jgl => GetProcAddress: glRasterPos2s
jgl => GetProcAddress: glRasterPos2sv
jgl => GetProcAddress: glRasterPos3d
jgl => GetProcAddress: glRasterPos3dv
jgl => GetProcAddress: glRasterPos3f
jgl => GetProcAddress: glRasterPos3fv
jgl => GetProcAddress: glRasterPos3i
jgl => GetProcAddress: glRasterPos3iv
jgl => GetProcAddress: glRasterPos3s
jgl => GetProcAddress: glRasterPos3sv
jgl => GetProcAddress: glRasterPos4d
jgl => GetProcAddress: glRasterPos4dv
jgl => GetProcAddress: glRasterPos4f
jgl => GetProcAddress: glRasterPos4fv
jgl => GetProcAddress: glRasterPos4i
jgl => GetProcAddress: glRasterPos4iv
jgl => GetProcAddress: glRasterPos4s
jgl => GetProcAddress: glRasterPos4sv
jgl => GetProcAddress: glReadBuffer
jgl => GetProcAddress: glReadPixels
jgl => GetProcAddress: glRectd
jgl => GetProcAddress: glRectdv
jgl => GetProcAddress: glRectf
jgl => GetProcAddress: glRectfv
jgl => GetProcAddress: glRecti
jgl => GetProcAddress: glRectiv
jgl => GetProcAddress: glRects
jgl => GetProcAddress: glRectsv
jgl => GetProcAddress: glRenderMode
jgl => GetProcAddress: glRotated
jgl => GetProcAddress: glRotatef
jgl => GetProcAddress: glScaled
jgl => GetProcAddress: glScalef
jgl => GetProcAddress: glScissor
jgl => GetProcAddress: glSelectBuffer
jgl => GetProcAddress: glShadeModel
jgl => GetProcAddress: glStencilFunc
jgl => GetProcAddress: glStencilMask
jgl => GetProcAddress: glStencilOp
jgl => GetProcAddress: glTexCoord1d
jgl => GetProcAddress: glTexCoord1dv
jgl => GetProcAddress: glTexCoord1f
jgl => GetProcAddress: glTexCoord1fv
jgl => GetProcAddress: glTexCoord1i
jgl => GetProcAddress: glTexCoord1iv
jgl => GetProcAddress: glTexCoord1s
jgl => GetProcAddress: glTexCoord1sv
jgl => GetProcAddress: glTexCoord2d
jgl => GetProcAddress: glTexCoord2dv
jgl => GetProcAddress: glTexCoord2f
jgl => GetProcAddress: glTexCoord2fv
jgl => GetProcAddress: glTexCoord2i
jgl => GetProcAddress: glTexCoord2iv
jgl => GetProcAddress: glTexCoord2s
jgl => GetProcAddress: glTexCoord2sv
jgl => GetProcAddress: glTexCoord3d
jgl => GetProcAddress: glTexCoord3dv
jgl => GetProcAddress: glTexCoord3f
jgl => GetProcAddress: glTexCoord3fv
jgl => GetProcAddress: glTexCoord3i
jgl => GetProcAddress: glTexCoord3iv
jgl => GetProcAddress: glTexCoord3s
jgl => GetProcAddress: glTexCoord3sv
jgl => GetProcAddress: glTexCoord4d
jgl => GetProcAddress: glTexCoord4dv
jgl => GetProcAddress: glTexCoord4f
jgl => GetProcAddress: glTexCoord4fv
jgl => GetProcAddress: glTexCoord4i
jgl => GetProcAddress: glTexCoord4iv
jgl => GetProcAddress: glTexCoord4s
jgl => GetProcAddress: glTexCoord4sv
jgl => GetProcAddress: glTexCoordPointer
jgl => GetProcAddress: glTexEnvf
jgl => GetProcAddress: glTexEnvfv
jgl => GetProcAddress: glTexEnvi
jgl => GetProcAddress: glTexEnviv
jgl => GetProcAddress: glTexGend
jgl => GetProcAddress: glTexGendv
jgl => GetProcAddress: glTexGenf
jgl => GetProcAddress: glTexGenfv
jgl => GetProcAddress: glTexGeni
jgl => GetProcAddress: glTexGeniv
jgl => GetProcAddress: glTexImage1D
jgl => GetProcAddress: glTexImage2D
jgl => GetProcAddress: glTexParameterf
jgl => GetProcAddress: glTexParameterfv
jgl => GetProcAddress: glTexParameteri
jgl => GetProcAddress: glTexParameteriv
jgl => GetProcAddress: glTexSubImage1D
jgl => GetProcAddress: glTexSubImage2D
jgl => GetProcAddress: glTranslated
jgl => GetProcAddress: glTranslatef
jgl => GetProcAddress: glVertex2d
jgl => GetProcAddress: glVertex2dv
jgl => GetProcAddress: glVertex2f
jgl => GetProcAddress: glVertex2fv
jgl => GetProcAddress: glVertex2i
jgl => GetProcAddress: glVertex2iv
jgl => GetProcAddress: glVertex2s
jgl => GetProcAddress: glVertex2sv
jgl => GetProcAddress: glVertex3d
jgl => GetProcAddress: glVertex3dv
jgl => GetProcAddress: glVertex3f
jgl => GetProcAddress: glVertex3fv
jgl => GetProcAddress: glVertex3i
jgl => GetProcAddress: glVertex3iv
jgl => GetProcAddress: glVertex3s
jgl => GetProcAddress: glVertex3sv
jgl => GetProcAddress: glVertex4d
jgl => GetProcAddress: glVertex4dv
jgl => GetProcAddress: glVertex4f
jgl => GetProcAddress: glVertex4fv
jgl => GetProcAddress: glVertex4i
jgl => GetProcAddress: glVertex4iv
jgl => GetProcAddress: glVertex4s
jgl => GetProcAddress: glVertex4sv
jgl => GetProcAddress: glVertexPointer
jgl => GetProcAddress: glViewport
jgl => GetProcAddress: wglChoosePixelFormat
jgl => GetProcAddress: wglCopyContext
jgl => GetProcAddress: wglCreateContext
jgl => GetProcAddress: wglCreateLayerContext
jgl => GetProcAddress: wglDeleteContext
jgl => GetProcAddress: wglDescribeLayerPlane
jgl => GetProcAddress: wglDescribePixelFormat
jgl => GetProcAddress: wglGetCurrentContext
jgl => GetProcAddress: wglGetCurrentDC
jgl => GetProcAddress: wglGetDefaultProcAddress
jgl => GetProcAddress: wglGetLayerPaletteEntries
jgl => GetProcAddress: wglGetPixelFormat
jgl => GetProcAddress: wglGetProcAddress
jgl => GetProcAddress: wglMakeCurrent
jgl => GetProcAddress: wglRealizeLayerPalette
jgl => GetProcAddress: wglSetLayerPaletteEntries
jgl => GetProcAddress: wglSetPixelFormat
jgl => GetProcAddress: wglShareLists
jgl => GetProcAddress: wglSwapBuffers
jgl => GetProcAddress: wglSwapLayerBuffers
jgl => GetProcAddress: wglUseFontBitmapsA
jgl => GetProcAddress: wglUseFontBitmapsW
jgl => GetProcAddress: wglUseFontOutlinesA
jgl => GetProcAddress: wglUseFontOutlinesW
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 660/PCIe/SSE2
Version: 4.6.0 NVIDIA 419.17
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples 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_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions 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_filter_anisotropic 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_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_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_polygon_offset_clamp 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_shader_integer_mix 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_R8 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query 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_internalformat_sample_query 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_query_resource GL_NV_query_resource_tag 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_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
Splash screen jpg file: GUI/splashscreen/16by9/first_mission_of_the_new_year.jpg
Creating splash screen TGA file: PaintSchemes/wide_Temp/splash.tga
TGA file creation return code: 0
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
JPG Background: GUI/menu/wide_background_jp.jpg
DOT RANGE line = mp_dotrange FRIENDLY DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
DOT RANGE line = mp_dotrange FOE DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
Loading mission Quick/Crimea/CrimeaBlueNoneN00.mis...
load map: Crimea/load.ini
unloadMap()
loading water textures...
terrain_cdlod: num fragment shaders: 8
terrain_cdlod: num vertex shaders: 3
terrain_cdlod: num fragment shaders: 8
terrain_cdlod: num vertex shaders: 3
waiting for backtrace thread to finish ...
-----------------------------------------------------------
Error occurred on Thursday, March 14, 2019 at 19:28:13.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=752036b0 edi=00000cd8
eip=77a21f9c esp=0019eef8 ebp=0019ef68 iopl=0 nv up ei pl nz na pe nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200202
AddrPC Params
77A21F9C 0000018C 00000CD8 FFFFFFFF C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
63AF344B 31881020 0019F1E0 022D6D6C E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!abort [/builds/vrresto/il2ge/common/exception_handler.cpp @ 240]
61D61608 63AFA820 0019EFEF 00000001 C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_edcffbdd101bbe5b\nvoglv32.dll!0xb1608
639B0435 63B08258 63B07C44 000002D3 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!_assert [/builds/vrresto/il2ge/common/exception_handler.cpp @ 368]
63A04F39 268FB700 0019F3F0 3A92A01C E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!createNode [/builds/vrresto/il2ge/_modules/render_util/src/terrain_cdlod.cpp @ 723]
63A052E1 2C0393F8 2C038D9C 2C038D90 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!createNode [/builds/vrresto/il2ge/_modules/render_util/src/terrain_cdlod.cpp @ 746]
63A090A0 24930024 6399B73A 0019F6A4 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!build [/builds/vrresto/il2ge/_modules/render_util/src/terrain_cdlod.cpp @ 834]
6399B73A 0019F880 0019F83C 029C20F4 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/core/map.cpp @ 211]
6399D540 0019F880 0019F83C 24A6CD18 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!loadMap [/usr/lib/gcc/i686-w64-mingw32/8.2-win32/include/c++/bits/unique_ptr.h @ 831]
63996F9A 0019F88F 029C20F4 24930020 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!loadMap [/builds/vrresto/il2ge/core_wrapper/core/core.cpp @ 176]
6D44A490 0019F880 029C20F4 00000000 E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_DisableCompiler
639B28E8 029C20F4 0019F8E0 0019F8F8 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!cLoadMap [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_il2.engine.Landscape.cpp @ 79]
03F713A9 00000001 00000140 04AD4918
03F6819C 0000000F 00000007 00000001
03F67C86 0000000F 00000007 04AD4918
03F6101C 07ED0348 07ECDBB8 04AC0378
03F58C9B 00000001 07ED0348 07ECDCE0
03F580B7 00000001 07ED0348 07ECDCE0
03F57F45 04AC01D8 02AC0482 00000000
03F56D85 029C3194 0019FA54 02000001
03F051DB 05713A40 0019FAA4 000000B8
03AFE078 00000001 224BB408 224BB3D8
03AF4D15 05713F10 20F90400 029C2070
6D4DB41C 0019FAF0 0019FC4C 0000000A E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBB4 E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC44 0019FB9C E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 029C20F4 0019FC44 00000000 E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 029C2070 029C21DC 2B3C5D98 E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 029C20F4 029C21DC 2B3C5D98 E:\Games\IL2_Sturmovik_1946_GE\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 023B13AC 00000003 00000000 E:\Games\IL2_Sturmovik_1946_GE\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
029C21E4 00000003 00000000 0025C000
023B13AC 00000000 0025C000 00412829
FATAL ERROR in native method: Aborted
at com.maddox.il2.engine.Landscape.cLoadMap(Native Method)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:435)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:479)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-----------------------------------------------------------
Error occurred on Thursday, March 14, 2019 at 19:28:13.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=752036b0 edi=00000cd8
eip=77a21f9c esp=0019eef8 ebp=0019ef68 iopl=0 nv up ei pl nz na pe nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200202
AddrPC Params
77A21F9C 0000018C 00000CD8 FFFFFFFF C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
63AF344B 31881020 0019F1E0 022D6D6C E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!abort [/builds/vrresto/il2ge/common/exception_handler.cpp @ 240]
61D61608 63AFA820 0019EFEF 00000001 C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_edcffbdd101bbe5b\nvoglv32.dll!0xb1608
639B0435 63B08258 63B07C44 000002D3 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!_assert [/builds/vrresto/il2ge/common/exception_handler.cpp @ 368]
63A04F39 268FB700 0019F3F0 3A92A01C E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!createNode [/builds/vrresto/il2ge/_modules/render_util/src/terrain_cdlod.cpp @ 723]
63A052E1 2C0393F8 2C038D9C 2C038D90 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!createNode [/builds/vrresto/il2ge/_modules/render_util/src/terrain_cdlod.cpp @ 746]
63A090A0 24930024 6399B73A 0019F6A4 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!build [/builds/vrresto/il2ge/_modules/render_util/src/terrain_cdlod.cpp @ 834]
6399B73A 0019F880 0019F83C 029C20F4 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/core/map.cpp @ 211]
6399D540 0019F880 0019F83C 24A6CD18 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!loadMap [/usr/lib/gcc/i686-w64-mingw32/8.2-win32/include/c++/bits/unique_ptr.h @ 831]
63996F9A 0019F88F 029C20F4 24930020 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!loadMap [/builds/vrresto/il2ge/core_wrapper/core/core.cpp @ 176]
6D44A490 0019F880 029C20F4 00000000 E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_DisableCompiler
639B28E8 029C20F4 0019F8E0 0019F8F8 E:\Games\IL2_Sturmovik_1946_GE\il2ge.dll!cLoadMap [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_il2.engine.Landscape.cpp @ 79]
03F713A9 00000001 00000140 04AD4918
03F6819C 0000000F 00000007 00000001
03F67C86 0000000F 00000007 04AD4918
03F6101C 07ED0348 07ECDBB8 04AC0378
03F58C9B 00000001 07ED0348 07ECDCE0
03F580B7 00000001 07ED0348 07ECDCE0
03F57F45 04AC01D8 02AC0482 00000000
03F56D85 029C3194 0019FA54 02000001
03F051DB 05713A40 0019FAA4 000000B8
03AFE078 00000001 224BB408 224BB3D8
03AF4D15 05713F10 20F90400 029C2070
6D4DB41C 0019FAF0 0019FC4C 0000000A E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBB4 E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC44 0019FB9C E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 029C20F4 0019FC44 00000000 E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 029C2070 029C21DC 2B3C5D98 E:\Games\IL2_Sturmovik_1946_GE\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 029C20F4 029C21DC 2B3C5D98 E:\Games\IL2_Sturmovik_1946_GE\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 023B13AC 00000003 00000000 E:\Games\IL2_Sturmovik_1946_GE\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
029C21E4 00000003 00000000 0025C000
023B13AC 00000000 0025C000 00412829
backtrace thread returned
-----------------------------------------------------------
*** il2ge.dll initialization ***
Build: 177990314
Debug: 0
Commit: 0762572d5f5f438590e98021860cbd5fbcf40bee
----------------------------cut portion ----------------
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 1050/PCIe/SSE2
Version: 4.6.0 NVIDIA 397.64
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_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_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_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent 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: 1280x720
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
getExport: _Java_com_maddox_rts_MouseDX_nCreate@12
getExport: _Java_com_maddox_rts_KeyboardDX_nCreate@12
getExport: _Java_com_maddox_rts_KeyboardWin_nCreate@8
getExport: _Java_com_maddox_rts_JoyDX_nCreate@12
LoadLibrary: dinput8.dll
getExport: DirectInput8Create
DirectX Joystick NOT created: DirectX joystick driver: device not attached
getExport: _Java_com_maddox_rts_JoyWin_nCreate@8
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: Java_com_maddox_rts_TrackIRWin_nCreateDT
getExport: Java_com_maddox_rts_TrackIRWin_nCreateDT
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
wrap_wglGetProcAddress: glMultiTexCoord2fARB
wrap_wglGetProcAddress: glMultiTexCoord3fARB
wrap_wglGetProcAddress: glMultiTexCoord4fARB
wrap_wglGetProcAddress: glActiveTextureARB
wrap_wglGetProcAddress: glClientActiveTextureARB
wrap_wglGetProcAddress: glSecondaryColor3ubvEXT
wrap_wglGetProcAddress: glSecondaryColorPointerEXT
wrap_wglGetProcAddress: glBlendColorEXT
wrap_wglGetProcAddress: glVertexArrayRangeNV
wrap_wglGetProcAddress: glFlushVertexArrayRangeNV
wrap_wglGetProcAddress: wglAllocateMemoryNV
wrap_wglGetProcAddress: wglFreeMemoryNV
wrap_wglGetProcAddress: wglGetExtensionsStringARB
wrap_wglGetProcAddress: wglCreatePbufferARB
wrap_wglGetProcAddress: wglGetPbufferDCARB
wrap_wglGetProcAddress: wglQueryPbufferARB
wrap_wglGetProcAddress: wglBindTexImageARB
wrap_wglGetProcAddress: wglReleaseTexImageARB
wrap_wglGetProcAddress: wglReleasePbufferDCARB
wrap_wglGetProcAddress: wglDestroyPbufferARB
wrap_wglGetProcAddress: wglMakeContextCurrentARB
wrap_wglGetProcAddress: wglGetCurrentReadDCARB
wrap_wglGetProcAddress: wglChoosePixelFormatARB
wrap_wglGetProcAddress: wglGetPixelFormatAttribivARB
wrap_wglGetProcAddress: wglGetPixelFormatAttribfvARB
wrap_wglGetProcAddress: glDrawRangeElementsEXT
wrap_wglGetProcAddress: glGenOcclusionQueriesNV
wrap_wglGetProcAddress: glDeleteOcclusionQueriesNV
wrap_wglGetProcAddress: glIsOcclusionQueryNV
wrap_wglGetProcAddress: glBeginOcclusionQueryNV
wrap_wglGetProcAddress: glEndOcclusionQueryNV
wrap_wglGetProcAddress: glGetOcclusionQueryivNV
wrap_wglGetProcAddress: glGetOcclusionQueryuivNV
wrap_wglGetProcAddress: glAreProgramsResidentNV
wrap_wglGetProcAddress: glBindProgramNV
wrap_wglGetProcAddress: glDeleteProgramsNV
wrap_wglGetProcAddress: glExecuteProgramNV
wrap_wglGetProcAddress: glGenProgramsNV
wrap_wglGetProcAddress: glGetProgramParameterdvNV
wrap_wglGetProcAddress: glGetProgramParameterfvNV
wrap_wglGetProcAddress: glGetProgramivNV
wrap_wglGetProcAddress: glGetProgramStringNV
wrap_wglGetProcAddress: glGetTrackMatrixivNV
wrap_wglGetProcAddress: glGetVertexAttribdvNV
wrap_wglGetProcAddress: glGetVertexAttribfvNV
wrap_wglGetProcAddress: glGetVertexAttribivNV
wrap_wglGetProcAddress: glGetVertexAttribPointervNV
wrap_wglGetProcAddress: glIsProgramNV
wrap_wglGetProcAddress: glLoadProgramNV
wrap_wglGetProcAddress: glProgramParameter4dNV
wrap_wglGetProcAddress: glProgramParameter4dvNV
wrap_wglGetProcAddress: glProgramParameter4fNV
wrap_wglGetProcAddress: glProgramParameter4fvNV
wrap_wglGetProcAddress: glProgramParameters4dvNV
wrap_wglGetProcAddress: glProgramParameters4fvNV
wrap_wglGetProcAddress: glRequestResidentProgramsNV
wrap_wglGetProcAddress: glTrackMatrixNV
wrap_wglGetProcAddress: glVertexAttribPointerNV
wrap_wglGetProcAddress: glVertexAttrib1dNV
wrap_wglGetProcAddress: glVertexAttrib1dvNV
wrap_wglGetProcAddress: glVertexAttrib1fNV
wrap_wglGetProcAddress: glVertexAttrib1fvNV
wrap_wglGetProcAddress: glVertexAttrib1sNV
wrap_wglGetProcAddress: glVertexAttrib1svNV
wrap_wglGetProcAddress: glVertexAttrib2dNV
wrap_wglGetProcAddress: glVertexAttrib2dvNV
wrap_wglGetProcAddress: glVertexAttrib2fNV
wrap_wglGetProcAddress: glVertexAttrib2fvNV
wrap_wglGetProcAddress: glVertexAttrib2sNV
wrap_wglGetProcAddress: glVertexAttrib2svNV
wrap_wglGetProcAddress: glVertexAttrib3dNV
wrap_wglGetProcAddress: glVertexAttrib3dvNV
wrap_wglGetProcAddress: glVertexAttrib3fNV
wrap_wglGetProcAddress: glVertexAttrib3fvNV
wrap_wglGetProcAddress: glVertexAttrib3sNV
wrap_wglGetProcAddress: glVertexAttrib3svNV
wrap_wglGetProcAddress: glVertexAttrib4dNV
wrap_wglGetProcAddress: glVertexAttrib4dvNV
wrap_wglGetProcAddress: glVertexAttrib4fNV
wrap_wglGetProcAddress: glVertexAttrib4fvNV
wrap_wglGetProcAddress: glVertexAttrib4sNV
wrap_wglGetProcAddress: glVertexAttrib4svNV
wrap_wglGetProcAddress: glVertexAttrib4ubvNV
wrap_wglGetProcAddress: glVertexAttribs1dvNV
wrap_wglGetProcAddress: glVertexAttribs1fvNV
wrap_wglGetProcAddress: glVertexAttribs1svNV
wrap_wglGetProcAddress: glVertexAttribs2dvNV
wrap_wglGetProcAddress: glVertexAttribs2fvNV
wrap_wglGetProcAddress: glVertexAttribs2svNV
wrap_wglGetProcAddress: glVertexAttribs3dvNV
wrap_wglGetProcAddress: glVertexAttribs3fvNV
wrap_wglGetProcAddress: glVertexAttribs3svNV
wrap_wglGetProcAddress: glVertexAttribs4dvNV
wrap_wglGetProcAddress: glVertexAttribs4fvNV
wrap_wglGetProcAddress: glVertexAttribs4svNV
wrap_wglGetProcAddress: glVertexAttribs4ubvNV
wrap_wglGetProcAddress: glVertexAttrib1sARB
wrap_wglGetProcAddress: glVertexAttrib1fARB
wrap_wglGetProcAddress: glVertexAttrib1dARB
wrap_wglGetProcAddress: glVertexAttrib2sARB
wrap_wglGetProcAddress: glVertexAttrib2fARB
wrap_wglGetProcAddress: glVertexAttrib2dARB
wrap_wglGetProcAddress: glVertexAttrib3sARB
wrap_wglGetProcAddress: glVertexAttrib3fARB
wrap_wglGetProcAddress: glVertexAttrib3dARB
wrap_wglGetProcAddress: glVertexAttrib4sARB
wrap_wglGetProcAddress: glVertexAttrib4fARB
wrap_wglGetProcAddress: glVertexAttrib4dARB
wrap_wglGetProcAddress: glVertexAttrib4NubARB
wrap_wglGetProcAddress: glVertexAttrib1svARB
wrap_wglGetProcAddress: glVertexAttrib1fvARB
wrap_wglGetProcAddress: glVertexAttrib1dvARB
wrap_wglGetProcAddress: glVertexAttrib2svARB
wrap_wglGetProcAddress: glVertexAttrib2fvARB
wrap_wglGetProcAddress: glVertexAttrib2dvARB
wrap_wglGetProcAddress: glVertexAttrib3svARB
wrap_wglGetProcAddress: glVertexAttrib3fvARB
wrap_wglGetProcAddress: glVertexAttrib3dvARB
wrap_wglGetProcAddress: glVertexAttrib4svARB
wrap_wglGetProcAddress: glVertexAttrib4fvARB
wrap_wglGetProcAddress: glVertexAttrib4dvARB
wrap_wglGetProcAddress: glVertexAttrib4ivARB
wrap_wglGetProcAddress: glVertexAttrib4bvARB
wrap_wglGetProcAddress: glVertexAttrib4usvARB
wrap_wglGetProcAddress: glVertexAttrib4ubvARB
wrap_wglGetProcAddress: glVertexAttrib4uivARB
wrap_wglGetProcAddress: glVertexAttrib4NbvARB
wrap_wglGetProcAddress: glVertexAttrib4NsvARB
wrap_wglGetProcAddress: glVertexAttrib4NivARB
wrap_wglGetProcAddress: glVertexAttrib4NubvARB
wrap_wglGetProcAddress: glVertexAttrib4NusvARB
wrap_wglGetProcAddress: glVertexAttrib4NuivARB
wrap_wglGetProcAddress: glVertexAttribPointerARB
wrap_wglGetProcAddress: glEnableVertexAttribArrayARB
wrap_wglGetProcAddress: glDisableVertexAttribArrayARB
wrap_wglGetProcAddress: glProgramStringARB
wrap_wglGetProcAddress: glBindProgramARB
wrap_wglGetProcAddress: glDeleteProgramsARB
wrap_wglGetProcAddress: glGenProgramsARB
wrap_wglGetProcAddress: glProgramEnvParameter4dARB
wrap_wglGetProcAddress: glProgramEnvParameter4dvARB
wrap_wglGetProcAddress: glProgramEnvParameter4fARB
wrap_wglGetProcAddress: glProgramEnvParameter4fvARB
wrap_wglGetProcAddress: glProgramLocalParameter4dARB
wrap_wglGetProcAddress: glProgramLocalParameter4dvARB
wrap_wglGetProcAddress: glProgramLocalParameter4fARB
wrap_wglGetProcAddress: glProgramLocalParameter4fvARB
wrap_wglGetProcAddress: glGetProgramEnvParameterdvARB
wrap_wglGetProcAddress: glGetProgramEnvParameterfvARB
wrap_wglGetProcAddress: glGetProgramLocalParameterdvARB
wrap_wglGetProcAddress: glGetProgramLocalParameterfvARB
wrap_wglGetProcAddress: glGetProgramivARB
wrap_wglGetProcAddress: glGetProgramStringARB
wrap_wglGetProcAddress: glGetVertexAttribdvARB
wrap_wglGetProcAddress: glGetVertexAttribfvARB
wrap_wglGetProcAddress: glGetVertexAttribivARB
wrap_wglGetProcAddress: glGetVertexAttribPointervARB
wrap_wglGetProcAddress: glIsProgramARB
wrap_wglGetProcAddress: glProgramNamedParameter4fNV
wrap_wglGetProcAddress: glBindBufferARB
wrap_wglGetProcAddress: glDeleteBuffersARB
wrap_wglGetProcAddress: glGenBuffersARB
wrap_wglGetProcAddress: glIsBufferARB
wrap_wglGetProcAddress: glBufferDataARB
wrap_wglGetProcAddress: glBufferSubDataARB
wrap_wglGetProcAddress: glGetBufferSubDataARB
wrap_wglGetProcAddress: glMapBufferARB
wrap_wglGetProcAddress: glUnmapBufferARB
wrap_wglGetProcAddress: glGetBufferParameterivARB
wrap_wglGetProcAddress: glGetBufferPointervARB
wrap_wglGetProcAddress: glCombinerParameterfvNV
wrap_wglGetProcAddress: glCombinerParameterfNV
wrap_wglGetProcAddress: glCombinerParameterivNV
wrap_wglGetProcAddress: glCombinerParameteriNV
wrap_wglGetProcAddress: glCombinerInputNV
wrap_wglGetProcAddress: glCombinerOutputNV
wrap_wglGetProcAddress: glFinalCombinerInputNV
wrap_wglGetProcAddress: glGetCombinerInputParameterfvNV
wrap_wglGetProcAddress: glGetCombinerInputParameterivNV
wrap_wglGetProcAddress: glGetCombinerOutputParameterfvNV
wrap_wglGetProcAddress: glGetCombinerOutputParameterivNV
wrap_wglGetProcAddress: glGetFinalCombinerInputParameterfvNV
wrap_wglGetProcAddress: glGetFinalCombinerInputParameterivNV
wrap_wglGetProcAddress: glCombinerStageParameterfvNV
wrap_wglGetProcAddress: glGetCombinerStageParameterfvNV
*** 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 : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
getExport: _Java_com_maddox_il2_engine_RenderContext_SetPolygonOffset@16
getExport: _Java_com_maddox_il2_engine_RenderContext_SetPolygonOffset@16
getExport: _Java_com_maddox_il2_engine_RenderContext_SetPolygonOffset@16
getExport: _Java_com_maddox_il2_engine_RenderContext_SetPolygonOffset@16
getExport: _Java_com_maddox_il2_engine_RenderContext_GetPolygonOffset@12
getExport: _Java_com_maddox_il2_engine_RenderContext_GetPolygonOffset@12
getExport: _Java_com_maddox_il2_engine_RenderContext_GetPolygonOffset@12
getExport: _Java_com_maddox_il2_engine_RenderContext_GetPolygonOffset@12
getExport: _Java_com_maddox_il2_engine_CfgGObj_FindByName@12
getExport: _Java_com_maddox_il2_engine_CfgGObj_FindByName@12
getExport: _Java_com_maddox_il2_engine_CfgGObj_FindByName@12
getExport: _Java_com_maddox_il2_engine_CfgGObj_FindByName@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_DefaultState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_DefaultState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_DefaultState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_DefaultState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_FirstFlag@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_FirstFlag@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_FirstFlag@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_FirstFlag@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_CountFlags@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_CountFlags@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_CountFlags@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_CountFlags@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_IsEnabledFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_IsEnabledFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_IsEnabledFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_IsEnabledFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetDefaultFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetDefaultFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetDefaultFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetDefaultFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Get@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Get@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Get@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Get@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_FirstState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_FirstState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_FirstState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_FirstState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_CountStates@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_CountStates@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_CountStates@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_CountStates@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_NameFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_NameFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_NameFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_NameFlag@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetStateStatus@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetStateStatus@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetStateStatus@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetStateStatus@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_SetState@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_SetState@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_SetState@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_SetState@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_Render_prepareStates@8
found export: _Java_com_maddox_il2_engine_Render_prepareStates@8
getExport: _Java_com_maddox_il2_engine_TTFont_setContextWidth@12
getExport: _Java_com_maddox_il2_engine_TTFont_setContextWidth@12
getExport: _Java_com_maddox_il2_engine_TTFont_setContextWidth@12
getExport: _Java_com_maddox_il2_engine_TTFont_setContextWidth@12
getExport: _Java_com_maddox_il2_engine_TTFont_reloadAllOnResize@8
getExport: _Java_com_maddox_il2_engine_TTFont_reloadAllOnResize@8
getExport: _Java_com_maddox_il2_engine_TTFont_reloadAllOnResize@8
getExport: _Java_com_maddox_il2_engine_TTFont_reloadAllOnResize@8
msgGLContext: 0.0 : 0.0 : 1.0 : 1.0
getExport: _Java_com_maddox_il2_engine_TTFont_get@12
getExport: _Java_com_maddox_il2_engine_TTFont_get@12
getExport: _Java_com_maddox_il2_engine_TTFont_get@12
getExport: _Java_com_maddox_il2_engine_TTFont_get@12
getExport: _Java_com_maddox_rts_SFS_mount@16
15 Splashscreens available.
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj__Ljava_lang_String_2@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj__Ljava_lang_String_2@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj__Ljava_lang_String_2@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj__Ljava_lang_String_2@12
getExport: _Java_com_maddox_il2_engine_GObj_getJavaObject@12
getExport: _Java_com_maddox_il2_engine_GObj_getJavaObject@12
getExport: _Java_com_maddox_il2_engine_GObj_getJavaObject@12
getExport: _Java_com_maddox_il2_engine_GObj_getJavaObject@12
getExport: _Java_com_maddox_il2_engine_GObj_Unlink@12
getExport: _Java_com_maddox_il2_engine_GObj_Unlink@12
getExport: _Java_com_maddox_il2_engine_GObj_Unlink@12
getExport: _Java_com_maddox_il2_engine_GObj_Unlink@12
getExport: _Java_com_maddox_rts_MainWin32_LoopMsgs@8
getExport: _Java_com_maddox_il2_engine_GObj_DeleteCppObjects@8
getExport: _Java_com_maddox_il2_engine_GObj_DeleteCppObjects@8
getExport: _Java_com_maddox_il2_engine_GObj_DeleteCppObjects@8
getExport: _Java_com_maddox_il2_engine_GObj_DeleteCppObjects@8
getExport: _Java_com_maddox_il2_engine_Renders_PrePreRenders@8
found export: _Java_com_maddox_il2_engine_Renders_PrePreRenders@8
TEXUNIT_NUM: 28
highest_unit: 30
getExport: _Java_com_maddox_il2_engine_Camera_SetViewportCrop@52
found export: _Java_com_maddox_il2_engine_Camera_SetViewportCrop@52
getExport: _Java_com_maddox_il2_engine_Camera_SetOrtho2D@32
found export: _Java_com_maddox_il2_engine_Camera_SetOrtho2D@32
getExport: _Java_com_maddox_il2_engine_Camera_SetCameraPos@12
found export: _Java_com_maddox_il2_engine_Camera_SetCameraPos@12
getExport: _Java_com_maddox_il2_engine_Camera_GetVirtOrigin@12
getExport: _Java_com_maddox_il2_engine_Camera_GetVirtOrigin@12
getExport: _Java_com_maddox_il2_engine_Camera_GetVirtOrigin@12
getExport: _Java_com_maddox_il2_engine_Camera_GetVirtOrigin@12
getExport: _Java_com_maddox_il2_engine_Renders_PostPreRenders@8
found export: _Java_com_maddox_il2_engine_Renders_PostPreRenders@8
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_il2_engine_Render_DrawTile@52
getExport: _Java_com_maddox_il2_engine_Render_DrawTile@52
getExport: _Java_com_maddox_il2_engine_Render_DrawTile@52
getExport: _Java_com_maddox_il2_engine_Render_DrawTile@52
getExport: _Java_com_maddox_il2_engine_Render_flush@8
found export: _Java_com_maddox_il2_engine_Render_flush@8
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
LoadLibrary: imagehlp.dll
getExport: SymInitialize
getExport: SymGetSymFromAddr
getExport: SymGetModuleInfo
getExport: SymGetLineFromAddr
getExport: SymGetOptions
getExport: SymSetOptions
getExport: SymSetSearchPath
getExport: SymLoadModule
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x6d4408a6
Function name=JVM_DisableCompiler
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Library=D:\Il2-FB BAT\bin\hotspot\jvm.dll
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Current Java thread:
at com.maddox.il2.engine.Render.flush(Native Method)
at com.maddox.il2.engine.Renders.a(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.ConsoleGL0Render.exlusiveDraw(ConsoleGL0Render.java:22)
at com.maddox.il2.engine.ConsoleGL0.exclusiveDraw(ConsoleGL0.java:70)
at com.maddox.il2.game.Main3D.drawRandomSplashScreen(Main3D.java:3068)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1519)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Dynamic libraries:
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
0x00400000 - 0x0049A000 D:\Il2-FB BAT\il2fb.exe
0x77D40000 - 0x77EDC000 C:\WINDOWS\SYSTEM32\ntdll.dll
0x75CE0000 - 0x75DC0000 C:\WINDOWS\System32\KERNEL32.DLL
0x748D0000 - 0x748E0000 C:\Program Files\AVAST Software\Avast\x86\aswhook.dll
0x757F0000 - 0x759EA000 C:\WINDOWS\System32\KERNELBASE.dll
0x745C0000 - 0x7465C000 C:\WINDOWS\SYSTEM32\apphelp.dll
0x70C40000 - 0x70EC7000 C:\WINDOWS\SYSTEM32\AcLayers.DLL
0x75AF0000 - 0x75BB0000 C:\WINDOWS\System32\msvcrt.dll
0x76E60000 - 0x76FF9000 C:\WINDOWS\System32\USER32.dll
0x76670000 - 0x76687000 C:\WINDOWS\System32\win32u.dll
0x76700000 - 0x76723000 C:\WINDOWS\System32\GDI32.dll
0x77840000 - 0x779A7000 C:\WINDOWS\System32\gdi32full.dll
0x76760000 - 0x767E0000 C:\WINDOWS\System32\msvcp_win.dll
0x77070000 - 0x77192000 C:\WINDOWS\System32\ucrtbase.dll
0x76020000 - 0x7656E000 C:\WINDOWS\System32\SHELL32.dll
0x756F0000 - 0x7572B000 C:\WINDOWS\System32\cfgmgr32.dll
0x75F10000 - 0x75F99000 C:\WINDOWS\System32\shcore.dll
0x75730000 - 0x757EF000 C:\WINDOWS\System32\RPCRT4.dll
0x753B0000 - 0x753D0000 C:\WINDOWS\System32\SspiCli.dll
0x753A0000 - 0x753AA000 C:\WINDOWS\System32\CRYPTBASE.dll
0x77A40000 - 0x77AA2000 C:\WINDOWS\System32\bcryptPrimitives.dll
0x75FA0000 - 0x76019000 C:\WINDOWS\System32\sechost.dll
0x77AB0000 - 0x77D28000 C:\WINDOWS\System32\combase.dll
0x77240000 - 0x7783C000 C:\WINDOWS\System32\windows.storage.dll
0x771C0000 - 0x7723E000 C:\WINDOWS\System32\advapi32.dll
0x77000000 - 0x7701C000 C:\WINDOWS\System32\profapi.dll
0x767E0000 - 0x76834000 C:\WINDOWS\System32\powrprof.dll
0x77020000 - 0x77064000 C:\WINDOWS\System32\shlwapi.dll
0x75CB0000 - 0x75CBF000 C:\WINDOWS\System32\kernel.appcore.dll
0x771A0000 - 0x771B2000 C:\WINDOWS\System32\cryptsp.dll
0x755D0000 - 0x7566B000 C:\WINDOWS\System32\OLEAUT32.dll
0x76840000 - 0x76C8B000 C:\WINDOWS\System32\SETUPAPI.dll
0x75670000 - 0x75689000 C:\WINDOWS\System32\bcrypt.dll
0x6B190000 - 0x6B1A8000 C:\WINDOWS\SYSTEM32\MPR.dll
0x66680000 - 0x66683000 C:\WINDOWS\SYSTEM32\sfc.dll
0x6F8F0000 - 0x6F95B000 C:\WINDOWS\SYSTEM32\WINSPOOL.DRV
0x70360000 - 0x704DE000 C:\WINDOWS\SYSTEM32\PROPSYS.dll
0x75340000 - 0x75373000 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
0x748C0000 - 0x748CF000 C:\WINDOWS\SYSTEM32\sfc_os.DLL
0x74820000 - 0x7482E000 C:\WINDOWS\SYSTEM32\SortServer2003Compat.dll
0x76730000 - 0x76755000 C:\WINDOWS\System32\IMM32.DLL
0x70240000 - 0x70264000 C:\WINDOWS\SYSTEM32\WINMM.dll
0x747F0000 - 0x74817000 D:\Il2-FB BAT\DINPUT.dll
0x69B00000 - 0x69B23000 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
0x6D420000 - 0x6D4EF000 D:\Il2-FB BAT\bin\hotspot\jvm.dll
0x5F7F0000 - 0x63D6A000 D:\Il2-FB BAT\il2ge.dll
0x6D220000 - 0x6D227000 D:\Il2-FB BAT\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Il2-FB BAT\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Il2-FB BAT\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Il2-FB BAT\bin\zip.dll
0x74790000 - 0x747E8000 D:\Il2-FB BAT\wrapper.dll
0x68380000 - 0x683A7000 D:\Il2-FB BAT\DT.dll
0x008E0000 - 0x008EA000 D:\Il2-FB BAT\pathfind.dll
0x26CF0000 - 0x29BB6000 D:\Il2-FB BAT\il2_core.dll
0x7C360000 - 0x7C3B6000 D:\Il2-FB BAT\MSVCR71.dll
0x29BC0000 - 0x29BE3000 D:\Il2-FB BAT\jgl.dll
0x73410000 - 0x734E9000 C:\WINDOWS\SYSTEM32\opengl32.dll
0x74750000 - 0x7478F000 C:\WINDOWS\SYSTEM32\GLU32.dll
0x3AF90000 - 0x3AFCA000 D:\Il2-FB BAT\il2_usgs2.dll
0x76E00000 - 0x76E5F000 C:\WINDOWS\System32\WS2_32.dll
0x3B010000 - 0x3B087000 D:\Il2-FB BAT\mg_snd_sse.dll
0x74710000 - 0x74747000 C:\WINDOWS\SYSTEM32\dinput8.dll
0x736F0000 - 0x73781000 C:\WINDOWS\SYSTEM32\inputhost.dll
0x74660000 - 0x746EF000 C:\WINDOWS\SYSTEM32\CoreMessaging.dll
0x6FFF0000 - 0x70193000 C:\WINDOWS\SYSTEM32\twinapi.appcore.dll
0x742B0000 - 0x7451A000 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll
0x6B340000 - 0x6B848000 C:\WINDOWS\SYSTEM32\d2d1.dll
0x6D7A0000 - 0x6D9C9000 C:\WINDOWS\SYSTEM32\d3d11.dll
0x741D0000 - 0x742AB000 C:\WINDOWS\SYSTEM32\wintypes.dll
0x704E0000 - 0x704FE000 C:\WINDOWS\SYSTEM32\RMCLIENT.dll
0x74DB0000 - 0x74DD9000 C:\WINDOWS\SYSTEM32\ntmarta.dll
0x6CA80000 - 0x6CB24000 C:\WINDOWS\SYSTEM32\dxgi.dll
0x73E00000 - 0x73E0B000 C:\WINDOWS\SYSTEM32\HID.DLL
0x737D0000 - 0x737F3000 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x753D0000 - 0x75415000 C:\WINDOWS\System32\WINTRUST.dll
0x76690000 - 0x7669E000 C:\WINDOWS\System32\MSASN1.dll
0x75420000 - 0x755B9000 C:\WINDOWS\System32\CRYPT32.dll
0x74520000 - 0x7459B000 C:\WINDOWS\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Il2-FB BAT\bin\net.dll
0x75390000 - 0x75398000 C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x752D0000 - 0x752E1000 C:\WINDOWS\system32\napinsp.dll
0x752B0000 - 0x752C6000 C:\WINDOWS\system32\pnrpnsp.dll
0x75250000 - 0x752A2000 C:\WINDOWS\System32\mswsock.dll
0x751C0000 - 0x75250000 C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x755C0000 - 0x755C7000 C:\WINDOWS\System32\NSI.dll
0x751B0000 - 0x751BB000 C:\WINDOWS\System32\winrnr.dll
0x75190000 - 0x751A6000 C:\WINDOWS\system32\NLAapi.dll
0x75180000 - 0x75190000 C:\WINDOWS\system32\wshbth.dll
0x75DD0000 - 0x75F0D000 C:\WINDOWS\System32\MSCTF.dll
0x6F8C0000 - 0x6F8E6000 C:\WINDOWS\SYSTEM32\dwmapi.dll
0x74830000 - 0x748B6000 C:\WINDOWS\System32\TextInputFramework.dll
0x3E440000 - 0x401D0000 C:\WINDOWS\System32\DriverStore\FileRepository\nvrfi.inf_amd64_2c1301ae2e686b67\nvoglv32.dll
0x76570000 - 0x7666C000 C:\WINDOWS\System32\ole32.dll
0x75330000 - 0x7533F000 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x75380000 - 0x75388000 C:\WINDOWS\SYSTEM32\VERSION.dll
0x72C40000 - 0x72E55000 C:\WINDOWS\system32\nvspcap.dll
0x733C0000 - 0x73403000 C:\WINDOWS\SYSTEM32\WINSTA.dll
0x737A0000 - 0x737C6000 C:\WINDOWS\system32\dinput.dll
0x72BC0000 - 0x72C40000 C:\WINDOWS\SYSTEM32\dsound.dll
0x779B0000 - 0x77A31000 C:\WINDOWS\System32\clbcatq.dll
0x73360000 - 0x733BE000 C:\WINDOWS\System32\MMDevApi.dll
0x72AB0000 - 0x72BC0000 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x74700000 - 0x74708000 C:\WINDOWS\SYSTEM32\AVRT.dll
0x746F0000 - 0x746FE000 C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll
0x75CC0000 - 0x75CD9000 C:\WINDOWS\System32\imagehlp.dll
0x72920000 - 0x72AAF000 C:\WINDOWS\System32\dbghelp.dll
0x75AE0000 - 0x75AE6000 C:\WINDOWS\System32\PSAPI.DLL
Local Time = Fri Mar 15 09:46:56 2019
Elapsed Time = 61
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION
# Error ID : 4F530E43505002CC
# Please report this error at
# http://java.sun.com/cgi-bin/bugreport.cgi
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
# An error report file has been saved as hs_err_pid3792.log.
# Please refer to the file for further information.
#
getExport: FlsFree
getExport: FlsFree
https://pastebin.com/aSHarXUv
Crashes only with build post 22/2/19, I can play with our without mods, with our without this last working build.
1st build:
https://pastebin.com/JUBcyQYr
2nd build doesn't crash, so far, and look gorgeous 8)
Thanks a lot sibenli ]blob9[
Good ;) I'm now able to reproduce your crash.
This shouldn't crash:
https://gitlab.com/vrresto/il2ge/-/jobs/178565309/artifacts/download
EDIT: And neither should:
https://gitlab.com/vrresto/il2ge/-/jobs/178576591/artifacts/download
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x6d4408a6
Function name=JVM_DisableCompiler
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Library=D:\Il2-FB BAT\bin\hotspot\jvm.dll
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Current Java thread:
at com.maddox.il2.engine.Render.flush(Native Method)
at com.maddox.il2.engine.Renders.a(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.ConsoleGL0Render.exlusiveDraw(ConsoleGL0Render.java:22)
at com.maddox.il2.engine.ConsoleGL0.exclusiveDraw(ConsoleGL0.java:70)
at com.maddox.il2.game.Main3D.drawRandomSplashScreen(Main3D.java:3068)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1519)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Dynamic libraries:
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
0x00400000 - 0x0049A000 D:\Il2-FB BAT\il2fb.exe
0x77D40000 - 0x77EDC000 C:\WINDOWS\SYSTEM32\ntdll.dll
0x75CE0000 - 0x75DC0000 C:\WINDOWS\System32\KERNEL32.DLL
0x74A50000 - 0x74A60000 C:\Program Files\AVAST Software\Avast\x86\aswhook.dll
0x757F0000 - 0x759EA000 C:\WINDOWS\System32\KERNELBASE.dll
0x73740000 - 0x737DC000 C:\WINDOWS\SYSTEM32\apphelp.dll
0x733D0000 - 0x73657000 C:\WINDOWS\SYSTEM32\AcLayers.DLL
0x75AF0000 - 0x75BB0000 C:\WINDOWS\System32\msvcrt.dll
0x76E60000 - 0x76FF9000 C:\WINDOWS\System32\USER32.dll
0x76670000 - 0x76687000 C:\WINDOWS\System32\win32u.dll
0x76700000 - 0x76723000 C:\WINDOWS\System32\GDI32.dll
0x77840000 - 0x779A7000 C:\WINDOWS\System32\gdi32full.dll
0x76760000 - 0x767E0000 C:\WINDOWS\System32\msvcp_win.dll
0x77070000 - 0x77192000 C:\WINDOWS\System32\ucrtbase.dll
0x76020000 - 0x7656E000 C:\WINDOWS\System32\SHELL32.dll
0x756F0000 - 0x7572B000 C:\WINDOWS\System32\cfgmgr32.dll
0x75F10000 - 0x75F99000 C:\WINDOWS\System32\shcore.dll
0x75730000 - 0x757EF000 C:\WINDOWS\System32\RPCRT4.dll
0x753B0000 - 0x753D0000 C:\WINDOWS\System32\SspiCli.dll
0x753A0000 - 0x753AA000 C:\WINDOWS\System32\CRYPTBASE.dll
0x77A40000 - 0x77AA2000 C:\WINDOWS\System32\bcryptPrimitives.dll
0x75FA0000 - 0x76019000 C:\WINDOWS\System32\sechost.dll
0x77AB0000 - 0x77D28000 C:\WINDOWS\System32\combase.dll
0x77240000 - 0x7783C000 C:\WINDOWS\System32\windows.storage.dll
0x771C0000 - 0x7723E000 C:\WINDOWS\System32\advapi32.dll
0x77000000 - 0x7701C000 C:\WINDOWS\System32\profapi.dll
0x767E0000 - 0x76834000 C:\WINDOWS\System32\powrprof.dll
0x77020000 - 0x77064000 C:\WINDOWS\System32\shlwapi.dll
0x75CB0000 - 0x75CBF000 C:\WINDOWS\System32\kernel.appcore.dll
0x771A0000 - 0x771B2000 C:\WINDOWS\System32\cryptsp.dll
0x755D0000 - 0x7566B000 C:\WINDOWS\System32\OLEAUT32.dll
0x76840000 - 0x76C8B000 C:\WINDOWS\System32\SETUPAPI.dll
0x75670000 - 0x75689000 C:\WINDOWS\System32\bcrypt.dll
0x73280000 - 0x73298000 C:\WINDOWS\SYSTEM32\MPR.dll
0x66680000 - 0x66683000 C:\WINDOWS\SYSTEM32\sfc.dll
0x73210000 - 0x7327B000 C:\WINDOWS\SYSTEM32\WINSPOOL.DRV
0x73090000 - 0x7320E000 C:\WINDOWS\SYSTEM32\PROPSYS.dll
0x75340000 - 0x75373000 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
0x73080000 - 0x7308F000 C:\WINDOWS\SYSTEM32\sfc_os.DLL
0x748D0000 - 0x748DE000 C:\WINDOWS\SYSTEM32\SortServer2003Compat.dll
0x76730000 - 0x76755000 C:\WINDOWS\System32\IMM32.DLL
0x72200000 - 0x72224000 C:\WINDOWS\SYSTEM32\WINMM.dll
0x748A0000 - 0x748C7000 D:\Il2-FB BAT\DINPUT.dll
0x721D0000 - 0x721F3000 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
0x6D420000 - 0x6D4EF000 D:\Il2-FB BAT\bin\hotspot\jvm.dll
0x02330000 - 0x068AD000 D:\Il2-FB BAT\il2ge.dll
0x6D220000 - 0x6D227000 D:\Il2-FB BAT\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Il2-FB BAT\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Il2-FB BAT\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Il2-FB BAT\bin\zip.dll
0x74840000 - 0x74898000 D:\Il2-FB BAT\wrapper.dll
0x68380000 - 0x683A7000 D:\Il2-FB BAT\DT.dll
0x02210000 - 0x0221A000 D:\Il2-FB BAT\pathfind.dll
0x2B250000 - 0x2E116000 D:\Il2-FB BAT\il2_core.dll
0x7C360000 - 0x7C3B6000 D:\Il2-FB BAT\MSVCR71.dll
0x2E120000 - 0x2E143000 D:\Il2-FB BAT\jgl.dll
0x74760000 - 0x74839000 C:\WINDOWS\SYSTEM32\opengl32.dll
0x74720000 - 0x7475F000 C:\WINDOWS\SYSTEM32\GLU32.dll
0x2E250000 - 0x2E28A000 D:\Il2-FB BAT\il2_usgs2.dll
0x76E00000 - 0x76E5F000 C:\WINDOWS\System32\WS2_32.dll
0x3F550000 - 0x3F5C7000 D:\Il2-FB BAT\mg_snd_sse.dll
0x73FC0000 - 0x73FF7000 C:\WINDOWS\SYSTEM32\dinput8.dll
0x6F7B0000 - 0x6F841000 C:\WINDOWS\SYSTEM32\inputhost.dll
0x6F720000 - 0x6F7AF000 C:\WINDOWS\SYSTEM32\CoreMessaging.dll
0x70CF0000 - 0x70E93000 C:\WINDOWS\SYSTEM32\twinapi.appcore.dll
0x6F4B0000 - 0x6F71A000 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll
0x6EFA0000 - 0x6F4A8000 C:\WINDOWS\SYSTEM32\d2d1.dll
0x710B0000 - 0x712D9000 C:\WINDOWS\SYSTEM32\d3d11.dll
0x6EEC0000 - 0x6EF9B000 C:\WINDOWS\SYSTEM32\wintypes.dll
0x70CD0000 - 0x70CEE000 C:\WINDOWS\SYSTEM32\RMCLIENT.dll
0x74DB0000 - 0x74DD9000 C:\WINDOWS\SYSTEM32\ntmarta.dll
0x70EA0000 - 0x70F44000 C:\WINDOWS\SYSTEM32\dxgi.dll
0x72B00000 - 0x72B0B000 C:\WINDOWS\SYSTEM32\HID.DLL
0x72B10000 - 0x72B33000 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x753D0000 - 0x75415000 C:\WINDOWS\System32\WINTRUST.dll
0x76690000 - 0x7669E000 C:\WINDOWS\System32\MSASN1.dll
0x75420000 - 0x755B9000 C:\WINDOWS\System32\CRYPT32.dll
0x73E50000 - 0x73ECB000 C:\WINDOWS\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Il2-FB BAT\bin\net.dll
0x75390000 - 0x75398000 C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x752D0000 - 0x752E1000 C:\WINDOWS\system32\napinsp.dll
0x752B0000 - 0x752C6000 C:\WINDOWS\system32\pnrpnsp.dll
0x75250000 - 0x752A2000 C:\WINDOWS\System32\mswsock.dll
0x751C0000 - 0x75250000 C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x755C0000 - 0x755C7000 C:\WINDOWS\System32\NSI.dll
0x751B0000 - 0x751BB000 C:\WINDOWS\System32\winrnr.dll
0x75190000 - 0x751A6000 C:\WINDOWS\system32\NLAapi.dll
0x75180000 - 0x75190000 C:\WINDOWS\system32\wshbth.dll
0x75DD0000 - 0x75F0D000 C:\WINDOWS\System32\MSCTF.dll
0x724F0000 - 0x72516000 C:\WINDOWS\SYSTEM32\dwmapi.dll
0x73F30000 - 0x73FB6000 C:\WINDOWS\System32\TextInputFramework.dll
0x68BB0000 - 0x6A940000 C:\WINDOWS\System32\DriverStore\FileRepository\nvrfi.inf_amd64_2c1301ae2e686b67\nvoglv32.dll
0x76570000 - 0x7666C000 C:\WINDOWS\System32\ole32.dll
0x75330000 - 0x7533F000 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x75380000 - 0x75388000 C:\WINDOWS\SYSTEM32\VERSION.dll
0x68990000 - 0x68BA5000 C:\WINDOWS\system32\nvspcap.dll
0x73EE0000 - 0x73F23000 C:\WINDOWS\SYSTEM32\WINSTA.dll
0x72D30000 - 0x72D56000 C:\WINDOWS\system32\dinput.dll
0x72CB0000 - 0x72D30000 C:\WINDOWS\SYSTEM32\dsound.dll
0x779B0000 - 0x77A31000 C:\WINDOWS\System32\clbcatq.dll
0x72C50000 - 0x72CAE000 C:\WINDOWS\System32\MMDevApi.dll
0x68880000 - 0x68990000 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x73ED0000 - 0x73ED8000 C:\WINDOWS\SYSTEM32\AVRT.dll
0x72F50000 - 0x72F5E000 C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll
0x75CC0000 - 0x75CD9000 C:\WINDOWS\System32\imagehlp.dll
0x686F0000 - 0x6887F000 C:\WINDOWS\System32\dbghelp.dll
0x75AE0000 - 0x75AE6000 C:\WINDOWS\System32\PSAPI.DLL
Local Time = Sat Mar 16 19:24:03 2019
Elapsed Time = 59
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION
# Error ID : 4F530E43505002CC
# Please report this error at
# http://java.sun.com/cgi-bin/bugreport.cgi
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
# An error report file has been saved as hs_err_pid5972.log.
# Please refer to the file for further information.
#
getExport: FlsFree
getExport: FlsFree
[error occured during error reporting]
-----------------------------------------------------------
Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
LoadLibrary: imagehlp.dll
getExport: SymInitialize
getExport: SymGetSymFromAddr
getExport: SymGetModuleInfo
getExport: SymGetLineFromAddr
getExport: SymGetOptions
getExport: SymSetOptions
getExport: SymSetSearchPath
getExport: SymLoadModule
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x6d4408a6
Function name=JVM_DisableCompiler
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Library=D:\Il2-FB BAT\bin\hotspot\jvm.dll
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
Current Java thread:
at com.maddox.il2.engine.Render.flush(Native Method)
at com.maddox.il2.engine.Renders.a(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.ConsoleGL0Render.exlusiveDraw(ConsoleGL0Render.java:22)
at com.maddox.il2.engine.ConsoleGL0.exclusiveDraw(ConsoleGL0.java:70)
at com.maddox.il2.game.Main3D.drawRandomSplashScreen(Main3D.java:3068)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1519)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Dynamic libraries:
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
0x00400000 - 0x0049A000 D:\Il2-FB BAT\il2fb.exe
0x77D40000 - 0x77EDC000 C:\WINDOWS\SYSTEM32\ntdll.dll
0x75CE0000 - 0x75DC0000 C:\WINDOWS\System32\KERNEL32.DLL
0x74A50000 - 0x74A60000 C:\Program Files\AVAST Software\Avast\x86\aswhook.dll
0x757F0000 - 0x759EA000 C:\WINDOWS\System32\KERNELBASE.dll
0x73740000 - 0x737DC000 C:\WINDOWS\SYSTEM32\apphelp.dll
0x733D0000 - 0x73657000 C:\WINDOWS\SYSTEM32\AcLayers.DLL
0x75AF0000 - 0x75BB0000 C:\WINDOWS\System32\msvcrt.dll
0x76E60000 - 0x76FF9000 C:\WINDOWS\System32\USER32.dll
0x76670000 - 0x76687000 C:\WINDOWS\System32\win32u.dll
0x76700000 - 0x76723000 C:\WINDOWS\System32\GDI32.dll
0x77840000 - 0x779A7000 C:\WINDOWS\System32\gdi32full.dll
0x76760000 - 0x767E0000 C:\WINDOWS\System32\msvcp_win.dll
0x77070000 - 0x77192000 C:\WINDOWS\System32\ucrtbase.dll
0x76020000 - 0x7656E000 C:\WINDOWS\System32\SHELL32.dll
0x756F0000 - 0x7572B000 C:\WINDOWS\System32\cfgmgr32.dll
0x75F10000 - 0x75F99000 C:\WINDOWS\System32\shcore.dll
0x75730000 - 0x757EF000 C:\WINDOWS\System32\RPCRT4.dll
0x753B0000 - 0x753D0000 C:\WINDOWS\System32\SspiCli.dll
0x753A0000 - 0x753AA000 C:\WINDOWS\System32\CRYPTBASE.dll
0x77A40000 - 0x77AA2000 C:\WINDOWS\System32\bcryptPrimitives.dll
0x75FA0000 - 0x76019000 C:\WINDOWS\System32\sechost.dll
0x77AB0000 - 0x77D28000 C:\WINDOWS\System32\combase.dll
0x77240000 - 0x7783C000 C:\WINDOWS\System32\windows.storage.dll
0x771C0000 - 0x7723E000 C:\WINDOWS\System32\advapi32.dll
0x77000000 - 0x7701C000 C:\WINDOWS\System32\profapi.dll
0x767E0000 - 0x76834000 C:\WINDOWS\System32\powrprof.dll
0x77020000 - 0x77064000 C:\WINDOWS\System32\shlwapi.dll
0x75CB0000 - 0x75CBF000 C:\WINDOWS\System32\kernel.appcore.dll
0x771A0000 - 0x771B2000 C:\WINDOWS\System32\cryptsp.dll
0x755D0000 - 0x7566B000 C:\WINDOWS\System32\OLEAUT32.dll
0x76840000 - 0x76C8B000 C:\WINDOWS\System32\SETUPAPI.dll
0x75670000 - 0x75689000 C:\WINDOWS\System32\bcrypt.dll
0x73280000 - 0x73298000 C:\WINDOWS\SYSTEM32\MPR.dll
0x66680000 - 0x66683000 C:\WINDOWS\SYSTEM32\sfc.dll
0x73210000 - 0x7327B000 C:\WINDOWS\SYSTEM32\WINSPOOL.DRV
0x73090000 - 0x7320E000 C:\WINDOWS\SYSTEM32\PROPSYS.dll
0x75340000 - 0x75373000 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
0x73080000 - 0x7308F000 C:\WINDOWS\SYSTEM32\sfc_os.DLL
0x748D0000 - 0x748DE000 C:\WINDOWS\SYSTEM32\SortServer2003Compat.dll
0x76730000 - 0x76755000 C:\WINDOWS\System32\IMM32.DLL
0x72200000 - 0x72224000 C:\WINDOWS\SYSTEM32\WINMM.dll
0x748A0000 - 0x748C7000 D:\Il2-FB BAT\DINPUT.dll
0x721D0000 - 0x721F3000 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
0x6D420000 - 0x6D4EF000 D:\Il2-FB BAT\bin\hotspot\jvm.dll
0x02420000 - 0x06270000 D:\Il2-FB BAT\il2ge.dll
0x6D220000 - 0x6D227000 D:\Il2-FB BAT\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Il2-FB BAT\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Il2-FB BAT\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Il2-FB BAT\bin\zip.dll
0x74840000 - 0x74898000 D:\Il2-FB BAT\wrapper.dll
0x68380000 - 0x683A7000 D:\Il2-FB BAT\DT.dll
0x02200000 - 0x0220A000 D:\Il2-FB BAT\pathfind.dll
0x2AB50000 - 0x2DA16000 D:\Il2-FB BAT\il2_core.dll
0x7C360000 - 0x7C3B6000 D:\Il2-FB BAT\MSVCR71.dll
0x022F0000 - 0x02313000 D:\Il2-FB BAT\jgl.dll
0x74760000 - 0x74839000 C:\WINDOWS\SYSTEM32\opengl32.dll
0x74720000 - 0x7475F000 C:\WINDOWS\SYSTEM32\GLU32.dll
0x2DBC0000 - 0x2DBFA000 D:\Il2-FB BAT\il2_usgs2.dll
0x76E00000 - 0x76E5F000 C:\WINDOWS\System32\WS2_32.dll
0x3EE20000 - 0x3EE97000 D:\Il2-FB BAT\mg_snd_sse.dll
0x73FC0000 - 0x73FF7000 C:\WINDOWS\SYSTEM32\dinput8.dll
0x6F7B0000 - 0x6F841000 C:\WINDOWS\SYSTEM32\inputhost.dll
0x6F720000 - 0x6F7AF000 C:\WINDOWS\SYSTEM32\CoreMessaging.dll
0x70CF0000 - 0x70E93000 C:\WINDOWS\SYSTEM32\twinapi.appcore.dll
0x6F4B0000 - 0x6F71A000 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll
0x6EFA0000 - 0x6F4A8000 C:\WINDOWS\SYSTEM32\d2d1.dll
0x710B0000 - 0x712D9000 C:\WINDOWS\SYSTEM32\d3d11.dll
0x6EEC0000 - 0x6EF9B000 C:\WINDOWS\SYSTEM32\wintypes.dll
0x70CD0000 - 0x70CEE000 C:\WINDOWS\SYSTEM32\RMCLIENT.dll
0x74DB0000 - 0x74DD9000 C:\WINDOWS\SYSTEM32\ntmarta.dll
0x70EA0000 - 0x70F44000 C:\WINDOWS\SYSTEM32\dxgi.dll
0x72B00000 - 0x72B0B000 C:\WINDOWS\SYSTEM32\HID.DLL
0x72B10000 - 0x72B33000 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x753D0000 - 0x75415000 C:\WINDOWS\System32\WINTRUST.dll
0x76690000 - 0x7669E000 C:\WINDOWS\System32\MSASN1.dll
0x75420000 - 0x755B9000 C:\WINDOWS\System32\CRYPT32.dll
0x73E50000 - 0x73ECB000 C:\WINDOWS\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Il2-FB BAT\bin\net.dll
0x75390000 - 0x75398000 C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x752D0000 - 0x752E1000 C:\WINDOWS\system32\napinsp.dll
0x752B0000 - 0x752C6000 C:\WINDOWS\system32\pnrpnsp.dll
0x75250000 - 0x752A2000 C:\WINDOWS\System32\mswsock.dll
0x751C0000 - 0x75250000 C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x755C0000 - 0x755C7000 C:\WINDOWS\System32\NSI.dll
0x751B0000 - 0x751BB000 C:\WINDOWS\System32\winrnr.dll
0x75190000 - 0x751A6000 C:\WINDOWS\system32\NLAapi.dll
0x75180000 - 0x75190000 C:\WINDOWS\system32\wshbth.dll
0x75DD0000 - 0x75F0D000 C:\WINDOWS\System32\MSCTF.dll
0x724F0000 - 0x72516000 C:\WINDOWS\SYSTEM32\dwmapi.dll
0x73F30000 - 0x73FB6000 C:\WINDOWS\System32\TextInputFramework.dll
0x692E0000 - 0x6B070000 C:\WINDOWS\System32\DriverStore\FileRepository\nvrfi.inf_amd64_2c1301ae2e686b67\nvoglv32.dll
0x76570000 - 0x7666C000 C:\WINDOWS\System32\ole32.dll
0x75330000 - 0x7533F000 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x75380000 - 0x75388000 C:\WINDOWS\SYSTEM32\VERSION.dll
0x690C0000 - 0x692D5000 C:\WINDOWS\system32\nvspcap.dll
0x73EE0000 - 0x73F23000 C:\WINDOWS\SYSTEM32\WINSTA.dll
0x72D30000 - 0x72D56000 C:\WINDOWS\system32\dinput.dll
0x72CB0000 - 0x72D30000 C:\WINDOWS\SYSTEM32\dsound.dll
0x779B0000 - 0x77A31000 C:\WINDOWS\System32\clbcatq.dll
0x72C50000 - 0x72CAE000 C:\WINDOWS\System32\MMDevApi.dll
0x68FB0000 - 0x690C0000 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x73ED0000 - 0x73ED8000 C:\WINDOWS\SYSTEM32\AVRT.dll
0x72F50000 - 0x72F5E000 C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll
0x75CC0000 - 0x75CD9000 C:\WINDOWS\System32\imagehlp.dll
0x68E20000 - 0x68FAF000 C:\WINDOWS\System32\dbghelp.dll
0x75AE0000 - 0x75AE6000 C:\WINDOWS\System32\PSAPI.DLL
Local Time = Sat Mar 16 19:27:38 2019
Elapsed Time = 12
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION
# Error ID : 4F530E43505002CC
# Please report this error at
# http://java.sun.com/cgi-bin/bugreport.cgi
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
LoadLibrary: PSAPI.DLL
getExport: EnumProcessModules
getExport: GetModuleFileNameExA
getExport: GetModuleInformation
# An error report file has been saved as hs_err_pid6524.log.
# Please refer to the file for further information.
#
getExport: FlsFree
getExport: FlsFree
.....
getExport: _Java_com_maddox_il2_engine_Render_flush@8
found export: _Java_com_maddox_il2_engine_Render_flush@8
java.lang.NoSuchFieldError: name
getExport: _Java_java_lang_Throwable_printStackTrace0@12
at com.maddox.il2.engine.Render.flush(Native Method)
at com.maddox.il2.engine.Renders.a(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.ConsoleGL0Render.exlusiveDraw(ConsoleGL0Render.java:22)
at com.maddox.il2.engine.ConsoleGL0.exclusiveDraw(ConsoleGL0.java:70)
at com.maddox.il2.game.Main3D.drawRandomSplashScreen(Main3D.java:3068)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1519)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Exception in thread "main" getExport: FlsFree
getExport: FlsFree
ObjectShaders need some tuning for evening time.
Carier and plane below clouds are simply black in 'Intro3b.trk'
using build 178576591
First second is below clouds, where objects are black...
*** il2ge.dll initialization ***
Build: 178420213
Debug: 0
Commit: 8b0737ac986df381f89f3f0f8c2df3a95f66a382
registerMetaClass: com.maddox.rts.Time
method: setSpeedReal
method: setCurrent
registerMetaClass: com.maddox.il2.engine.Renders
method: PrePreRenders
method: PostPreRenders
method: PostRenders
registerMetaClass: com.maddox.il2.engine.Render
method: prepareStates
method: clearStates
method: flush
method: shadows
registerMetaClass: com.maddox.il2.engine.Landscape
method: cPreRender
method: cRender0
method: cRender1
method: cLoadMap
method: cUnloadMap
registerMetaClass: com.maddox.il2.engine.Camera
method: SetCameraPos
method: SetOrtho2D
method: SetViewportCrop
method: SetFOV
registerMetaClass: com.maddox.il2.engine.GObj
method: Finalize
registerMetaClass: com.maddox.il2.fm.Wind
method: SetWind
registerMetaClass: com.maddox.il2.engine.Eff3D
method: New
method: SetPos
method: SetAnglesATK
method: SetXYZATK
method: PreRender
method: Render
method: Pause
method: IsPaused
method: SetIntesity
method: GetIntesity
method: Finish
method: TimeLife
method: TimeFinish
method: IsTimeReal
method: initSetProcessTime
method: initSetTypeTimer
method: initSetBoundBox
method: initSetPos
method: initSetSize
method: initSetAnglesATK
method: initSetSubType
method: initSetMaterialName
method: initSetParamFileName
LoadLibrary: D:\Il2-FB BAT\bin\hpi.dll
getExport: DLL_Initialize
LoadLibrary: D:\Il2-FB BAT\bin\verify.dll
LoadLibrary: D:\Il2-FB BAT\bin\java.dll
getExport: _JNI_OnLoad@8
LoadLibrary: D:\Il2-FB BAT\bin\zip.dll
getExport: ZIP_Open
getExport: ZIP_FindEntry
getExport: ZIP_ReadEntry
getExport: ZIP_ReadMappedEntry
getExport: Canonicalize
getExport: _Java_java_lang_StrictMath_sin@16
getExport: _Java_java_lang_StrictMath_cos@16
getExport: _Java_java_lang_Float_intBitsToFloat@12
getExport: _Java_java_lang_Double_longBitsToDouble@16
getExport: _Java_java_lang_Float_floatToIntBits@12
getExport: _Java_java_lang_Double_doubleToLongBits@16
getExport: _Java_java_lang_Object_registerNatives@8
getExport: _Java_java_lang_System_registerNatives@8
getExport: _Java_java_lang_Thread_registerNatives@8
getExport: _Java_java_security_AccessController_getStackAccessControlContext@8
getExport: _Java_java_security_AccessController_getInheritedAccessControlContext@8
getExport: _Java_java_lang_Class_registerNatives@8
getExport: _Java_java_io_ObjectStreamClass_initNative@8
getExport: _Java_java_lang_Class_getPrimitiveClass@12
getExport: _Java_java_lang_System_initProperties@12
getExport: NewStringPlatform
getExport: _Java_java_io_FileInputStream_initIDs@8
getExport: _Java_java_io_FileDescriptor_initIDs@8
getExport: _Java_java_io_FileOutputStream_initIDs@8
getExport: _Java_java_lang_System_setIn0@12
getExport: _Java_java_lang_ClassLoader_getCallerClassLoader@8
getExport: _Java_java_lang_Class_forName0@20
getExport: _Java_java_security_AccessController_doPrivileged@12
getExport: _Java_java_security_AccessController_doPrivileged__Ljava_security_PrivilegedAction_2@12
getExport: _Java_java_lang_String_intern@8
getExport: _Java_java_lang_System_setOut0@12
getExport: _Java_java_lang_System_setErr0@12
getExport: _Java_java_lang_Compiler_registerNatives@8
getExport: _Java_java_io_FileSystem_getFileSystem@8
getExport: _Java_java_io_Win32FileSystem_initIDs@8
getExport: _Java_java_security_AccessController_doPrivileged@12
getExport: _Java_java_security_AccessController_doPrivileged__Ljava_security_PrivilegedExceptionAction_2@12
getExport: _Java_java_io_Win32FileSystem_list@12
getExport: _Java_java_io_Win32FileSystem_canonicalize@12
getExport: _Java_java_io_Win32FileSystem_getBooleanAttributes@12
getExport: _Java_java_lang_ClassLoader_findLoadedClass@12
getExport: _Java_java_lang_ClassLoader_findBootstrapClass@12
LoadLibrary: wrapper.dll
getExport: __SFS_openf
getExport: _Java_java_lang_System_getCallerClass@8
getExport: _Java_java_lang_ClassLoader_00024NativeLibrary_load@12
LoadLibrary: D:\Il2-FB BAT\il2fb.exe
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_java_lang_ClassLoader_00024NativeLibrary_find@12
getExport: _Java_com_maddox_rts_Finger_Int@12
getExport: _Java_com_maddox_rts_Finger_Int___3I@12
getExport: _Java_com_maddox_rts_SFSInputStream_openf@16
getExport: _Java_com_maddox_rts_Finger_Int@12
getExport: _Java_com_maddox_rts_Finger_Int___3S@12
getExport: _Java_com_maddox_rts_SFSInputStream_available@12
getExport: _Java_com_maddox_rts_SFSInputStream_readBytes@24
getExport: _Java_java_io_FileInputStream_open@12
getExport: _Java_java_io_FileInputStream_readBytes@20
getExport: _Java_java_io_FileInputStream_available@8
getExport: _Java_java_io_FileInputStream_close@8
getExport: _Java_java_lang_ClassLoader_defineClass0@28
getExport: _Java_java_lang_System_mapLibraryName@12
LoadLibrary: D:\Il2-FB BAT\DT.dll
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_rts_TrackIRWin_nDTVersion@8
getExport: _Java_com_maddox_rts_TrackIRWin_nDTVersion@8
getExport: _Java_com_maddox_rts_TrackIRWin_nDTVersion__@8
getExport: _Java_com_maddox_rts_TrackIRWin_nDTVersion__@8
getExport: Java_com_maddox_rts_TrackIRWin_nDTVersion
getExport: Java_com_maddox_rts_TrackIRWin_nDTVersion
getExport: _Java_java_io_FileOutputStream_writeBytes@20
*** Library **** DT **** Loaded *** 102
getExport: _Java_com_maddox_il2_fm_FMMath_nInit@8
getExport: _Java_com_maddox_il2_fm_FMMath_nInit@8
getExport: _Java_com_maddox_il2_fm_FMMath_nInit__@8
getExport: _Java_com_maddox_il2_fm_FMMath_nInit__@8
getExport: Java_com_maddox_il2_fm_FMMath_nInit
getExport: Java_com_maddox_il2_fm_FMMath_nInit
getExport: _Java_java_lang_StrictMath_sqrt@16
getExport: _Java_java_lang_ref_Finalizer_invokeFinalizeMethod@12
getExport: _Java_com_maddox_rts_SFSInputStream_close@12
getExport: _Java_java_lang_SecurityManager_getClassContext@8
LoadLibrary: D:\Il2-FB BAT\pathfind.dll
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_rts_CLASS_ser@8
getExport: _Java_com_maddox_rts_Cpu86ID_getvendor@8
LoadLibrary: D:\Il2-FB BAT\il2_core.dll
*** il2_core wrapper initialisation ***
core wrapper library: D:\Il2-FB BAT\il2ge.dll
il2ge/cache/atmosphere_map is up to date.
core wrapper library: D:\Il2-FB BAT\il2ge.dll
il2ge/cache/curvature_map is up to date.
*** il2_core wrapper initialisation finished ***
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_rts_RTS_interf@8
getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
getExport: _Java_com_maddox_rts_RTS_version@8
RTS Version 2.2
getExport: _Java_com_maddox_il2_engine_GObj_version@8
getExport: _Java_com_maddox_il2_engine_GObj_version@8
getExport: _Java_com_maddox_il2_engine_GObj_version@8
getExport: _Java_com_maddox_il2_engine_GObj_version@8
Core Version 2.0
LoadLibrary: D:\Il2-FB BAT\il2_usgs2.dll
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_java_lang_Throwable_fillInStackTrace@8
getExport: _Java_com_maddox_rts_SFSInputStream_open@16
getExport: _Java_java_lang_StrictMath_floor@16
getExport: _Java_java_lang_reflect_Method_invoke@16
getExport: FlsGetValue
getExport: _Java_com_maddox_rts_Cpu86ID_get@8
LoadLibrary: D:\Il2-FB BAT\mg_snd_sse.dll
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_rts_HomePath_get@12
getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
getExport: _Java_com_maddox_sound_BaseObject_libInit@12
getExport: _Java_com_maddox_sound_BaseObject_libInit@12
getExport: _Java_com_maddox_sound_BaseObject_libInit@12
getExport: _Java_com_maddox_sound_BaseObject_libInit@12
getExport: _Java_com_maddox_sound_BaseObject_libInit@12
getExport: _Java_com_maddox_sound_BaseObject_libInit@12
getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
Sound: Native library (build 1.1, target - P IV) loaded.
getExport: _Java_java_lang_Class_isAssignableFrom@12
getExport: _Java_java_lang_Object_getClass@8
LoadLibrary: D:\Il2-FB BAT\jgl.dll
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_rts_JoyFF_IsAttached@8
LoadLibrary: dinput8.dll
getExport: DirectInput8Create
LoadLibrary: D:\Il2-FB BAT\bin\net.dll
getExport: _JNI_OnLoad@8
getExport: _Java_java_net_PlainDatagramSocketImpl_init@8
getExport: _Java_java_net_PlainDatagramSocketImpl_init@8
getExport: _Java_java_net_InetAddress_init@8
getExport: _Java_java_net_InetAddress_init@8
getExport: _Java_java_net_InetAddressImpl_getInetFamily@8
getExport: _Java_java_net_InetAddressImpl_getInetFamily@8
getExport: _Java_java_net_InetAddressImpl_makeAnyLocalAddress@12
getExport: _Java_java_net_InetAddressImpl_makeAnyLocalAddress@12
getExport: _Java_java_net_InetAddressImpl_getLocalHostName@8
getExport: _Java_java_net_InetAddressImpl_getLocalHostName@8
LoadLibrary: ws2_32.dll
getExport: WSAStartup
getExport: recv
getExport: send
getExport: listen
getExport: bind
getExport: accept
getExport: recvfrom
getExport: sendto
getExport: select
getExport: connect
getExport: closesocket
getExport: shutdown
getExport: gethostname
getExport: gethostbyaddr
getExport: gethostbyname
getExport: htons
getExport: htonl
getExport: ntohs
getExport: ntohl
getExport: getsockopt
getExport: setsockopt
getExport: getprotobyname
getExport: getsockname
getExport: socket
getExport: WSASendDisconnect
getExport: ioctlsocket
getExport: _Java_java_security_AccessController_doPrivileged@16
getExport: _Java_java_security_AccessController_doPrivileged@16
getExport: _Java_java_security_AccessController_doPrivileged__Ljava_security_PrivilegedExceptionAction_2Ljava_security_AccessControlContext_2@16
LoadLibrary: D:\Il2-FB BAT\bin\zip.dll
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_java_util_zip_ZipFile_initIDs@8
getExport: _Java_java_util_zip_ZipFile_initIDs@8
getExport: _Java_java_util_zip_ZipFile_initIDs@8
getExport: _Java_java_util_zip_ZipFile_open@16
getExport: _Java_java_util_zip_ZipFile_open@16
getExport: _Java_java_util_zip_ZipFile_open@16
getExport: _Java_java_util_zip_ZipFile_getTotal@16
getExport: _Java_java_util_zip_ZipFile_getTotal@16
getExport: _Java_java_util_zip_ZipFile_getTotal@16
getExport: _Java_java_util_zip_ZipFile_getEntry@20
getExport: _Java_java_util_zip_ZipFile_getEntry@20
getExport: _Java_java_util_zip_ZipFile_getEntry@20
getExport: _Java_java_util_zip_ZipEntry_initIDs@8
getExport: _Java_java_util_zip_ZipEntry_initIDs@8
getExport: _Java_java_util_zip_ZipEntry_initIDs@8
getExport: _Java_java_util_zip_ZipEntry_initFields@16
getExport: _Java_java_util_zip_ZipEntry_initFields@16
getExport: _Java_java_util_zip_ZipEntry_initFields@16
getExport: _Java_java_util_zip_ZipFile_freeEntry@24
getExport: _Java_java_util_zip_ZipFile_freeEntry@24
getExport: _Java_java_util_zip_ZipFile_freeEntry@24
getExport: _Java_java_util_zip_ZipFile_getCSize@16
getExport: _Java_java_util_zip_ZipFile_getCSize@16
getExport: _Java_java_util_zip_ZipFile_getCSize@16
getExport: _Java_java_util_zip_ZipFile_getSize@16
getExport: _Java_java_util_zip_ZipFile_getSize@16
getExport: _Java_java_util_zip_ZipFile_getSize@16
getExport: _Java_java_util_zip_ZipFile_getMethod@16
getExport: _Java_java_util_zip_ZipFile_getMethod@16
getExport: _Java_java_util_zip_ZipFile_getMethod@16
getExport: _Java_java_util_zip_ZipFile_read@40
getExport: _Java_java_util_zip_ZipFile_read@40
getExport: _Java_java_util_zip_ZipFile_read@40
getExport: _Java_java_util_zip_Inflater_initIDs@8
getExport: _Java_java_util_zip_Inflater_initIDs@8
getExport: _Java_java_util_zip_Inflater_initIDs@8
getExport: _Java_java_util_zip_Inflater_init@12
getExport: _Java_java_util_zip_Inflater_init@12
getExport: _Java_java_util_zip_Inflater_init@12
getExport: _Java_java_util_zip_Inflater_inflateBytes@20
getExport: _Java_java_util_zip_Inflater_inflateBytes@20
getExport: _Java_java_util_zip_Inflater_inflateBytes@20
getExport: _Java_java_security_AccessController_doPrivileged@16
getExport: _Java_java_security_AccessController_doPrivileged@16
getExport: _Java_java_security_AccessController_doPrivileged@16
getExport: _Java_java_security_AccessController_doPrivileged__Ljava_security_PrivilegedAction_2Ljava_security_AccessControlContext_2@16
getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
getExport: _Java_com_maddox_rts_Cpu86ID_getMask@8
getExport: _Java_java_lang_Runtime_traceInstructions@12
getExport: _Java_java_lang_Runtime_traceMethodCalls@12
getExport: _Java_com_maddox_rts_Time_real@8
getExport: _Java_com_maddox_rts_Time_setCurrent@24
found export: _Java_com_maddox_rts_Time_setCurrent@24
getExport: _Java_java_io_Win32FileSystem_delete@12
getExport: _Java_java_io_FileOutputStream_openAppend@12
getExport: _Java_java_util_TimeZone_getSystemTimeZoneID@16
getExport: _Java_java_util_ResourceBundle_getClassContext@8
getExport: _Java_java_lang_StrictMath_log@16
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
getExport: _Java_com_maddox_opengl_Provider_nGLload@12
jgl => LoadLibrary: Opengl32.dll
jgl => GetProcAddress: glAccum
jgl => GetProcAddress: glAlphaFunc
jgl => GetProcAddress: glAreTexturesResident
jgl => GetProcAddress: glArrayElement
jgl => GetProcAddress: glBegin
jgl => GetProcAddress: glBindTexture
jgl => GetProcAddress: glBitmap
jgl => GetProcAddress: glBlendFunc
jgl => GetProcAddress: glCallList
jgl => GetProcAddress: glCallLists
jgl => GetProcAddress: glClear
jgl => GetProcAddress: glClearAccum
jgl => GetProcAddress: glClearColor
jgl => GetProcAddress: glClearDepth
jgl => GetProcAddress: glClearIndex
jgl => GetProcAddress: glClearStencil
jgl => GetProcAddress: glClipPlane
jgl => GetProcAddress: glColor3b
jgl => GetProcAddress: glColor3bv
jgl => GetProcAddress: glColor3d
jgl => GetProcAddress: glColor3dv
jgl => GetProcAddress: glColor3f
jgl => GetProcAddress: glColor3fv
jgl => GetProcAddress: glColor3i
jgl => GetProcAddress: glColor3iv
jgl => GetProcAddress: glColor3s
jgl => GetProcAddress: glColor3sv
jgl => GetProcAddress: glColor3ub
jgl => GetProcAddress: glColor3ubv
jgl => GetProcAddress: glColor3ui
jgl => GetProcAddress: glColor3uiv
jgl => GetProcAddress: glColor3us
jgl => GetProcAddress: glColor3usv
jgl => GetProcAddress: glColor4b
jgl => GetProcAddress: glColor4bv
jgl => GetProcAddress: glColor4d
jgl => GetProcAddress: glColor4dv
jgl => GetProcAddress: glColor4f
jgl => GetProcAddress: glColor4fv
jgl => GetProcAddress: glColor4i
jgl => GetProcAddress: glColor4iv
jgl => GetProcAddress: glColor4s
jgl => GetProcAddress: glColor4sv
jgl => GetProcAddress: glColor4ub
jgl => GetProcAddress: glColor4ubv
jgl => GetProcAddress: glColor4ui
jgl => GetProcAddress: glColor4uiv
jgl => GetProcAddress: glColor4us
jgl => GetProcAddress: glColor4usv
jgl => GetProcAddress: glColorMask
jgl => GetProcAddress: glColorMaterial
jgl => GetProcAddress: glColorPointer
jgl => GetProcAddress: glCopyPixels
jgl => GetProcAddress: glCopyTexImage1D
jgl => GetProcAddress: glCopyTexImage2D
jgl => GetProcAddress: glCopyTexSubImage1D
jgl => GetProcAddress: glCopyTexSubImage2D
jgl => GetProcAddress: glCullFace
jgl => GetProcAddress: glDeleteLists
jgl => GetProcAddress: glDeleteTextures
jgl => GetProcAddress: glDepthFunc
jgl => GetProcAddress: glDepthMask
jgl => GetProcAddress: glDepthRange
jgl => GetProcAddress: glDisable
jgl => GetProcAddress: glDisableClientState
jgl => GetProcAddress: glDrawArrays
jgl => GetProcAddress: glDrawBuffer
jgl => GetProcAddress: glDrawElements
jgl => GetProcAddress: glDrawPixels
jgl => GetProcAddress: glEdgeFlag
jgl => GetProcAddress: glEdgeFlagPointer
jgl => GetProcAddress: glEdgeFlagv
jgl => GetProcAddress: glEnable
jgl => GetProcAddress: glEnableClientState
jgl => GetProcAddress: glEnd
jgl => GetProcAddress: glEndList
jgl => GetProcAddress: glEvalCoord1d
jgl => GetProcAddress: glEvalCoord1dv
jgl => GetProcAddress: glEvalCoord1f
jgl => GetProcAddress: glEvalCoord1fv
jgl => GetProcAddress: glEvalCoord2d
jgl => GetProcAddress: glEvalCoord2dv
jgl => GetProcAddress: glEvalCoord2f
jgl => GetProcAddress: glEvalCoord2fv
jgl => GetProcAddress: glEvalMesh1
jgl => GetProcAddress: glEvalMesh2
jgl => GetProcAddress: glEvalPoint1
jgl => GetProcAddress: glEvalPoint2
jgl => GetProcAddress: glFeedbackBuffer
jgl => GetProcAddress: glFinish
jgl => GetProcAddress: glFlush
jgl => GetProcAddress: glFogf
jgl => GetProcAddress: glFogfv
jgl => GetProcAddress: glFogi
jgl => GetProcAddress: glFogiv
jgl => GetProcAddress: glFrontFace
jgl => GetProcAddress: glFrustum
jgl => GetProcAddress: glGenLists
jgl => GetProcAddress: glGenTextures
jgl => GetProcAddress: glGetBooleanv
jgl => GetProcAddress: glGetClipPlane
jgl => GetProcAddress: glGetDoublev
jgl => GetProcAddress: glGetError
jgl => GetProcAddress: glGetFloatv
jgl => GetProcAddress: glGetIntegerv
jgl => GetProcAddress: glGetLightfv
jgl => GetProcAddress: glGetLightiv
jgl => GetProcAddress: glGetMapdv
jgl => GetProcAddress: glGetMapfv
jgl => GetProcAddress: glGetMapiv
jgl => GetProcAddress: glGetMaterialfv
jgl => GetProcAddress: glGetMaterialiv
jgl => GetProcAddress: glGetPixelMapfv
jgl => GetProcAddress: glGetPixelMapuiv
jgl => GetProcAddress: glGetPixelMapusv
jgl => GetProcAddress: glGetPointerv
jgl => GetProcAddress: glGetPolygonStipple
jgl => GetProcAddress: glGetString
jgl => GetProcAddress: glGetTexEnvfv
jgl => GetProcAddress: glGetTexEnviv
jgl => GetProcAddress: glGetTexGendv
jgl => GetProcAddress: glGetTexGenfv
jgl => GetProcAddress: glGetTexGeniv
jgl => GetProcAddress: glGetTexImage
jgl => GetProcAddress: glGetTexLevelParameterfv
jgl => GetProcAddress: glGetTexLevelParameteriv
jgl => GetProcAddress: glGetTexParameterfv
jgl => GetProcAddress: glGetTexParameteriv
jgl => GetProcAddress: glHint
jgl => GetProcAddress: glIndexMask
jgl => GetProcAddress: glIndexPointer
jgl => GetProcAddress: glIndexd
jgl => GetProcAddress: glIndexdv
jgl => GetProcAddress: glIndexf
jgl => GetProcAddress: glIndexfv
jgl => GetProcAddress: glIndexi
jgl => GetProcAddress: glIndexiv
jgl => GetProcAddress: glIndexs
jgl => GetProcAddress: glIndexsv
jgl => GetProcAddress: glIndexub
jgl => GetProcAddress: glIndexubv
jgl => GetProcAddress: glInitNames
jgl => GetProcAddress: glInterleavedArrays
jgl => GetProcAddress: glIsEnabled
jgl => GetProcAddress: glIsList
jgl => GetProcAddress: glIsTexture
jgl => GetProcAddress: glLightModelf
jgl => GetProcAddress: glLightModelfv
jgl => GetProcAddress: glLightModeli
jgl => GetProcAddress: glLightModeliv
jgl => GetProcAddress: glLightf
jgl => GetProcAddress: glLightfv
jgl => GetProcAddress: glLighti
jgl => GetProcAddress: glLightiv
jgl => GetProcAddress: glLineStipple
jgl => GetProcAddress: glLineWidth
jgl => GetProcAddress: glListBase
jgl => GetProcAddress: glLoadIdentity
jgl => GetProcAddress: glLoadMatrixd
jgl => GetProcAddress: glLoadMatrixf
jgl => GetProcAddress: glLoadName
jgl => GetProcAddress: glLogicOp
jgl => GetProcAddress: glMap1d
jgl => GetProcAddress: glMap1f
jgl => GetProcAddress: glMap2d
jgl => GetProcAddress: glMap2f
jgl => GetProcAddress: glMapGrid1d
jgl => GetProcAddress: glMapGrid1f
jgl => GetProcAddress: glMapGrid2d
jgl => GetProcAddress: glMapGrid2f
jgl => GetProcAddress: glMaterialf
jgl => GetProcAddress: glMaterialfv
jgl => GetProcAddress: glMateriali
jgl => GetProcAddress: glMaterialiv
jgl => GetProcAddress: glMatrixMode
jgl => GetProcAddress: glMultMatrixd
jgl => GetProcAddress: glMultMatrixf
jgl => GetProcAddress: glNewList
jgl => GetProcAddress: glNormal3b
jgl => GetProcAddress: glNormal3bv
jgl => GetProcAddress: glNormal3d
jgl => GetProcAddress: glNormal3dv
jgl => GetProcAddress: glNormal3f
jgl => GetProcAddress: glNormal3fv
jgl => GetProcAddress: glNormal3i
jgl => GetProcAddress: glNormal3iv
jgl => GetProcAddress: glNormal3s
jgl => GetProcAddress: glNormal3sv
jgl => GetProcAddress: glNormalPointer
jgl => GetProcAddress: glOrtho
jgl => GetProcAddress: glPassThrough
jgl => GetProcAddress: glPixelMapfv
jgl => GetProcAddress: glPixelMapuiv
jgl => GetProcAddress: glPixelMapusv
jgl => GetProcAddress: glPixelStoref
jgl => GetProcAddress: glPixelStorei
jgl => GetProcAddress: glPixelTransferf
jgl => GetProcAddress: glPixelTransferi
jgl => GetProcAddress: glPixelZoom
jgl => GetProcAddress: glPointSize
jgl => GetProcAddress: glPolygonMode
jgl => GetProcAddress: glPolygonOffset
jgl => GetProcAddress: glPolygonStipple
jgl => GetProcAddress: glPopAttrib
jgl => GetProcAddress: glPopClientAttrib
jgl => GetProcAddress: glPopMatrix
jgl => GetProcAddress: glPopName
jgl => GetProcAddress: glPrioritizeTextures
jgl => GetProcAddress: glPushAttrib
jgl => GetProcAddress: glPushClientAttrib
jgl => GetProcAddress: glPushMatrix
jgl => GetProcAddress: glPushName
jgl => GetProcAddress: glRasterPos2d
jgl => GetProcAddress: glRasterPos2dv
jgl => GetProcAddress: glRasterPos2f
jgl => GetProcAddress: glRasterPos2fv
jgl => GetProcAddress: glRasterPos2i
jgl => GetProcAddress: glRasterPos2iv
jgl => GetProcAddress: glRasterPos2s
jgl => GetProcAddress: glRasterPos2sv
jgl => GetProcAddress: glRasterPos3d
jgl => GetProcAddress: glRasterPos3dv
jgl => GetProcAddress: glRasterPos3f
jgl => GetProcAddress: glRasterPos3fv
jgl => GetProcAddress: glRasterPos3i
jgl => GetProcAddress: glRasterPos3iv
jgl => GetProcAddress: glRasterPos3s
jgl => GetProcAddress: glRasterPos3sv
jgl => GetProcAddress: glRasterPos4d
jgl => GetProcAddress: glRasterPos4dv
jgl => GetProcAddress: glRasterPos4f
jgl => GetProcAddress: glRasterPos4fv
jgl => GetProcAddress: glRasterPos4i
jgl => GetProcAddress: glRasterPos4iv
jgl => GetProcAddress: glRasterPos4s
jgl => GetProcAddress: glRasterPos4sv
jgl => GetProcAddress: glReadBuffer
jgl => GetProcAddress: glReadPixels
jgl => GetProcAddress: glRectd
jgl => GetProcAddress: glRectdv
jgl => GetProcAddress: glRectf
jgl => GetProcAddress: glRectfv
jgl => GetProcAddress: glRecti
jgl => GetProcAddress: glRectiv
jgl => GetProcAddress: glRects
jgl => GetProcAddress: glRectsv
jgl => GetProcAddress: glRenderMode
jgl => GetProcAddress: glRotated
jgl => GetProcAddress: glRotatef
jgl => GetProcAddress: glScaled
jgl => GetProcAddress: glScalef
jgl => GetProcAddress: glScissor
jgl => GetProcAddress: glSelectBuffer
jgl => GetProcAddress: glShadeModel
jgl => GetProcAddress: glStencilFunc
jgl => GetProcAddress: glStencilMask
jgl => GetProcAddress: glStencilOp
jgl => GetProcAddress: glTexCoord1d
jgl => GetProcAddress: glTexCoord1dv
jgl => GetProcAddress: glTexCoord1f
jgl => GetProcAddress: glTexCoord1fv
jgl => GetProcAddress: glTexCoord1i
jgl => GetProcAddress: glTexCoord1iv
jgl => GetProcAddress: glTexCoord1s
jgl => GetProcAddress: glTexCoord1sv
jgl => GetProcAddress: glTexCoord2d
jgl => GetProcAddress: glTexCoord2dv
jgl => GetProcAddress: glTexCoord2f
jgl => GetProcAddress: glTexCoord2fv
jgl => GetProcAddress: glTexCoord2i
jgl => GetProcAddress: glTexCoord2iv
jgl => GetProcAddress: glTexCoord2s
jgl => GetProcAddress: glTexCoord2sv
jgl => GetProcAddress: glTexCoord3d
jgl => GetProcAddress: glTexCoord3dv
jgl => GetProcAddress: glTexCoord3f
jgl => GetProcAddress: glTexCoord3fv
jgl => GetProcAddress: glTexCoord3i
jgl => GetProcAddress: glTexCoord3iv
jgl => GetProcAddress: glTexCoord3s
jgl => GetProcAddress: glTexCoord3sv
jgl => GetProcAddress: glTexCoord4d
jgl => GetProcAddress: glTexCoord4dv
jgl => GetProcAddress: glTexCoord4f
jgl => GetProcAddress: glTexCoord4fv
jgl => GetProcAddress: glTexCoord4i
jgl => GetProcAddress: glTexCoord4iv
jgl => GetProcAddress: glTexCoord4s
jgl => GetProcAddress: glTexCoord4sv
jgl => GetProcAddress: glTexCoordPointer
jgl => GetProcAddress: glTexEnvf
jgl => GetProcAddress: glTexEnvfv
jgl => GetProcAddress: glTexEnvi
jgl => GetProcAddress: glTexEnviv
jgl => GetProcAddress: glTexGend
jgl => GetProcAddress: glTexGendv
jgl => GetProcAddress: glTexGenf
jgl => GetProcAddress: glTexGenfv
jgl => GetProcAddress: glTexGeni
jgl => GetProcAddress: glTexGeniv
jgl => GetProcAddress: glTexImage1D
jgl => GetProcAddress: glTexImage2D
jgl => GetProcAddress: glTexParameterf
jgl => GetProcAddress: glTexParameterfv
jgl => GetProcAddress: glTexParameteri
jgl => GetProcAddress: glTexParameteriv
jgl => GetProcAddress: glTexSubImage1D
jgl => GetProcAddress: glTexSubImage2D
jgl => GetProcAddress: glTranslated
jgl => GetProcAddress: glTranslatef
jgl => GetProcAddress: glVertex2d
jgl => GetProcAddress: glVertex2dv
jgl => GetProcAddress: glVertex2f
jgl => GetProcAddress: glVertex2fv
jgl => GetProcAddress: glVertex2i
jgl => GetProcAddress: glVertex2iv
jgl => GetProcAddress: glVertex2s
jgl => GetProcAddress: glVertex2sv
jgl => GetProcAddress: glVertex3d
jgl => GetProcAddress: glVertex3dv
jgl => GetProcAddress: glVertex3f
jgl => GetProcAddress: glVertex3fv
jgl => GetProcAddress: glVertex3i
jgl => GetProcAddress: glVertex3iv
jgl => GetProcAddress: glVertex3s
jgl => GetProcAddress: glVertex3sv
jgl => GetProcAddress: glVertex4d
jgl => GetProcAddress: glVertex4dv
jgl => GetProcAddress: glVertex4f
jgl => GetProcAddress: glVertex4fv
jgl => GetProcAddress: glVertex4i
jgl => GetProcAddress: glVertex4iv
jgl => GetProcAddress: glVertex4s
jgl => GetProcAddress: glVertex4sv
jgl => GetProcAddress: glVertexPointer
jgl => GetProcAddress: glViewport
jgl => GetProcAddress: wglChoosePixelFormat
jgl => GetProcAddress: wglCopyContext
jgl => GetProcAddress: wglCreateContext
jgl => GetProcAddress: wglCreateLayerContext
jgl => GetProcAddress: wglDeleteContext
jgl => GetProcAddress: wglDescribeLayerPlane
jgl => GetProcAddress: wglDescribePixelFormat
jgl => GetProcAddress: wglGetCurrentContext
jgl => GetProcAddress: wglGetCurrentDC
jgl => GetProcAddress: wglGetDefaultProcAddress
jgl => GetProcAddress: wglGetLayerPaletteEntries
jgl => GetProcAddress: wglGetPixelFormat
jgl => GetProcAddress: wglGetProcAddress
jgl => GetProcAddress: wglMakeCurrent
jgl => GetProcAddress: wglRealizeLayerPalette
jgl => GetProcAddress: wglSetLayerPaletteEntries
jgl => GetProcAddress: wglSetPixelFormat
jgl => GetProcAddress: wglShareLists
jgl => GetProcAddress: wglSwapBuffers
jgl => GetProcAddress: wglSwapLayerBuffers
jgl => GetProcAddress: wglUseFontBitmapsA
jgl => GetProcAddress: wglUseFontBitmapsW
jgl => GetProcAddress: wglUseFontOutlinesA
jgl => GetProcAddress: wglUseFontOutlinesW
getExport: _Java_com_maddox_rts_MainWin32_GetAppPath@8
getExport: _Java_com_maddox_opengl_gl_GetIntegerv@16
getExport: _Java_com_maddox_opengl_gl_GetIntegerv@16
getExport: _Java_com_maddox_opengl_gl_GetIntegerv@16
getExport: _Java_com_maddox_opengl_gl_GetIntegerv@16
getExport: _Java_com_maddox_opengl_gl_GetIntegerv@16
getExport: _Java_com_maddox_opengl_gl_GetIntegerv@16
getExport: _Java_com_maddox_opengl_gl_GetIntegerv@16
getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
getExport: _Java_com_maddox_opengl_Provider_nGLname@8
getExport: _Java_com_maddox_opengl_Provider_nGLname@8
getExport: _Java_com_maddox_opengl_Provider_nGLname@8
getExport: _Java_com_maddox_opengl_Provider_nGLname@8
getExport: _Java_com_maddox_opengl_Provider_nGLname@8
getExport: _Java_com_maddox_opengl_Provider_nGLname@8
getExport: _Java_com_maddox_opengl_Provider_nGLname@8
-----------------------------------------------------------
OpenGL provider: Opengl32.dll
getExport: _Java_java_io_FileOutputStream_close@8
getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
getExport: _Java_com_maddox_rts_ScreenMode_EGetCurrent@12
getExport: _Java_com_maddox_rts_ScreenMode_EGetCurrent@12
getExport: _Java_com_maddox_rts_ScreenMode_EGetCurrent@12
getExport: _Java_com_maddox_rts_ScreenMode_EGetCurrent@12
getExport: _Java_com_maddox_rts_ScreenMode_ESet@12
getExport: _Java_com_maddox_rts_ScreenMode_ESet@12
getExport: _Java_com_maddox_rts_ScreenMode_ESet@12
getExport: _Java_com_maddox_rts_ScreenMode_ESet@12
getExport: _Java_com_maddox_rts_MainWin32_Create@20
getExport: _Java_com_maddox_rts_MainWin32_Create@20
getExport: _Java_com_maddox_rts_MainWin32_Create@20
getExport: _Java_com_maddox_rts_MainWin32_Create@20
getExport: _Java_com_maddox_rts_MainWin32_Create@20
getExport: _Java_com_maddox_rts_MainWin32_Create@20
getExport: _Java_com_maddox_rts_MainWin32_Create@20
getExport: _Java_com_maddox_rts_MainWin32_Create__Ljava_lang_String_2II@20
getExport: _Java_com_maddox_rts_MainWin32_Width@8
getExport: _Java_com_maddox_rts_MainWin32_Height@8
getExport: _Java_com_maddox_rts_MainWin32_WidthFull@8
getExport: _Java_com_maddox_rts_MainWin32_HeightFull@8
getExport: _Java_com_maddox_rts_MainWin32_PosX@8
getExport: _Java_com_maddox_rts_MainWin32_PosY@8
getExport: _Java_com_maddox_rts_MainWin32_IsFocused@8
getExport: _Java_com_maddox_opengl_Provider_nGetGLCaps@16
getExport: _Java_com_maddox_opengl_Provider_nGetGLCaps@16
getExport: _Java_com_maddox_opengl_Provider_nGetGLCaps@16
getExport: _Java_com_maddox_opengl_Provider_nGetGLCaps@16
getExport: _Java_com_maddox_opengl_Provider_nGetGLCaps@16
getExport: _Java_com_maddox_opengl_Provider_nGetGLCaps@16
getExport: _Java_com_maddox_opengl_Provider_nGetGLCaps@16
getExport: _Java_com_maddox_opengl_gl_GetString@12
getExport: _Java_com_maddox_opengl_gl_GetString@12
getExport: _Java_com_maddox_opengl_gl_GetString@12
getExport: _Java_com_maddox_opengl_gl_GetString@12
getExport: _Java_com_maddox_opengl_gl_GetString@12
getExport: _Java_com_maddox_opengl_gl_GetString@12
getExport: _Java_com_maddox_opengl_gl_GetString@12
getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 1050/PCIe/SSE2
Version: 4.6.0 NVIDIA 397.64
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_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_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_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent 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: 1024x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
getExport: _Java_com_maddox_rts_MouseDX_nCreate@12
getExport: _Java_com_maddox_rts_KeyboardDX_nCreate@12
getExport: _Java_com_maddox_rts_KeyboardWin_nCreate@8
getExport: _Java_com_maddox_rts_JoyDX_nCreate@12
LoadLibrary: dinput8.dll
getExport: DirectInput8Create
DirectX Joystick NOT created: DirectX joystick driver: device not attached
getExport: _Java_com_maddox_rts_JoyWin_nCreate@8
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: Java_com_maddox_rts_TrackIRWin_nCreateDT
getExport: Java_com_maddox_rts_TrackIRWin_nCreateDT
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
wrap_wglGetProcAddress: glMultiTexCoord2fARB
wrap_wglGetProcAddress: glMultiTexCoord3fARB
wrap_wglGetProcAddress: glMultiTexCoord4fARB
wrap_wglGetProcAddress: glActiveTextureARB
wrap_wglGetProcAddress: glClientActiveTextureARB
wrap_wglGetProcAddress: glSecondaryColor3ubvEXT
wrap_wglGetProcAddress: glSecondaryColorPointerEXT
wrap_wglGetProcAddress: glBlendColorEXT
wrap_wglGetProcAddress: glVertexArrayRangeNV
wrap_wglGetProcAddress: glFlushVertexArrayRangeNV
wrap_wglGetProcAddress: wglAllocateMemoryNV
wrap_wglGetProcAddress: wglFreeMemoryNV
wrap_wglGetProcAddress: wglGetExtensionsStringARB
wrap_wglGetProcAddress: wglCreatePbufferARB
wrap_wglGetProcAddress: wglGetPbufferDCARB
wrap_wglGetProcAddress: wglQueryPbufferARB
wrap_wglGetProcAddress: wglBindTexImageARB
wrap_wglGetProcAddress: wglReleaseTexImageARB
wrap_wglGetProcAddress: wglReleasePbufferDCARB
wrap_wglGetProcAddress: wglDestroyPbufferARB
wrap_wglGetProcAddress: wglMakeContextCurrentARB
wrap_wglGetProcAddress: wglGetCurrentReadDCARB
wrap_wglGetProcAddress: wglChoosePixelFormatARB
wrap_wglGetProcAddress: wglGetPixelFormatAttribivARB
wrap_wglGetProcAddress: wglGetPixelFormatAttribfvARB
wrap_wglGetProcAddress: glDrawRangeElementsEXT
wrap_wglGetProcAddress: glGenOcclusionQueriesNV
wrap_wglGetProcAddress: glDeleteOcclusionQueriesNV
wrap_wglGetProcAddress: glIsOcclusionQueryNV
wrap_wglGetProcAddress: glBeginOcclusionQueryNV
wrap_wglGetProcAddress: glEndOcclusionQueryNV
wrap_wglGetProcAddress: glGetOcclusionQueryivNV
wrap_wglGetProcAddress: glGetOcclusionQueryuivNV
wrap_wglGetProcAddress: glAreProgramsResidentNV
wrap_wglGetProcAddress: glBindProgramNV
wrap_wglGetProcAddress: glDeleteProgramsNV
wrap_wglGetProcAddress: glExecuteProgramNV
wrap_wglGetProcAddress: glGenProgramsNV
wrap_wglGetProcAddress: glGetProgramParameterdvNV
wrap_wglGetProcAddress: glGetProgramParameterfvNV
wrap_wglGetProcAddress: glGetProgramivNV
wrap_wglGetProcAddress: glGetProgramStringNV
wrap_wglGetProcAddress: glGetTrackMatrixivNV
wrap_wglGetProcAddress: glGetVertexAttribdvNV
wrap_wglGetProcAddress: glGetVertexAttribfvNV
wrap_wglGetProcAddress: glGetVertexAttribivNV
wrap_wglGetProcAddress: glGetVertexAttribPointervNV
wrap_wglGetProcAddress: glIsProgramNV
wrap_wglGetProcAddress: glLoadProgramNV
wrap_wglGetProcAddress: glProgramParameter4dNV
wrap_wglGetProcAddress: glProgramParameter4dvNV
wrap_wglGetProcAddress: glProgramParameter4fNV
wrap_wglGetProcAddress: glProgramParameter4fvNV
wrap_wglGetProcAddress: glProgramParameters4dvNV
wrap_wglGetProcAddress: glProgramParameters4fvNV
wrap_wglGetProcAddress: glRequestResidentProgramsNV
wrap_wglGetProcAddress: glTrackMatrixNV
wrap_wglGetProcAddress: glVertexAttribPointerNV
wrap_wglGetProcAddress: glVertexAttrib1dNV
wrap_wglGetProcAddress: glVertexAttrib1dvNV
wrap_wglGetProcAddress: glVertexAttrib1fNV
wrap_wglGetProcAddress: glVertexAttrib1fvNV
wrap_wglGetProcAddress: glVertexAttrib1sNV
wrap_wglGetProcAddress: glVertexAttrib1svNV
wrap_wglGetProcAddress: glVertexAttrib2dNV
wrap_wglGetProcAddress: glVertexAttrib2dvNV
wrap_wglGetProcAddress: glVertexAttrib2fNV
wrap_wglGetProcAddress: glVertexAttrib2fvNV
wrap_wglGetProcAddress: glVertexAttrib2sNV
wrap_wglGetProcAddress: glVertexAttrib2svNV
wrap_wglGetProcAddress: glVertexAttrib3dNV
wrap_wglGetProcAddress: glVertexAttrib3dvNV
wrap_wglGetProcAddress: glVertexAttrib3fNV
wrap_wglGetProcAddress: glVertexAttrib3fvNV
wrap_wglGetProcAddress: glVertexAttrib3sNV
wrap_wglGetProcAddress: glVertexAttrib3svNV
wrap_wglGetProcAddress: glVertexAttrib4dNV
wrap_wglGetProcAddress: glVertexAttrib4dvNV
wrap_wglGetProcAddress: glVertexAttrib4fNV
wrap_wglGetProcAddress: glVertexAttrib4fvNV
wrap_wglGetProcAddress: glVertexAttrib4sNV
wrap_wglGetProcAddress: glVertexAttrib4svNV
wrap_wglGetProcAddress: glVertexAttrib4ubvNV
wrap_wglGetProcAddress: glVertexAttribs1dvNV
wrap_wglGetProcAddress: glVertexAttribs1fvNV
wrap_wglGetProcAddress: glVertexAttribs1svNV
wrap_wglGetProcAddress: glVertexAttribs2dvNV
wrap_wglGetProcAddress: glVertexAttribs2fvNV
wrap_wglGetProcAddress: glVertexAttribs2svNV
wrap_wglGetProcAddress: glVertexAttribs3dvNV
wrap_wglGetProcAddress: glVertexAttribs3fvNV
wrap_wglGetProcAddress: glVertexAttribs3svNV
wrap_wglGetProcAddress: glVertexAttribs4dvNV
wrap_wglGetProcAddress: glVertexAttribs4fvNV
wrap_wglGetProcAddress: glVertexAttribs4svNV
wrap_wglGetProcAddress: glVertexAttribs4ubvNV
wrap_wglGetProcAddress: glVertexAttrib1sARB
wrap_wglGetProcAddress: glVertexAttrib1fARB
wrap_wglGetProcAddress: glVertexAttrib1dARB
wrap_wglGetProcAddress: glVertexAttrib2sARB
wrap_wglGetProcAddress: glVertexAttrib2fARB
wrap_wglGetProcAddress: glVertexAttrib2dARB
wrap_wglGetProcAddress: glVertexAttrib3sARB
wrap_wglGetProcAddress: glVertexAttrib3fARB
wrap_wglGetProcAddress: glVertexAttrib3dARB
wrap_wglGetProcAddress: glVertexAttrib4sARB
wrap_wglGetProcAddress: glVertexAttrib4fARB
wrap_wglGetProcAddress: glVertexAttrib4dARB
wrap_wglGetProcAddress: glVertexAttrib4NubARB
wrap_wglGetProcAddress: glVertexAttrib1svARB
wrap_wglGetProcAddress: glVertexAttrib1fvARB
wrap_wglGetProcAddress: glVertexAttrib1dvARB
wrap_wglGetProcAddress: glVertexAttrib2svARB
wrap_wglGetProcAddress: glVertexAttrib2fvARB
wrap_wglGetProcAddress: glVertexAttrib2dvARB
wrap_wglGetProcAddress: glVertexAttrib3svARB
wrap_wglGetProcAddress: glVertexAttrib3fvARB
wrap_wglGetProcAddress: glVertexAttrib3dvARB
wrap_wglGetProcAddress: glVertexAttrib4svARB
wrap_wglGetProcAddress: glVertexAttrib4fvARB
wrap_wglGetProcAddress: glVertexAttrib4dvARB
wrap_wglGetProcAddress: glVertexAttrib4ivARB
wrap_wglGetProcAddress: glVertexAttrib4bvARB
wrap_wglGetProcAddress: glVertexAttrib4usvARB
wrap_wglGetProcAddress: glVertexAttrib4ubvARB
wrap_wglGetProcAddress: glVertexAttrib4uivARB
wrap_wglGetProcAddress: glVertexAttrib4NbvARB
wrap_wglGetProcAddress: glVertexAttrib4NsvARB
wrap_wglGetProcAddress: glVertexAttrib4NivARB
wrap_wglGetProcAddress: glVertexAttrib4NubvARB
wrap_wglGetProcAddress: glVertexAttrib4NusvARB
wrap_wglGetProcAddress: glVertexAttrib4NuivARB
wrap_wglGetProcAddress: glVertexAttribPointerARB
wrap_wglGetProcAddress: glEnableVertexAttribArrayARB
wrap_wglGetProcAddress: glDisableVertexAttribArrayARB
wrap_wglGetProcAddress: glProgramStringARB
wrap_wglGetProcAddress: glBindProgramARB
wrap_wglGetProcAddress: glDeleteProgramsARB
wrap_wglGetProcAddress: glGenProgramsARB
wrap_wglGetProcAddress: glProgramEnvParameter4dARB
wrap_wglGetProcAddress: glProgramEnvParameter4dvARB
wrap_wglGetProcAddress: glProgramEnvParameter4fARB
wrap_wglGetProcAddress: glProgramEnvParameter4fvARB
wrap_wglGetProcAddress: glProgramLocalParameter4dARB
wrap_wglGetProcAddress: glProgramLocalParameter4dvARB
wrap_wglGetProcAddress: glProgramLocalParameter4fARB
wrap_wglGetProcAddress: glProgramLocalParameter4fvARB
wrap_wglGetProcAddress: glGetProgramEnvParameterdvARB
wrap_wglGetProcAddress: glGetProgramEnvParameterfvARB
wrap_wglGetProcAddress: glGetProgramLocalParameterdvARB
wrap_wglGetProcAddress: glGetProgramLocalParameterfvARB
wrap_wglGetProcAddress: glGetProgramivARB
wrap_wglGetProcAddress: glGetProgramStringARB
wrap_wglGetProcAddress: glGetVertexAttribdvARB
wrap_wglGetProcAddress: glGetVertexAttribfvARB
wrap_wglGetProcAddress: glGetVertexAttribivARB
wrap_wglGetProcAddress: glGetVertexAttribPointervARB
wrap_wglGetProcAddress: glIsProgramARB
wrap_wglGetProcAddress: glProgramNamedParameter4fNV
wrap_wglGetProcAddress: glBindBufferARB
wrap_wglGetProcAddress: glDeleteBuffersARB
wrap_wglGetProcAddress: glGenBuffersARB
wrap_wglGetProcAddress: glIsBufferARB
wrap_wglGetProcAddress: glBufferDataARB
wrap_wglGetProcAddress: glBufferSubDataARB
wrap_wglGetProcAddress: glGetBufferSubDataARB
wrap_wglGetProcAddress: glMapBufferARB
wrap_wglGetProcAddress: glUnmapBufferARB
wrap_wglGetProcAddress: glGetBufferParameterivARB
wrap_wglGetProcAddress: glGetBufferPointervARB
wrap_wglGetProcAddress: glCombinerParameterfvNV
wrap_wglGetProcAddress: glCombinerParameterfNV
wrap_wglGetProcAddress: glCombinerParameterivNV
wrap_wglGetProcAddress: glCombinerParameteriNV
wrap_wglGetProcAddress: glCombinerInputNV
wrap_wglGetProcAddress: glCombinerOutputNV
wrap_wglGetProcAddress: glFinalCombinerInputNV
wrap_wglGetProcAddress: glGetCombinerInputParameterfvNV
wrap_wglGetProcAddress: glGetCombinerInputParameterivNV
wrap_wglGetProcAddress: glGetCombinerOutputParameterfvNV
wrap_wglGetProcAddress: glGetCombinerOutputParameterivNV
wrap_wglGetProcAddress: glGetFinalCombinerInputParameterfvNV
wrap_wglGetProcAddress: glGetFinalCombinerInputParameterivNV
wrap_wglGetProcAddress: glCombinerStageParameterfvNV
wrap_wglGetProcAddress: glGetCombinerStageParameterfvNV
*** 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 : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
getExport: _Java_com_maddox_il2_engine_RenderContext_SetPolygonOffset@16
getExport: _Java_com_maddox_il2_engine_RenderContext_SetPolygonOffset@16
getExport: _Java_com_maddox_il2_engine_RenderContext_SetPolygonOffset@16
getExport: _Java_com_maddox_il2_engine_RenderContext_SetPolygonOffset@16
getExport: _Java_com_maddox_il2_engine_RenderContext_GetPolygonOffset@12
getExport: _Java_com_maddox_il2_engine_RenderContext_GetPolygonOffset@12
getExport: _Java_com_maddox_il2_engine_RenderContext_GetPolygonOffset@12
getExport: _Java_com_maddox_il2_engine_RenderContext_GetPolygonOffset@12
getExport: _Java_com_maddox_il2_engine_CfgGObj_FindByName@12
getExport: _Java_com_maddox_il2_engine_CfgGObj_FindByName@12
getExport: _Java_com_maddox_il2_engine_CfgGObj_FindByName@12
getExport: _Java_com_maddox_il2_engine_CfgGObj_FindByName@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_DefaultState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_DefaultState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_DefaultState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_DefaultState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_FirstFlag@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_FirstFlag@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_FirstFlag@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_FirstFlag@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_CountFlags@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_CountFlags@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_CountFlags@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_CountFlags@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_IsEnabledFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_IsEnabledFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_IsEnabledFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_IsEnabledFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetDefaultFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetDefaultFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetDefaultFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetDefaultFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Name@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Get@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Get@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Get@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Get@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_FirstState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_FirstState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_FirstState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_FirstState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_CountStates@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_CountStates@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_CountStates@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_CountStates@12
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_NameFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_NameFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_NameFlag@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_NameFlag@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetStateStatus@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetStateStatus@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetStateStatus@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetStateStatus@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_GetState@12
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_SetState@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_SetState@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_SetState@16
getExport: _Java_com_maddox_il2_engine_CfgIntEngine_SetState@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_Render_prepareStates@8
found export: _Java_com_maddox_il2_engine_Render_prepareStates@8
getExport: _Java_com_maddox_il2_engine_TTFont_setContextWidth@12
getExport: _Java_com_maddox_il2_engine_TTFont_setContextWidth@12
getExport: _Java_com_maddox_il2_engine_TTFont_setContextWidth@12
getExport: _Java_com_maddox_il2_engine_TTFont_setContextWidth@12
getExport: _Java_com_maddox_il2_engine_TTFont_reloadAllOnResize@8
getExport: _Java_com_maddox_il2_engine_TTFont_reloadAllOnResize@8
getExport: _Java_com_maddox_il2_engine_TTFont_reloadAllOnResize@8
getExport: _Java_com_maddox_il2_engine_TTFont_reloadAllOnResize@8
msgGLContext: 0.0 : 0.0 : 1.0 : 1.0
getExport: _Java_com_maddox_il2_engine_TTFont_get@12
getExport: _Java_com_maddox_il2_engine_TTFont_get@12
getExport: _Java_com_maddox_il2_engine_TTFont_get@12
getExport: _Java_com_maddox_il2_engine_TTFont_get@12
getExport: _Java_com_maddox_rts_SFS_mount@16
15 Splashscreens available.
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj__Ljava_lang_String_2@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj__Ljava_lang_String_2@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj__Ljava_lang_String_2@12
getExport: _Java_com_maddox_il2_engine_FObj_GetFObj__Ljava_lang_String_2@12
getExport: _Java_com_maddox_il2_engine_GObj_getJavaObject@12
getExport: _Java_com_maddox_il2_engine_GObj_getJavaObject@12
getExport: _Java_com_maddox_il2_engine_GObj_getJavaObject@12
getExport: _Java_com_maddox_il2_engine_GObj_getJavaObject@12
getExport: _Java_com_maddox_il2_engine_GObj_Unlink@12
getExport: _Java_com_maddox_il2_engine_GObj_Unlink@12
getExport: _Java_com_maddox_il2_engine_GObj_Unlink@12
getExport: _Java_com_maddox_il2_engine_GObj_Unlink@12
getExport: _Java_com_maddox_rts_MainWin32_LoopMsgs@8
getExport: _Java_com_maddox_il2_engine_GObj_DeleteCppObjects@8
getExport: _Java_com_maddox_il2_engine_GObj_DeleteCppObjects@8
getExport: _Java_com_maddox_il2_engine_GObj_DeleteCppObjects@8
getExport: _Java_com_maddox_il2_engine_GObj_DeleteCppObjects@8
getExport: _Java_com_maddox_il2_engine_Renders_PrePreRenders@8
found export: _Java_com_maddox_il2_engine_Renders_PrePreRenders@8
TEXUNIT_NUM: 28
highest_unit: 30
getExport: _Java_com_maddox_il2_engine_Camera_SetViewportCrop@52
found export: _Java_com_maddox_il2_engine_Camera_SetViewportCrop@52
getExport: _Java_com_maddox_il2_engine_Camera_SetOrtho2D@32
found export: _Java_com_maddox_il2_engine_Camera_SetOrtho2D@32
getExport: _Java_com_maddox_il2_engine_Camera_SetCameraPos@12
found export: _Java_com_maddox_il2_engine_Camera_SetCameraPos@12
getExport: _Java_com_maddox_il2_engine_Camera_GetVirtOrigin@12
getExport: _Java_com_maddox_il2_engine_Camera_GetVirtOrigin@12
getExport: _Java_com_maddox_il2_engine_Camera_GetVirtOrigin@12
getExport: _Java_com_maddox_il2_engine_Camera_GetVirtOrigin@12
getExport: _Java_com_maddox_il2_engine_Renders_PostPreRenders@8
found export: _Java_com_maddox_il2_engine_Renders_PostPreRenders@8
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearColor@24
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_ClearDepth@16
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_opengl_gl_Clear@12
getExport: _Java_com_maddox_il2_engine_Render_DrawTile@52
getExport: _Java_com_maddox_il2_engine_Render_DrawTile@52
getExport: _Java_com_maddox_il2_engine_Render_DrawTile@52
getExport: _Java_com_maddox_il2_engine_Render_DrawTile@52
getExport: _Java_com_maddox_il2_engine_Render_flush@8
found export: _Java_com_maddox_il2_engine_Render_flush@8
getRenderWrapper() - obj: 0x242e31b4
Actor.getName()
Actor.getName() - GetObjectField() returned.
java.lang.NoSuchFieldError: name
getExport: _Java_java_lang_Throwable_printStackTrace0@12
at com.maddox.il2.engine.Render.flush(Native Method)
at com.maddox.il2.engine.Renders.a(Unknown Source)
at com.maddox.il2.engine.Renders.paint(Unknown Source)
at com.maddox.il2.engine.ConsoleGL0Render.exlusiveDraw(ConsoleGL0Render.java:22)
at com.maddox.il2.engine.ConsoleGL0.exclusiveDraw(ConsoleGL0.java:70)
at com.maddox.il2.game.Main3D.drawRandomSplashScreen(Main3D.java:3068)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1519)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Exception in thread "main" getExport: FlsFree
getExport: FlsFree
Il2-BAT 3.5
I tested now on 4.12 SAS Modact and 4.13 SAS modact, and with this last built they do not crash (they crashed with former builts) .
Only BAT crashes
(I used the same conf.ini for all these 3 tests)
silbenli,
A couple pages back you pointed out a landscape error, whereby objects in your screenie were submerged below ground. This might be related...
https://www.sas1946.com/main/index.php/topic,60404.0.html
Hi Slibenli
I havent noticed with the latest builds that my rear view mirrors are all black with no terrain visible?
Just a question about water in ilge, in my game the water is not all right at all, actually I get sort of white reflections in the shape of patches.I wonder if it is just me......
Tested the last build with B.A.T. 3.6 BLITZ:
Works flawlessly! At least till now I haven't noticed any significant bugs.
The only problem that I have is a very long starting time of the game itself. It takes me to smoke a cigarette and it is around 4-5 minutes. On the contrary missions now load very fasts just as the original game.
All in all everything looks just great. I think GE should become a default part of the IL-2 5.00m onward. Of course with the option in the Selector to turn it off for older machines.
For me it is now a default option :)
P.S. Hope to see some overcast clouds in future updates.
P.S.S. Would be nice to have some INI file with more settings of a color & temperature.
Thank you for the amazing work!
Hello slibenli!
Is it only me or the night is waaaaay to dark?
It is 01:00 AM at the Falmouth airfield.
I literally could not see anything. It was just plain dark.
Maybe this can be tuned somehow? So you can at least see something with the landing light on.
Il2ge regenerates some cache files after it has been installed/updated, but that should happen only once.
I guess with overcast you mean the cirrus cloud layer at ~7000m that il2ge currently doesn't render?
I'm not yet taking moonlight into account, but it's among the things I'll do next.
BTW: did you set ObjectShaders=0 in i2ge.conf?
BTW: did you set ObjectShaders=0 in i2ge.conf?
Thanks for the reply!QuoteIl2ge regenerates some cache files after it has been installed/updated, but that should happen only once.
Yes, now everything works as usual.QuoteI guess with overcast you mean the cirrus cloud layer at ~7000m that il2ge currently doesn't render?
Yes, I have meant that. I think they will add more difference between the different weather conditions.
QuoteI'm not yet taking moonlight into account, but it's among the things I'll do next.
BTW: did you set ObjectShaders=0 in i2ge.conf?
No, I didn't set that. I will try and report back. But I think that the moonlight should be taken into the account for sure, because now it is very hard to fly any night missions. At least if you do not want to learn how to fly 100% by instruments :P
EDIT:QuoteBTW: did you set ObjectShaders=0 in i2ge.conf?
Not sure that I understanding where I can find that file. Can you point me out, please?
I uploaded you some cirrus cloud layers I've been using:
https://drive.google.com/file/d/1XhN3yhqVYwiQ-0h5uO2E87kwVKNdz1gh/view
In the stock game each map can have it's own cirrus cloud layer assigned via load.ini.
...
Doesn't the cirrus layer stay the same irrespective of the weather?
...
As for the cirrus layer, I think I haven't explained myself correct.
I would like to divide this into two things:
First I would like to see the cirrus layer when I am flying over the clouds in poor weather. That will add a great immersion to this already great mod. Would be also great to use a set of textures and then make the game choose a random texture for each mission start.
Second that would be also great is to make something about the look of the horizon when you fly in a poor weather under the clouds. Currently the horizon looks just bright as at will be in a clear weather. I understand that this is a problem of the clouds rendering distance, but I thought that in stock IL-2 the cirrus clouds layer was swapped when you are flying under the clouds so you see a grey horizon well blending with both clouds and grounds.
Also it would be great to reduce visibility according to mission weather settings.
Cheers, and thank you!
Is this close to the map border?
If yes, it's a known bug.
loading texture: City1 ...
reading maps/_Tex/land/summer/MidCity.tga
loading texture: City2 ...
reading maps/_Tex/land/summer/CenterCity.tga
loading texture: City3 ...
loading texture: AirField0 ...
reading maps/_Tex/land/summer/airfieldGr.tga
loading texture: AirField1 ...
loading texture: AirField2 ...
loading texture: AirField3 ...
loading texture: Wood0 ...
reading maps/_Tex/forest/summer/forestGr.tga
loading texture: Wood1 ...
loading texture: Wood2 ...
reading maps/_Tex/forest/summer/ForestFar.tga
loading texture: Wood3 ...
loading texture: Water0 ...
reading maps/_Tex/water/water.tga
loading texture: Water1 ...
reading maps/_Tex/water/water.tga
loading texture: Water2 ...
reading maps/_Tex/water/CoastLine.tga
loading texture: Water3 ...
reading maps/_Tex/water/Beach.tga
generating far texture ...
generating far texture...
generating map texture finished.
creating shader program: terrain_cdlod
terrain_cdlod: num fragment shaders: 8
Error compiling shader: il2ge/shaders/main.frag
ERROR: 0:101: 'input' : reserved word
ERROR: 0:101: 'input' : syntax error syntax error
getExport: FlsFree
getExport: FlsFree
When I try to fly a mission with this mod, I get a crash. I'm using 4.12.2m with Modact 5.3 and IL-2 selector 5.4.2.
il2ge.log (error at the end)Code: [Select]loading texture: City1 ...
reading maps/_Tex/land/summer/MidCity.tga
loading texture: City2 ...
reading maps/_Tex/land/summer/CenterCity.tga
loading texture: City3 ...
loading texture: AirField0 ...
reading maps/_Tex/land/summer/airfieldGr.tga
loading texture: AirField1 ...
loading texture: AirField2 ...
loading texture: AirField3 ...
loading texture: Wood0 ...
reading maps/_Tex/forest/summer/forestGr.tga
loading texture: Wood1 ...
loading texture: Wood2 ...
reading maps/_Tex/forest/summer/ForestFar.tga
loading texture: Wood3 ...
loading texture: Water0 ...
reading maps/_Tex/water/water.tga
loading texture: Water1 ...
reading maps/_Tex/water/water.tga
loading texture: Water2 ...
reading maps/_Tex/water/CoastLine.tga
loading texture: Water3 ...
reading maps/_Tex/water/Beach.tga
generating far texture ...
generating far texture...
generating map texture finished.
creating shader program: terrain_cdlod
terrain_cdlod: num fragment shaders: 8
Error compiling shader: il2ge/shaders/main.frag
ERROR: 0:101: 'input' : reserved word
ERROR: 0:101: 'input' : syntax error syntax error
getExport: FlsFree
getExport: FlsFree
The last entry in my IL-2's inbuilt log is an entry about loading the mission I had set up on the QMB, and the log contains no information about an error.
Use SAS Selector v3.4.2, https://www.sas1946.com/main/index.php/topic,16403.0.html
Actually, scratch that. I've gotten it working. According to the error, there was a reserved word on line 101 of the file, so I looked at it and it seemed to be some sort of definition of a shader effect, formed as a function. It takes five arguments, called "input", "normal", "shinyness", "specular_amount" and "viewDir".
The arguments called "input" and "normal" could definitely fit the category of reserved words, so I renamed them to "input0" and "normal0" and made sure to make the same changes every time the variables were called in the function. Lo and behold, I start IL-2 with GE enabled, and it works fine.
Thanks for pinning this thread!
The haze looks great!
But I will say that again:
we need some ini file with the at least RBG settings for the sky color, haze color, and maybe some other color settings, that are also divided by the time of day and season.
I know that the above statement can look a bit silly as I don't know anything about dll programming, but its just my wish as an average user. :)
I've enabled some compiler optimisations (including SSSE3) which make a big fps difference for me (at least when the new effects are enabled):
https://gitlab.com/vrresto/il2ge/commit/d47819c5941d55eb736275dff2355976665bcd49/pipelines?ref=master
This will crash on older CPUs. If anybody is affected, please let me know.
Hello!
After thisI've enabled some compiler optimisations (including SSSE3) which make a big fps difference for me (at least when the new effects are enabled):
https://gitlab.com/vrresto/il2ge/commit/d47819c5941d55eb736275dff2355976665bcd49/pipelines?ref=master
This will crash on older CPUs. If anybody is affected, please let me know.
I was never able to run none of the versions of this magnificent mod, neither in a vanilla 412.2 installation nor in my ModAct 5.3 modded one.
The game start normally but when I start a mission it crash at 3%.
Since that time I have tried every new version with the same outcome.
Here is my last il2ge.log
https://pastebin.com/QJDHHthf (https://pastebin.com/QJDHHthf)
Could that crash depend on the type of cpu?
I've a QuadCore AMD Phenom II X4 Black Edition 965, oc from 3600 to 4100 MHz.
Many thanks in advance.
Max
Thank you now it works :P , even if it seems to me with less fps (22/27 fps with only one aircraft on crimea map) than before.
Many thanks again slibenli for your quick reply.
First of all, GE is simply amazing. Many thanks for your impressive work.
Unfortunately I can't make it work in my PC after il2ge-build_138104114. It worked flawlessly until then.
Last builds load fine but sky, land, and sea are completely black (statics objects and aircrafts are visible).
Ok...I'll wait.
Please post your full il2ge.log.
QuotePlease post your full il2ge.log.
mediafire.com/file/qf0cgy2ex98y8aw/il2ge.log/file
Hi slibenli,
I've quickly try build 207716147 and yes it work.
However when I look at land or small towns fps goes from 25 to 39 max.
I don't know if this is normal.
Without this essential mod I've in the same condition an average rate of 48/50 and over to 60 fps.
Log created by debug build:
mediafire.com/file/qf0cgy2ex98y8aw/il2ge.log/file
I have a question by the way. I'm know It's been asked and answered before, but I'm sure we all thought something like ILGE wouldn't be possible a few years ago. Well, the question is: is self-shadowing possible in IL-2 1946?
Do you read my previous message? I may have errors in my english (russian my native lang)
Now bugs.
Running on Radeon 580 with Mesa-LLVM in Wine (il2ge insert as Native) I have these artifacts on land (map_c) - lines, river errors and map boundary as rim of land.
A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).
I'm not sure if auto-generated detail is a good idea. I'd rather add functionality to add detail based on real height data.
My plan ist to add support for the tool that Stainless is developing: https://www.sas1946.com/main/index.php/topic,60267.0.html.
A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).
public static final float PixelSize =200.0f;
public static final float PixPerMeter =0.0050f;
I don't know more about it.Yes, there are some long standing bugs concerning map_c, I will take a look at those eventually.
A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).
1. 200-m resolution hardwired in Java classes
2. 200-m resolution hardwired in DLL.
I'm not sure if auto-generated detail is a good idea. I'd rather add functionality to add detail based on real height data.
My plan ist to add support for the tool that Stainless is developing: https://www.sas1946.com/main/index.php/topic,60267.0.html.
A higher terrain resolution will also need extensive changes to the engine as the 200-m resolution is hard-coded in many places (I think).
There is an army saying "while enemies draw maps, we manually change the terrain". ;)
I want to say, that real height data authentic for the present, not for different date, especially during and after combat operations
PS And what about road rendering? May be is it possible to smooth road turns?
I'm not sure what you mean, but I think that the resolution of available height data isn't high enough to make much difference beween current and historical.
AFAIK it's about 10m max.
Of course it is possible to add additional detail, autogenerated or manually, but I consider that low priority.
I don't know yet ;)
Edit: I don't know how the curved road tool works, but il2ge should be able to do something similar. Just don't count on it ;)
So what would be needed is:
- Change of the Java code
- Maybe it will be sufficient if il2ge overrides all the native methods of il2.engine.Landscape.
This means that il2ge also needs to render:I don't know in what file format those are saved - msh?
- runways
- roads
- trees
In the latest build tree shadows are back :)
Edit: And now there is Haze/Fog.
It's currently hard-coded to about 20km visibility at sea level.
I'd welcome suggestions how to configure it and/or modify it at run time.
In extremely clean air in Arctic or mountainous areas, the visibility can be up to 240 kmAnd normal - 50-100 km visibility distance...
Entering in the landscape engine discussion, i would like to ask a question that disturbs me since the most early days i started to play Il-2: It's possible to modify the sky rendering for real stars positions in the sky, based in real celestial dome rotating according to time (earth's rotation movement) and based in the latitude of the map (DECLIN parameter)?
It would be great to give immersion to night missions.
In the latest build tree shadows are back :)
Not run =( I try again.QuoteEdit: And now there is Haze/Fog.
It's currently hard-coded to about 20km visibility at sea level.
I'd welcome suggestions how to configure it and/or modify it at run time.QuoteIn extremely clean air in Arctic or mountainous areas, the visibility can be up to 240 kmAnd normal - 50-100 km visibility distance...
Maybe disable it?
I know that the maximum visibility can be much higher.
That's why I'm looking for ways to configure it.
It should be possible to configure this independently - I don't yet know by which means.
Suggestions welcome ;)
EDIT: One idea I had, is to add a java interface to modify these settings - so it would be up to the java coders to to make full use of the fog parameters.
DECLIN = 72
PRESSURE = 745
TEMPERATURE = 10
I'm not sure, that the fog parameters can be calculated from this data, but maybe ...On last build error with try to render landscape (for example, on going from 2D-map on editor to 3D-map) https://www.mediafire.com/file/r6219hh0uld2s2l/il2ge.log/file
I know that the maximum visibility can be much higher.
That's why I'm looking for ways to configure it.
Oh. I'm sorry, I got it wrongQuoteIt should be possible to configure this independently - I don't yet know by which means.
Suggestions welcome ;)
EDIT: One idea I had, is to add a java interface to modify these settings - so it would be up to the java coders to to make full use of the fog parameters.
May be, use parameters of map load.ini (for example, Lapland map):Code: [Select]DECLIN = 72
I'm not sure, that the fog parameters can be calculated from this data, but maybe ...
PRESSURE = 745
TEMPERATURE = 10
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_Render_prepareStates@8
found export: _Java_com_maddox_il2_engine_Render_prepareStates@8
-----------------------------------------------------------
Assertion failed: *method.import_addr
File: /builds/vrresto/il2ge/core_wrapper/jni_wrapper/jni_wrapper.cpp:161
-----------------------------------------------------------
Aborted.
current thread: 0x548
waiting for backtrace thread to finish ...
target thread: 0x548
-----------------------------------------------------------
Error occurred on Tuesday, May 21, 2019 at 07:02:54.
Registers:
eax=00000000 ebx=00000000 ecx=04b4cf38 edx=03531dd4 esi=75c03950 edi=000007c0
eip=77e31f9c esp=0019f178 ebp=0019f1e8 iopl=0 nv up ei pl nz na po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200206
AddrPC Params
77E31F9C 00000180 000007C0 FFFFFFFF C:\Windows\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
5035447B 5035B820 0019F26F 00000001 E:\IL2\Ultrapack 3\il2ge.dll!abort [/builds/vrresto/il2ge/common/exception_handler.cpp @ 240]
50210FC5 5035E0A4 5035E034 000000A1 E:\IL2\Ultrapack 3\il2ge.dll!_assert [/builds/vrresto/il2ge/common/exception_handler.cpp @ 368]
50200DBC 0019F368 02470292 02470200 E:\IL2\Ultrapack 3\il2ge.dll!getExport [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/jni_wrapper.cpp @ 161]
501F1C8C 02473714 0019F3F0 0019F3EC E:\IL2\Ultrapack 3\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/main/main.cpp @ 212]
029C9293 04BB8E10 04CCD928 04CB92B8
029C8F28 04BB8E10 04CB39C0 2063D370
6D4DB41C 0019F474 0019F604 0000000B E:\IL2\Ultrapack 3\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
void *getExport(const string &full_name)
{
assert(g_initialized);
cout<<"getExport: "<<full_name<<endl;
try
{
auto &method = g_exports.at(full_name);
cout<<"found export: "<<full_name<<endl;
assert(*method.import_addr);
return method.export_addr;
}
catch(...)
{
return nullptr;
}
}
In particular, it fails at "assert(*method.import_addr);" and apparently this happens while it's checking the address of the native method "_Java_com_maddox_il2_engine_Render_prepareStates" in the C++ mangled alias "_Java_com_maddox_il2_engine_Render_prepareStates@8".LoadLibrary: E:\IL2\Ultrapack 3\il2corSSE4.dll
public static String engineDllName()
{
if(CLASS.ser() != 0)
{
if(Cpu86ID.getVendor() == 1 && Cpu86ID.isSSE4())
return "il2corSSE4";
if(Cpu86ID.getVendor() == 1 && Cpu86ID.isSSE3())
return "il2corSSE3";
if(Cpu86ID.getVendor() == 1 && Cpu86ID.isSSE2())
return "il2coreP4";
else
return "il2_core";
} else
{
Cpu86ID.getVendor();
return "il2_server";
}
}
Oh I see.
Yep, that's indeed a UP3 special thing.
UP3 tries to load SSE3 and SSE4 versions of the il2 core dll:Code: [Select]public static String engineDllName()
{
if(CLASS.ser() != 0)
{
if(Cpu86ID.getVendor() == 1 && Cpu86ID.isSSE4())
return "il2corSSE4";
if(Cpu86ID.getVendor() == 1 && Cpu86ID.isSSE3())
return "il2corSSE3";
if(Cpu86ID.getVendor() == 1 && Cpu86ID.isSSE2())
return "il2coreP4";
else
return "il2_core";
} else
{
Cpu86ID.getVendor();
return "il2_server";
}
}
However that's crap as the regarding DLLs are pure placebo.
There has never been an il2 core dll compiled for SSE3 or SSE4, the dll's that exist are binary hacks and that don't do anything in terms of higher SSE version support.
No need to change IL-2 Graphics Extender for this, I'll fix that on UP3 side.
]cheers[
Mike
public static String engineDllName() {
if (CLASS.ser() != 0) return (Cpu86ID.getVendor() == 1 && Cpu86ID.isSSE2()) ? "il2_coreP4":"il2_core";
Cpu86ID.getVendor();
return "il2_server";
}
Any ideas?With logfiles maybe.
Any ideas?With logfiles maybe.
]cheers[
Mike
Any ideas?With logfiles maybe.
]cheers[
Mike
The only logfile created in the main IL-2 directory is the initlog.lst, will it be of any use?
2019-05-21 16:48:08:687 (dinput.dll) : JVM Parameters injector activated
2019-05-21 16:48:08:687 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2019-05-21 16:48:08:687 (dinput.dll) : Adding JVM Option: -Xms444M
2019-05-21 16:48:08:687 (dinput.dll) : Adding JVM Option: -Xmx444M
2019-05-21 16:48:08:687 (dinput.dll) : Adding JVM Option: -Xss4096K
2019-05-21 16:48:08:687 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2019-05-21 16:48:08:687 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2019-05-21 16:48:08:688 (dinput.dll) : Checking duplicate JVM Options...
2019-05-21 16:48:08:688 (dinput.dll) : Checking mandatory JVM Options...
2019-05-21 16:48:08:688 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2019-05-21 16:48:08:688 (dinput.dll) : Adding JVM Option: -Xverify:none
2019-05-21 16:48:08:688 (dinput.dll) : Adding JVM Option: -Xcomp
2019-05-21 16:48:08:688 (dinput.dll) : Final JVM Option List:
2019-05-21 16:48:08:688 (dinput.dll) : -Xms444M
2019-05-21 16:48:08:688 (dinput.dll) : -Xmx444M
2019-05-21 16:48:08:688 (dinput.dll) : -Xss4096K
2019-05-21 16:48:08:688 (dinput.dll) : -XX:PermSize=64M
2019-05-21 16:48:08:688 (dinput.dll) : -XX:MaxPermSize=64M
2019-05-21 16:48:08:688 (dinput.dll) : -Djava.class.path=.
2019-05-21 16:48:08:688 (dinput.dll) : -Xverify:none
2019-05-21 16:48:08:688 (dinput.dll) : -Xcomp
2019-05-21 16:48:08:688 (dinput.dll) : IL-2 Process ID = 00003B68
2019-05-21 16:48:08:688 (dinput.dll) : Starting Watchdog at E:\[vidya]\SteamLibrary\steamapps\common\IL 2 Sturmovik 1946\bin\selector\basefiles\IL-2 Watchdog.exe 0
2019-05-21 16:48:08:693 (dinput.dll) : Watchdog process started.
2019-05-21 16:48:08:698 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2019-05-21 16:48:08:709 (watchdog) : IL-2 Parent Process Handle = 00000188, ID=00003B68
2019-05-21 16:48:08:709 (watchdog) : IL-2 Watchdog started.
2019-05-21 16:48:08:709 (watchdog) : Splash Screen Mode = 0
2019-05-21 16:48:08:710 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2019-05-21 16:48:08:710 (watchdog) : Message Window Created.
2019-05-21 16:48:08:713 (wrapper) : ProcessAttach, attached Processes = 1
2019-05-21 16:48:08:713 (wrapper) : Calling GetCommandLineParams()
2019-05-21 16:48:08:713 (wrapper) : MODS Folder = "#SAS"
2019-05-21 16:48:08:713 (wrapper) : No FILES Folder set.
2019-05-21 16:48:08:714 (wrapper) : Calling LinkIl2fbExe()
2019-05-21 16:48:08:714 (wrapper) : Trying to link back to E:\[vidya]\SteamLibrary\steamapps\common\IL 2 Sturmovik 1946\il2fb.exe through LoadLibrary()
2019-05-21 16:48:08:714 (wrapper) : Calling CreateModsFolderList()
2019-05-21 16:48:08:717 (wrapper) : Scanning #SAS folder took 3 milliseconds.
2019-05-21 16:48:08:717 (wrapper) : Total number of modded files = 1055.
2019-05-21 16:48:08:717 (wrapper) : Calling SortList()
2019-05-21 16:48:08:717 (wrapper) : Sorting modded files list took 0.102 milliseconds.
2019-05-21 16:48:08:717 (wrapper) : Calling RemoveDuplicates()
2019-05-21 16:48:08:717 (wrapper) : Removing 1 Duplicates took 0.002 milliseconds.
2019-05-21 16:48:10:906 (wrapper) : ThreadAttach, attached Threads = 1
2019-05-21 16:48:10:907 (wrapper) : ThreadAttach, attached Threads = 2
2019-05-21 16:48:11:058 (watchdog) : IL-2 Main Window created: "Il2-Sturmovik 1946" (MaddoxRtsWndClassW), Handle= 0x001D05E2
2019-05-21 16:48:11:058 (watchdog) : Activating IL-2 Main Window (0x001D05E2) using SwitchToThisWindow()
2019-05-21 16:48:11:087 (wrapper) : ThreadAttach, attached Threads = 3
2019-05-21 16:48:11:087 (wrapper) : ThreadAttach, attached Threads = 4
2019-05-21 16:48:11:087 (wrapper) : ThreadAttach, attached Threads = 5
2019-05-21 16:48:11:094 (wrapper) : ThreadDetach, attached Threads = 4
2019-05-21 16:48:11:094 (wrapper) : ThreadDetach, attached Threads = 3
2019-05-21 16:48:11:095 (wrapper) : ThreadAttach, attached Threads = 4
2019-05-21 16:48:11:096 (wrapper) : ThreadDetach, attached Threads = 3
2019-05-21 16:48:11:205 (wrapper) : ThreadAttach, attached Threads = 4
2019-05-21 16:48:11:544 (wrapper) : ThreadAttach, attached Threads = 5
2019-05-21 16:48:11:560 (wrapper) : ThreadAttach, attached Threads = 6
2019-05-21 16:48:11:562 (wrapper) : ThreadAttach, attached Threads = 7
2019-05-21 16:48:11:657 (wrapper) : ThreadAttach, attached Threads = 8
2019-05-21 16:48:11:692 (wrapper) : ThreadAttach, attached Threads = 9
2019-05-21 16:48:11:706 (wrapper) : ThreadAttach, attached Threads = 10
2019-05-21 16:48:11:711 (wrapper) : ThreadAttach, attached Threads = 11
2019-05-21 16:48:11:721 (wrapper) : ThreadAttach, attached Threads = 12
2019-05-21 16:48:12:045 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x001D05E2)
2019-05-21 16:48:40:908 (wrapper) : ThreadAttach, attached Threads = 13
2019-05-21 16:48:40:908 (wrapper) : ThreadAttach, attached Threads = 14
2019-05-21 16:50:02:338 (wrapper) : ThreadAttach, attached Threads = 15
2019-05-21 16:50:03:584 (wrapper) : ThreadAttach, attached Threads = 16
2019-05-21 16:50:03:585 (wrapper) : ThreadDetach, attached Threads = 15
2019-05-21 16:50:21:481 (wrapper) : ThreadAttach, attached Threads = 16
2019-05-21 16:50:21:489 (wrapper) : ThreadDetach, attached Threads = 15
2019-05-21 16:50:24:471 (wrapper) : ThreadDetach, attached Threads = 14
2019-05-21 16:50:24:482 (wrapper) : ThreadDetach, attached Threads = 13
2019-05-21 16:50:24:482 (wrapper) : ThreadDetach, attached Threads = 12
2019-05-21 16:50:24:483 (wrapper) : ThreadDetach, attached Threads = 11
2019-05-21 16:50:24:790 (wrapper) : ThreadDetach, attached Threads = 10
2019-05-21 16:50:24:807 (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik 1946" (MaddoxRtsWndClassW), Handle= 0x001D05E2
2019-05-21 16:50:24:807 (watchdog) : IL-2 main window (handle 0x001D05E2) disappeared, checking process status.
2019-05-21 16:50:24:894 (wrapper) : ProcessDetach, attached Processes = 0
2019-05-21 16:50:24:894 (wrapper) : Total files opened = 71802
2019-05-21 16:50:24:894 (wrapper) : Total search time consumed = 0.129 milliseconds (0.000129021573 Seconds)
2019-05-21 16:50:24:894 (wrapper) : Search Time per File = 1.797 nanoseconds (0.000000001797 Seconds)
2019-05-21 16:50:24:894 (wrapper) : Average Search Iterations required per File = 8.9
2019-05-21 16:50:24:896 (dinput.dll) : JVM Parameters injector deactivated
The game doesn't even start and the selector apparently isn't 3.4.2 (because there's no trace of the Selector attempting to load Il-2 Graphics Extender, which means it cannot be 3.4.2).
Game=FUBAR?
]cheers[
Mike
EnableBumpH=1
2019-05-26 12:56:00:660 (watchdog) : Activating IL-2 Main Window (0x00010090) using SwitchToThisWindow()
2019-05-26 12:56:01:662 (watchdog) : IL-2 Main Window (Handle: 0x00010090) is not Foreground Window yet (Foreground Window has Handle: 0x00010020)
Dear Slibenli,
thanks for your wonderful work on the GE, which I have running in latest BAT.
regarding new BumpH version:
you say
"Experimental BumpH support added - enable with:
il2ge.ini:
EnableBumpH=1 "
I gather this means I need the line "EnableBumpH=1" within the file il2ge.ini.
But where is that ini file located? I cant find it in my BAT.
with thanks, f_f
Hi everybody, I'm a long time lurker at SAS.
Thank you all for the excellent work, and thanks slibenli for the graphics extender.
I'm trying to run il2ge on bat 3.6.2 on mac through wine, specifically through Paul the Tall's wineskin port.
Il2ge runs flawless in my Il-2 4.13.4m installation with Sas Modact, using the same port.
To run BAT I had to tweak the port a bit (basically library overrides according to Storebor's instructions at WineHQ) and now BAT 3.6.2 runs fine.
But when I try to use il2ge the game freezes to a blank window, with the initlog.lst revealing a loop:Quote2019-05-26 12:56:00:660 (watchdog) : Activating IL-2 Main Window (0x00010090) using SwitchToThisWindow()
2019-05-26 12:56:01:662 (watchdog) : IL-2 Main Window (Handle: 0x00010090) is not Foreground Window yet (Foreground Window has Handle: 0x00010020)
I am using wine engine 1.7.31 (working well with my Il-2 4.13.4m). When using il2ge, newer engines don't even enter the loop, and crash to desktop after the splash screen.
Here the whole initlog.lst on (pastebin) PV613K4
Here is the il2ge.log on(pastebin) F5aGSiSX
Any advice? If I succeed I can try to compile some instructions to help other mac users to successfully play BAT.
Thank you in advance for your help!
Thanks for the quick reply!
I'll try to google something about it.
If anyone could give me some further hint to find a solution, it would be appreciated.
Thank you again!
Just a question: how could it happen then that my 4.13 installation works perfectly? Shouldn't it use the same OpenGL driver, since I did not change anything OpenGL-wise?
Could a batch file be made that checks the gitlab server's latest build number against the current build of IL2GE installed, and if it detects a discrepancy, it downloads and applies the new version? That would be very useful, especially considering the speed at which this mod is updated.
lastUpdate = 05262019
Shouldn't it use the same OpenGL driver, since I did not change anything OpenGL-wise?
Maybe OpenGL ReShade?
Maybe OpenGL ReShade?
Ok, I'll give a try....
Is it the same il2ge build?
Here are the logs (please be aware that I'm running il2ge on bat 3.6.2 on mac through wine, specifically through Paul the Tall's wineskin port, as stated in my first post).
Follow up to Reply #618
Hi all,
I downloaded the latest build.
It works perfectly in my 4.13 install, but it is still not working in 4.12 BAT.
This should be an answer to slibenli's question:QuoteIs it the same il2ge build?
I also downloaded OpenGL Reshade as per chameleon's suggestion, and still no luck.
Here are the logs (please be aware that I'm running il2ge on bat 3.6.2 on mac through wine, specifically through Paul the Tall's wineskin port, as stated in my first post).
Initlog lst (pastebin) 042J5UuP
Il2ge log (pastebin) yysnV9Av
log txt: just the first line showing the date
if it helps, here is the opengl32.log from Reshade: (pastebin) a6CBiqQP
Thank you everyone.
The rear view mirror does not show whether the terrain problem can be solved
thanks
Well I use 4.12.2 + Mad Act 5.3 ... Will get a new selector ...Thanks
If this is ingame, I'm going to melt from excitement
Which Build has the cirrus clouds :P
Cool shots slibenli 8)
What map?
and what time you set them to?
Just amazing!!! is it already in the last build?
package org.il2ge;
import org.il2ge.GraphicsExtenderJNI;
public class GraphicsExtender {
public static int getInterfaceVersion() {
return GraphicsExtenderJNI.getInterfaceVersion();
}
public static int getNumCommandNames() {
return GraphicsExtenderJNI.getNumCommandNames();
}
public static String getCommandName(int index) {
return GraphicsExtenderJNI.getCommandName(index);
}
public static String getCommandDisplayText(String command_name) {
return GraphicsExtenderJNI.getCommandDisplayText(command_name);
}
public static void executeCommand(String command_name) {
GraphicsExtenderJNI.executeCommand(command_name);
}
}
Quick question: where can I find all of the potential .ini settings for IL2GE? I'd like to try out the auto-generated terrain and such but have no idea what to put in the .ini file (which I assume I have to create myself?)
hello Slibeni,
I get a black screen too with latest build...
The latest build now contains a java interface.https://gitlab.com/vrresto/il2ge/-/jobs/231925477/artifacts/browse/install/il2ge/java_interface/org/il2ge/
https://gitlab.com/vrresto/il2ge/-/jobs/232136552/artifacts/browse/install/il2ge/java_interface/org/il2ge/Code: [Select]package org.il2ge;
import org.il2ge.GraphicsExtenderJNI;
public class GraphicsExtender {
public static int getInterfaceVersion() {
return GraphicsExtenderJNI.getInterfaceVersion();
}
public static int getNumCommandNames() {
return GraphicsExtenderJNI.getNumCommandNames();
}
public static String getCommandName(int index) {
return GraphicsExtenderJNI.getCommandName(index);
}
public static String getCommandDisplayText(String command_name) {
return GraphicsExtenderJNI.getCommandDisplayText(command_name);
}
public static void executeCommand(String command_name) {
GraphicsExtenderJNI.executeCommand(command_name);
}
}
Through methodsgetNumCommandsgetNumCommandNames getCommandName and executeCommand an arbitrary number of commands is made available.
These could be used to create hotkeys and/or console commands.
Edit: I've added the method getCommandDisplayText .
This may be used as display text for the hotkey in the game GUI, while getCommandName is suitable for saving the hotkey in the configuration.
I would be happy if one of the java coders could look into this.
package com.maddox.il2ge;
import com.maddox.rts.*;
public class HotKeys
{
static boolean created = false;
static class CommandHotKey extends HotKeyCmd
{
String name;
public CommandHotKey(String name, String sortingName)
{
super(true, "GraphicsExtender." + name);
this.name = name;
}
public void end()
{
GraphicsExtender.executeCommand(name);
}
}
static class ShowMenuHotKey extends HotKeyCmd
{
public ShowMenuHotKey()
{
super(true, "GraphicsExtender.ShowMenu");
}
public void end()
{
Keyboard.adapter().setFocus(new KeyboardListener());
GraphicsExtender.showMenu(true);
}
}
static class KeyboardListener implements MsgKeyboardListener
{
public void msgKeyboardKey(int key, boolean pressed)
{
if (!pressed && key == VK.ESCAPE)
{
GraphicsExtender.showMenu(false);
Keyboard.adapter().setFocus(null);
}
else if (pressed)
{
boolean ctrlPressed = Keyboard.adapter().isPressed(VK.CONTROL);
boolean altPressed = Keyboard.adapter().isPressed(VK.ALT);
boolean shiftPressed = Keyboard.adapter().isPressed(VK.SHIFT);
GraphicsExtender.handleKey(key, ctrlPressed, altPressed, shiftPressed);
}
}
public void msgKeyboardChar(char c) {}
}
public static void create()
{
if (created)
return;
if (!GraphicsExtender.IS_AVAILABLE)
return;
HotKeyCmdEnv.addCmd("hotkeys", new ShowMenuHotKey());
for (int i = 0; i < GraphicsExtender.getNumCommandNames(); i++)
{
String name = GraphicsExtender.getCommandName(i);
String text = GraphicsExtender.getCommandDisplayText(name);
HotKeyCmdEnv.addCmd("misc", new CommandHotKey(name, text));
}
}
static
{
create();
}
}
Top secret soviet stealth technology, How dare you showing this material to the public ?
Direct to gulag Da ! Bistro ! ]cussing[
This looks interesting.
I have once asked myself whether it would be possible to render the cockpit semi-transparent, in order to record videos with tactical instructions.
That way you could illustrate how planes are "hidden" behind obstacles like engine, wings etc. during fights, without having to resort to using the dreaded "wonderwoman" view.
Really nice.
]cheers[
Mike
It looks amazing!!! A simple request here, would it be possible to specify in each post if the progress in the mod shown is included in the latest WIP build? Thanks!!
Looks very promising. 8)
I lost track of what version does what and don't want to fix when it's not broken, which way will you let us know that next new features (eagerly waiting for cirrus) are released ?
1st post, latest post, both ? :)
Quick question: where can I find all of the potential .ini settings for IL2GE? I'd like to try out the auto-generated terrain and such but have no idea what to put in the .ini file (which I assume I have to create myself?)
2019-08-09 13:22:31:280 (dinput.dll) : JVM Parameters injector activated
2019-08-09 13:22:31:296 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2019-08-09 13:22:31:296 (dinput.dll) : Added JVM Option: -Xms888M
2019-08-09 13:22:31:296 (dinput.dll) : Added JVM Option: -Xmx888M
2019-08-09 13:22:31:296 (dinput.dll) : Added JVM Option: -Xss8192K
2019-08-09 13:22:31:296 (dinput.dll) : Added JVM Option: -XX:PermSize=128M
2019-08-09 13:22:31:296 (dinput.dll) : Added JVM Option: -XX:MaxPermSize=128M
2019-08-09 13:22:31:296 (dinput.dll) : Checking mandatory JVM Options...
2019-08-09 13:22:31:296 (dinput.dll) : Added JVM Option: -Djava.class.path=.
2019-08-09 13:22:31:296 (dinput.dll) : Added JVM Option: -Xverify:none
2019-08-09 13:22:31:296 (dinput.dll) : Added JVM Option: -Xcomp
2019-08-09 13:22:31:296 (dinput.dll) : IL-2 Process ID = 00024CA8
2019-08-09 13:22:31:296 (dinput.dll) : Starting Watchdog at D:\IL 2 Sturmovik 1946\bin\selector\basefiles\IL-2 Watchdog.exe 1
2019-08-09 13:22:31:296 (dinput.dll) : Watchdog process started.
2019-08-09 13:22:31:296 (dinput.dll) : Starting Pipe Logger at D:\IL 2 Sturmovik 1946\bin\selector\basefiles\PipeLogger.exe
2019-08-09 13:22:31:296 (dinput.dll) : PipeLogger process started.
2019-08-09 13:22:31:359 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated
2019-08-09 13:22:31:359 (dinput.dll) : OpenGL Mode detected, checking IL-2 Graphics Extender Availability...
2019-08-09 13:22:31:359 (dinput.dll) : Trying D:\IL 2 Sturmovik 1946\il2ge.dll
2019-08-09 13:22:31:359 (dinput.dll) : il2ge.dll found, loading library.
2019-08-09 13:22:31:359 (PipeLogger) : Starting
2019-08-09 13:22:31:374 (dinput.dll) : IL-2 Graphics Extender loaded successfully, trying to call Init() method...
2019-08-09 13:22:31:374 (dinput.dll) : Init() method found, calling it now.
2019-08-09 13:22:31:405 (PipeLogger) : PipeLogger Process ID: 00024F98; Parent (IL-2) Process ID: 00024CA8
2019-08-09 13:22:31:405 (PipeLogger) : Listener thread awaiting client connection on \\.\pipe\SAS_PIPE_LOGGER
2019-08-09 13:22:31:421 (watchdog) : IL-2 Parent Process Handle = 00000204, ID=00024CA8
2019-08-09 13:22:31:421 (watchdog) : IL-2 Watchdog started.
2019-08-09 13:22:31:421 (watchdog) : Splash Screen Mode = 1
2019-08-09 13:22:31:421 (watchdog) : Message Window Created.
2019-08-09 13:22:31:452 (dinput.dll) : Injecting JVM Parameters
2019-08-09 13:22:31:468 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2019-08-09 13:22:31:484 (wrapper) : ProcessAttach, attached Processes = 1
2019-08-09 13:22:31:484 (wrapper) : Calling GetCommandLineParams()
2019-08-09 13:22:31:484 (wrapper) : Command Line Parameter No. 1 = /f:none
2019-08-09 13:22:31:484 (wrapper) : Command Line Parameter No. 2 = /m:#waw3
2019-08-09 13:22:31:484 (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2019-08-09 13:22:31:484 (wrapper) : MODS Folder = "#waw3"
2019-08-09 13:22:31:484 (wrapper) : No FILES Folder set.
2019-08-09 13:22:31:484 (wrapper) : Calling LinkIl2fbExe()
2019-08-09 13:22:31:484 (wrapper) : Trying to link back to D:\IL 2 Sturmovik 1946\il2fb.exe through LoadLibrary()
2019-08-09 13:22:31:484 (wrapper) : Calling CreateModsFolderList()
2019-08-09 13:22:31:515 (wrapper) : Scanning #waw3 folder took 35 milliseconds.
2019-08-09 13:22:31:515 (wrapper) : Total number of modded files = 13982.
2019-08-09 13:22:31:515 (wrapper) : Calling SortList()
2019-08-09 13:22:31:515 (wrapper) : Sorting modded files list took 1.733 milliseconds.
2019-08-09 13:22:31:515 (wrapper) : Calling RemoveDuplicates()
2019-08-09 13:22:31:515 (wrapper) : Removing 83 Duplicates took 0.015 milliseconds.
2019-08-09 13:22:31:530 (watchdog) : Splash Screen Created.
2019-08-09 13:22:35:983 (wrapper) : ThreadAttach, attached Threads = 1
2019-08-09 13:22:35:983 (wrapper) : ThreadAttach, attached Threads = 2
2019-08-09 13:22:36:310 (PipeLogger) : Client connected, creating a new Listener Thread & new Instance Thread for this Client.
2019-08-09 13:22:36:310 (PipeLogger) : Waiting for Pipe Instance to initialize...
2019-08-09 13:22:36:310 (PipeLogger) : InstanceThread No.1 created, receiving and processing messages on \\.\pipe\SAS_PIPE_LOGGER
2019-08-09 13:22:36:310 (PipeLogger) : Pipe Instance initialized successfully
2019-08-09 13:22:36:326 (PipeLogger) : Logfile for instance No.1 is d:\il 2 sturmovik 1946\log.txt
2019-08-09 13:22:36:326 (PipeLogger) : Flush Timeout for instance No.1 is 1000 Milliseconds
2019-08-09 13:22:36:326 (PipeLogger) : Log Writer No.1 running
2019-08-09 13:22:36:326 (watchdog) : IL-2 Main Window created: "Il2-Sturmovik 1946" (MaddoxRtsWndClassW), Handle= 0x00700732
2019-08-09 13:22:36:341 (watchdog) : Activating IL-2 Main Window (0x00700732) using SwitchToThisWindow()
2019-08-09 13:22:36:310 (PipeLogger) : Listener thread awaiting client connection on \\.\pipe\SAS_PIPE_LOGGER
2019-08-09 13:22:37:104 (wrapper) : ThreadAttach, attached Threads = 3
2019-08-09 13:22:37:104 (wrapper) : ThreadAttach, attached Threads = 4
2019-08-09 13:22:37:104 (wrapper) : ThreadDetach, attached Threads = 3
2019-08-09 13:22:37:104 (wrapper) : ThreadDetach, attached Threads = 2
2019-08-09 13:22:37:104 (wrapper) : ThreadAttach, attached Threads = 3
2019-08-09 13:22:37:104 (wrapper) : ThreadAttach, attached Threads = 4
2019-08-09 13:22:37:120 (wrapper) : ThreadDetach, attached Threads = 3
2019-08-09 13:22:37:120 (wrapper) : ThreadDetach, attached Threads = 2
2019-08-09 13:22:37:135 (wrapper) : ThreadAttach, attached Threads = 3
2019-08-09 13:22:37:182 (wrapper) : ThreadAttach, attached Threads = 4
2019-08-09 13:22:37:260 (wrapper) : ThreadAttach, attached Threads = 5
2019-08-09 13:22:37:260 (wrapper) : ThreadAttach, attached Threads = 6
2019-08-09 13:22:37:354 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x00700732)
2019-08-09 13:22:37:370 (wrapper) : ThreadAttach, attached Threads = 7
2019-08-09 13:22:37:401 (wrapper) : ThreadAttach, attached Threads = 8
2019-08-09 13:22:37:432 (wrapper) : ThreadAttach, attached Threads = 9
2019-08-09 13:22:37:448 (wrapper) : ThreadAttach, attached Threads = 10
2019-08-09 13:22:37:489 (wrapper) : ThreadAttach, attached Threads = 11
2019-08-09 13:22:37:922 (wrapper) : ThreadAttach, attached Threads = 12
2019-08-09 13:22:37:943 (wrapper) : ThreadAttach, attached Threads = 13
2019-08-09 13:22:37:946 (wrapper) : ThreadDetach, attached Threads = 12
2019-08-09 13:23:05:984 (wrapper) : ThreadAttach, attached Threads = 13
2019-08-09 13:23:05:985 (wrapper) : ThreadAttach, attached Threads = 14
2019-08-09 13:23:07:923 (wrapper) : ThreadDetach, attached Threads = 13
2019-08-09 13:24:32:252 (wrapper) : ThreadAttach, attached Threads = 14
2019-08-09 13:28:12:405 (wrapper) : ThreadAttach, attached Threads = 15
2019-08-09 13:28:12:407 (wrapper) : ThreadDetach, attached Threads = 14
2019-08-09 13:28:55:576 (PipeLogger) : Client connected, creating a new Listener Thread & new Instance Thread for this Client.
2019-08-09 13:28:55:577 (PipeLogger) : Waiting for Pipe Instance to initialize...
2019-08-09 13:28:55:577 (PipeLogger) : Listener thread awaiting client connection on \\.\pipe\SAS_PIPE_LOGGER
2019-08-09 13:28:55:577 (PipeLogger) : InstanceThread No.2 created, receiving and processing messages on \\.\pipe\SAS_PIPE_LOGGER
2019-08-09 13:28:55:578 (PipeLogger) : Logfile for instance No.2 is d:\il 2 sturmovik 1946\eventlog.lst
2019-08-09 13:28:55:579 (PipeLogger) : Flush Timeout for instance No.2 is 1000 Milliseconds
2019-08-09 13:28:55:579 (PipeLogger) : Log Writer No.2 running
2019-08-09 13:28:55:577 (PipeLogger) : Pipe Instance initialized successfully
2019-08-09 13:29:49:585 (wrapper) : ThreadAttach, attached Threads = 15
2019-08-09 13:29:49:607 (wrapper) : ThreadDetach, attached Threads = 14
2019-08-09 13:29:57:782 (PipeLogger) : InstanceThread No.1: client disconnected.
2019-08-09 13:29:57:782 (PipeLogger) : InstanceThread No.1 terminating...
2019-08-09 13:29:57:782 (PipeLogger) : Log Writer No.1 terminated
2019-08-09 13:29:57:783 (PipeLogger) : InstanceThread No.1 terminated
2019-08-09 13:29:57:785 (wrapper) : ThreadDetach, attached Threads = 13
2019-08-09 13:29:57:797 (wrapper) : ThreadDetach, attached Threads = 12
2019-08-09 13:29:57:797 (wrapper) : ThreadDetach, attached Threads = 11
2019-08-09 13:29:57:797 (wrapper) : ThreadDetach, attached Threads = 10
2019-08-09 13:29:58:134 (wrapper) : ThreadDetach, attached Threads = 9
2019-08-09 13:29:58:150 (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik 1946" (MaddoxRtsWndClassW), Handle= 0x00700732
2019-08-09 13:29:58:150 (watchdog) : IL-2 main window (handle 0x00700732) disappeared, checking process status.
2019-08-09 13:29:58:466 (PipeLogger) : InstanceThread No.2: client disconnected.
2019-08-09 13:29:58:466 (PipeLogger) : InstanceThread No.2 terminating...
2019-08-09 13:29:58:466 (PipeLogger) : Log Writer No.2 terminated
2019-08-09 13:29:58:466 (PipeLogger) : InstanceThread No.2 terminated
2019-08-09 13:29:58:544 (wrapper) : ProcessDetach, attached Processes = 0
2019-08-09 13:29:58:544 (wrapper) : Total files opened = 203892
2019-08-09 13:29:58:544 (wrapper) : Total search time consumed = 6.524 milliseconds (0.006524165627 Seconds)
2019-08-09 13:29:58:544 (wrapper) : Search Time per File = 31.998 nanoseconds (0.000000031998 Seconds)
2019-08-09 13:29:58:544 (wrapper) : Average Search Iterations required per File = 8.1
2019-08-09 13:29:58:794 (dinput.dll) : JVM Parameters injector deactivated
2019-08-09 13:29:58:950 (PipeLogger) : il2fb.exe Termination detected, terminating Pipe Logger.
2019-08-09 13:29:58:966 (PipeLogger) : All Writers Threads finished, exiting.
[il2]
title=Il2-Sturmovik 1946
hotkeys=HotKey game
[window]
width=3840
height=2160
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=1
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=rnd
[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
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1
[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=1
mapPadX=0.66909724
mapPadY=-0.04675926
viewSet=34
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=1
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
IconUnits=0
TypeClouds=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
LeanF=0.2
LeanS=0.2
Raise=0.089999996
RubberBand=0.04
[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=1
LOGTIME=1
LOGFILE=log.txt
LOGKEEP=0
[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=0
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
[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0
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
[Render_DirectX]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
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=3
LandShading=3
LandDetails=2
LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=15
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
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=0
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
[DGen]
HistoricalRanks=1
CampaignLength=Medium
[Mods]
RandomSplash=1
netCallsign=
PALHUDMode=0
SpeedbarUnits=1
SpeedbarTAS=0
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.01
PAL3DConvAimR=-0.01
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=21.31533
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=1
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1
Yep, that's how it's supposed to look like.
I could add a setting to globally configure the fog density, but IMHO the better way would be to configure it on a per-mission basis.
EnableCirrusClouds=1
The target aircraft will suddenly disappear through the cirrus
Thank you for everything you have done
The target aircraft will suddenly disappear through the cirrus
Thank you for everything you have done
# enable graphics extender
EnableGE=1
# disabling this gives higher fps but looks bad
EnableObjectShaders=1
# enable terrain bumpmapping
EnableBumpH=1
# new effect renderer - experimental
EnableEffects=1
# new lighting system - experimental
EnableLightPoint=1
Hi Slibenli I notice the new builds are prefixed 'bisect' instead of the usual 'master' - are they ok to install?
Hi Slibenli getting a 404 page not found error on your gitlab page?
ONE little thing/question , however - the CLOUDS seem to be 'edgy'-and not very smooth or wispy as in in normal vers?
Yo, only 64-Bits OS can Full texture.
Best Regards KT503
Just tried this on BAT 3.7.2
My game won't launch. All I get is a black screen with a stop working window.
How do I uninstall this please?
Thanks !
Congratulations slibenli, this is an awesome mod. This can really breathe a new life into good old IL-2. It is surely very promising.
As far as I've tested, new lighting system and new effect renderer does not work as intended for now. Cirrus clouds are good but their resolution is low, is it possible to improve them? Does it fetch textures from IL-2 cloud files or are they a part of this mod? I've also tested bumpmapping, is it working in every map? Or custom bumpmaps for each map should be made exclusively for it to work?
I see that being an old engine, IL-2 uses stencil shadows but do you think that it is possible to implement shadow maps? I think the most required feature for immersion is self-shadowing for planes and cockpit, after your wonderful job here.
Keep up the good work!
Thank you!
Thinking about it, may be easier to do SSAO
As long as you can get a copy of the depth buffer, SSAO can be done in a single 2D full screen quad making it easy to apply and easy to turn off for low end graphics cards.
It would handle the self shadowing in the cockpit fairly well but may not play well with the instruments at night.
I guess I should completely disable the new effect renderer and lighting system for now.
In fact the new lighting system doesn't do anything at all yet - apart from possibly giving you a few extra FPS ;)
Yes - I'm using the same cirrus textures as IL-2.
Bumpmapping looks a bit different than IL-2, because unlike it, I'm not casting shadows from the bumps onto the textures. The reason is that IL-2 bakes the bumpmap effects into the textures (I assume that happens once, when the map is loaded), while I'm applying the effect in realtime.
I've made the the first steps to support cockpit self-shadowing - not sure yet if anything will come out of it.
Man it's weird looking at OpenGL again :)
It's deader that Dodi.
And yes that is a totally evil hack, comparing the distance in colour space is bound to cause problems at some stage.
But hey if it works ........
Yes you should disable them, it is confusing trying to see what they do :) But you should fix endless world feature and enable that, it is essential!
I see, realtime bumpmapping can give extra realism as sun moves. Although, does sun move with time in IL-2? I've never paid attention to that ;D
By the way, I'm wondering if it is possible to use realtime bump mapping for planes and also cockpits? It would be very nice to see surface imperfections and rivets and details, etc.
Any news on your heightmap creation tool Stainless?
Satellite images also have the problem of shadows/clouds/etc. being part of the texture - AFAIK there is no publicly available imagery that has been corrected for those issues.
On the normal downloads i get a folder called #SAS which i rename to #WAW to use in my CUP install - does the new autoinstaller do away with this requirement slibenli? Nice to see u back 😊
QuoteSatellite images also have the problem of shadows/clouds/etc. being part of the texture - AFAIK there is no publicly available imagery that has been corrected for those issues.
:) yes there is.
Though you do get problems with transients
However if that's what you want, I will see what I can do.
EnableTransparentShader=1
in il2ge.ini.
Edit: New Guinea seems to be one of the bigger ones (900x500 km).
So let's assume a 1000x1000km map. Let's also assume that a pilot might want to fly 100 or so km beyond that area, at an altitude of 20 km, without seeing the landscape border.
At 20 km altitude, the maximum visibility (including mountain ranges that are partially below the horizon) is ca. 800 km.
Then the extended map would need to be 2800x2800 km. Actually pretty close to my initial guess :o
Yes that's why you need some form of patching and level of detail.
So if I write something that has....
1) Start coordinate (Latitude, Longitude)
2) Width in pixels
3) Height in pixels
4) Scale in meters ( e.g. 200 m per pixel)
5) Projection
And outputs a raw texture with 16 bits per pixel as height in meters, is that good enough?
Or do you want something a little more sophisticated?
Have a header that contains ....
short MinHeight;
short MaxHeight;
fixed Scale;
To allow you to have better than 1 meter accuracy.
Transparent shaders are great (with fps drop as expected, hope it gets better in the future ?) and the new installer is perfect.
Thanks a lot slibenli ]thumleft[
Just a thought, have you used discard in the transparency shader?
It doesn't always help because of wavefront issue, but if you have regions of the sprites that are totally transparent it can help with GPU pixel shader timing.
the GE looks amazing. And so do the new cirrus clouds. But in the new GE builds. The horizon is super fogy. How to I make the sky look more clear? Like in the original versions of the GE
Will this work with the SAS Modact 5.30?
The installer never works for me, it fails to install il2ge.dll and closes
Just select your IL-2 folder in the installer - no manual copying required.
Also there is no file named "system" or "system.dll".
If you want to install manually - simply copy the folder "il2ge" into your IL-2 folder.
Just select your IL-2 folder in the installer - no manual copying required.
Also there is no file named "system" or "system.dll".
If you want to install manually - simply copy the folder "il2ge" into your IL-2 folder.
How do I know in the game that the graphics MOD are on there?How do I know it's active on?
# atmosphere shader
#
# choices:
#
# default:
# the original atmosphere shader
#
# precomputed:
# (experimental)
# precomputed multiple and single scattering
#
# precomputed_realtime_single_scattering:
# (experimental)
# precomputed multiple scattering, real-time single scattering
# slower than completely precomputed scattering, but avoids some artifacts
#
Atmosphere=precomputed_realtime_single_scattering
# experimental
RealisticShadowColor=1
2) Check bombsights, now black space around scope looks strange (color changed from white to grey-blue with angle change).
https://prnt.sc/qsu0zc
3) On some maps I have very bad looking cirrus clouds, on others I see them perfect. Why this is so?
Bad clouds: https://prnt.sc/qstx6b
Good clouds: https://prnt.sc/qstxe3
Slibenli, many thanks for your continued hard work - the sim is utterly transformed, but I don't seem to have the Atmosphere setting in il2ge.ini, despite having the latest installer.
Could you show the latest il2ge.ini options?
Slibenli, many thanks for your continued hard work - the sim is utterly transformed, but I don't seem to have the Atmosphere setting in il2ge.ini, despite having the latest installer.
Could you show the latest il2ge.ini options?
My guess is that you didn't run the game once after installing, and thus il2ge.ini wouldn't be updated.
Anyway - with the latest build il2ge.ini is updated by the installer: https://gitlab.com/vrresto/il2ge/-/jobs/415185299/artifacts/raw/il2ge-installer.exe?inline=false
3) On some maps I have very bad looking cirrus clouds, on others I see them perfect. Why this is so?
Bad clouds: https://prnt.sc/qstx6b
Good clouds: https://prnt.sc/qstxe3
The bad looking one is probably a RGBA texture instead of grey scale - il2ge doesn't handle those well (it just uses the alpha channel).
3) On some maps I have very bad looking cirrus clouds, on others I see them perfect. Why this is so?
Bad clouds: https://prnt.sc/qstx6b
Good clouds: https://prnt.sc/qstxe3
The bad looking one is probably a RGBA texture instead of grey scale - il2ge doesn't handle those well (it just uses the alpha channel).
The graphics look superb with the new atmosphere settings; I would say precomputed is the best quality.
I also have the same problem as Rostic with poor high cirrus cloud quality using the very common load.ini entry, High Clouds = Clouds 256.tga - is this what you meant by RGBA texture?
What clouds tga are you using in the maps in your screenshots?
# atmospheric light scattering shader
#
# choices:
#
# Default:
# the original shader
#
# Precomputed:
# (experimental)
# precomputed light scattering
#
Atmosphere=Default
[Atmosphere.Precomputed]
# real-time single scattering - slower than precomputed, but avoids some artifacts
RealtimeSingleScattering=off
# controls the quality of real time single scattering - possible values: 10-50
RealtimeSingleScattering.SampleCount=10
The Clouds256.tga I'm using is a greyscale image.
I'm not sure from where i got it - I think VP Modpack.
slibenli,Quote from: https://www.sas1946.com/main/index.php/topic,58926.msg695669.html#msg695669The Clouds256.tga I'm using is a greyscale image.
I'm not sure from where i got it - I think VP Modpack.
Check the Random Skies (https://www.sas1946.com/main/index.php/topic,47154.0.html) mod. The download includes almost all sky textures ever produced for '46.
The new atmosphere looks stunning, alas it costs me too many fps (gtx970) to be usable atm, RealtimeSingleScattering=off or on (10).
Same remark as the previous posters on the cirrusses, some don't look great.
Bit OT, but disabling dynamical lights in il2's conf.ini as suggested by a rostic allowed me to get rid of some oddities like wing changing color in broad daylight when enabling nav lights, thanks mate.
I meant that you have at your disposal many sky textures there for testing. I am not sure I am following now. Anyway, whatever you come up with will be great for sure!
Correct me if I'm wrong, but I think that currently there is not java code to deal with this as it's all done in il2_core.dll.
I would add a new method GraphicsExtender.setCirrusTexture() to enable java code to control the texture.
I checked once at what point in the code the sky texture gets loaded, but I couldn't find it. The idea was to somehow allow mission creators to select a sky texture and have it saved to the mission file.
Does anyone know in which class the sky texture gets loaded?
-----------------------------------------------------------
2020-02-01 15:22:38.113 INFO [19152] [il2geInit:@402] *** il2ge.dll initialization ***
2020-02-01 15:22:38.113 INFO [19152] [il2geInit:@403] Build: 415900599
2020-02-01 15:22:38.113 INFO [19152] [il2geInit:@404] Debug: 0
2020-02-01 15:22:38.113 INFO [19152] [il2geInit:@405] Commit: 307435bb39898373edf3b1be6c99acec3757196b
2020-02-01 15:22:38.117 INFO [19152] [il2ge::core_wrapper::readConfig:@52]
2020-02-01 15:22:38.117 INFO [19152] [il2ge::core_wrapper::readConfig:@53] *** IL2GE Configuration ***
2020-02-01 15:22:38.117 INFO [19152] [il2ge::core_wrapper::readConfig:@57] EnableGE: on
2020-02-01 15:22:38.117 INFO [19152] [il2ge::core_wrapper::readConfig:@57] EnableObjectShaders: on
2020-02-01 15:22:38.118 INFO [19152] [il2ge::core_wrapper::readConfig:@57] EnableBumpH: off
2020-02-01 15:22:38.118 INFO [19152] [il2ge::core_wrapper::readConfig:@57] EnableCirrusClouds: on
2020-02-01 15:22:38.118 INFO [19152] [il2ge::core_wrapper::readConfig:@57] EnableTransparentShader: off
2020-02-01 15:22:38.118 INFO [19152] [il2ge::core_wrapper::readConfig:@57] RealisticShadowColor: off
2020-02-01 15:22:38.118 INFO [19152] [il2ge::core_wrapper::readConfig:@57] Atmosphere: Default
2020-02-01 15:22:38.118 INFO [19152] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.RealtimeSingleScattering: off
2020-02-01 15:22:38.118 INFO [19152] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.RealtimeSingleScattering.SampleCount: 10
2020-02-01 15:22:38.118 INFO [19152] [il2ge::core_wrapper::readConfig:@62]
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@116] registerMetaClass: com.maddox.rts.Time
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: setSpeedReal
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: setCurrent
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.RenderContext
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: Begin
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: End
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Renders
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: PrePreRenders
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: PostPreRenders
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: PostRenders
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Render
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: prepareStates
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: clearStates
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: flush
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: shadows
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Landscape
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: cPreRender
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: cRender0
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: cRender1
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: cLoadMap
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: cUnloadMap
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: setPixelMapH
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Camera
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: SetCameraPos
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: SetOrtho2D
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: SetViewportCrop
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: SetFOV
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.GObj
2020-02-01 15:22:38.119 DEBUG [19152] [jni_wrapper::init:@127] method: Finalize
2020-02-01 15:22:38.120 DEBUG [19152] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.fm.Wind
2020-02-01 15:22:38.120 DEBUG [19152] [jni_wrapper::init:@127] method: SetWind
2020-02-01 15:22:38.124 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\bin\hpi.dll
2020-02-01 15:22:38.125 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\bin\verify.dll
2020-02-01 15:22:38.125 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\bin\java.dll
2020-02-01 15:22:38.126 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\bin\zip.dll
2020-02-01 15:22:38.150 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: wrapper.dll
2020-02-01 15:22:38.349 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\il2fb.exe
2020-02-01 15:22:38.711 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\DT.dll
*** Library **** DT **** Loaded *** 102
2020-02-01 15:22:41.512 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\pathfind.dll
2020-02-01 15:22:42.279 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\il2_corep4.dll
2020-02-01 15:22:42.284 INFO [19152] [il2ge::core_wrapper::init:@59] *** il2_core wrapper initialisation ***
2020-02-01 15:22:42.426 INFO [19152] [il2ge::core_wrapper::init:@75] *** il2_core wrapper initialisation finished ***
RTS Version 2.2
Core Version 2.0
2020-02-01 15:22:45.481 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\il2_usgs2.dll
2020-02-01 15:22:56.404 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setCurrent@24
2020-02-01 15:22:56.416 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: dinput8.dll
2020-02-01 15:22:56.542 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\bin\net.dll
2020-02-01 15:22:56.547 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: ws2_32.dll
2020-02-01 15:22:56.601 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\bin\zip.dll
2020-02-01 15:22:56.643 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\jgl.dll
2020-02-01 15:22:56.645 DEBUG [19152] [{anonymous}::wrap_JGL_LoadLibrary:@260] jgl => LoadLibrary: Opengl32.dll
OpenGL provider: Opengl32.dll
-----------------------------------------------------------
2020-02-01 15:23:12.948 ERROR [19152] [{anonymous}::loadCrashHandlerLibrary:@196] Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
2020-02-01 15:23:12.948 ERROR [19152] [{anonymous}::loadCrashHandlerLibrary:@197] To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce RTX 2080/PCIe/SSE2
Version: 4.6.0 NVIDIA 441.87
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_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_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_multiview_texture_multisample GL_EXT_multiview_timer_query 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_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query 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_memory_attachment GL_NV_mesh_shader 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 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: 2560x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
2020-02-01 15:23:15.199 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: dinput8.dll
2020-02-01 15:23:15.276 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
2020-02-01 15:23:15.333 INFO [19152] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Users\steven\Documents\IL 2 Sturmovik 1946 B.A.T\mg_snd_sse.dll
Sound: Native library (build 1.1, target - P IV) loaded.
2020-02-01 15:23:15.466 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_RenderContext_Begin@16
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
2020-02-01 15:23:15.472 DEBUG [19152] [render_util::TextureManager::TextureManager:@181] max texunits: 192
2020-02-01 15:23:15.472 DEBUG [19152] [render_util::TextureManager::TextureManager:@186] TEXUNIT_NUM: 35
2020-02-01 15:23:15.472 DEBUG [19152] [render_util::TextureManager::TextureManager:@187] highest_unit: 64
2020-02-01 15:23:15.606 DEBUG [19152] [{anonymous}::openDefinition:@44] failed to open il2ge/shaders/atmosphere_default/quad_2d.program
2020-02-01 15:23:15.622 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Render_prepareStates@8
15 Splashscreens available.
2020-02-01 15:23:15.956 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PrePreRenders@8
2020-02-01 15:23:15.957 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetViewportCrop@52
2020-02-01 15:23:15.957 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetOrtho2D@32
2020-02-01 15:23:15.958 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetCameraPos@12
2020-02-01 15:23:15.958 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PostPreRenders@8
2020-02-01 15:23:15.963 DEBUG [19152] [{anonymous}::openDefinition:@44] failed to open il2ge/shaders/atmosphere_default/invisible.program
2020-02-01 15:23:15.981 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Render_flush@8
2020-02-01 15:23:15.981 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PostRenders@8
INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
2020-02-01 15:24:11.199 DEBUG [9000] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_GObj_Finalize@12
House: Parameter [buildings.Plate$myFord]:<Mesh> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.buildings.Plate$SPAWN.getS(Plate.java:115)
at com.maddox.il2.objects.buildings.Plate$SPAWN.LoadProperties(Plate.java:128)
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:178)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.builder.PlMisHouse$Type.<init>(PlMisHouse.java:60)
at com.maddox.il2.builder.PlMisHouse.configure(PlMisHouse.java:283)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3168)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in plate spawn registration: com.maddox.il2.objects.buildings.Plate$myFord
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 8.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1
Loading mission QuickQMBPro/BAT_Donbass_S/BAT_Donbass_Sredairbase00.mis...
2020-02-01 15:24:51.279 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setSpeedReal@12
Y=1940 / M=6 / H= 11 , Temperature - 0m = 27.0 .
Loading map.ini defined airfields:
2020-02-01 15:24:51.307 DEBUG [19152] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
2020-02-01 15:24:51.367 INFO [19152] [il2ge::map_loader::createTypeMap:@420] loading type map ...
2020-02-01 15:24:51.415 INFO [19152] [{anonymous}::createWaterNormalMaps:@347] loading water textures...
-----------------------------------------------------------
2020-02-01 15:24:51.742 ERROR [19152] [_assert:@447] Assertion failed: textures[i]->w() == texture_width
2020-02-01 15:24:51.742 ERROR [19152] [_assert:@448] File: /builds/vrresto/il2ge/_modules/render_util/include/render_util/texture_util.h:123
-----------------------------------------------------------
2020-02-01 15:24:51.742 ERROR [19152] [abort:@463] Aborted.
FATAL ERROR in native method: Aborted
at com.maddox.il2.engine.Landscape.cLoadMap(Native Method)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:435)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:860)
at com.maddox.il2.game.Mission._load(Mission.java:649)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:411)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
my log
[HotKey game]
Shift F8=GraphicsExtender.ShowMenu
[Atmosphere.Precomputed]
# more accurate colors
AccurateLuminance=off
# possible values are between 0.0 and 1.0
Haziness=0.000000
I also have a suggestion - could bumpmaps for aircraft be generated based on the "Void" skins in the PaintSchemes folder, or perhaps use skins with a similar name (ex. Void_bump.bmp) in order to avoid overriding the base Voids?
...
Also needed are these java classes:
https://www.mediafire.com/file/5gwfubeglysnsri/il2ge_classes.zip/file
....
Also I cann't enable this beautifull water! How to switch it on?!
Also I cann't enable this beautifull water! How to switch it on?!
It's always on - you just have to view it from the right angle and distance.
I have exactly the same as PO_MAK_249RIP.
does the latest build come without the log files and the ini file? just installed it and saw that it did not create those files...
update from my side: the ini file and log files have been created, however I have the same problem with the Shift+F8 menu...it just says ESCAPE:EXIT MENU like reported already;
latest B.A.T., latest selector, conf.ini modified as required and the class files from the separate download in the game as well...
[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause
F11=GraphicsExtender.ShowMenu
update from my side: the ini file and log files have been created, however I have the same problem with the Shift+F8 menu...it just says ESCAPE:EXIT MENU like reported already;
latest B.A.T., latest selector, conf.ini modified as required and the class files from the separate download in the game as well...
In BAT make sure you put the java file in the STD folder eg IL2/#WAW/STD/com/Maddox/il2ge
In BAT make sure you put the java file in the STD folder eg IL2/#WAW/STD/com/Maddox/il2ge
It's not necessary to put then in STD - any subfolder works.
The cirrus clouds are currently rendered in what I would call a pseudo volumetric manner.
You mean that https://www.sas1946.com/main/index.php/topic,63186.12.html?
I'm so happy that the rear mirror now works, somehow I had missed the info ]headbang[
As a BAT 3.8.1 user, here is a piece of info that was not very obvious to me (despite several hints posted here), so it may help others who missed it too: in order to have beautiful cirrus clouds in BAT, you need to enable, via jsgme, one of the DEFSKIES version (the one that fits what you're flying).
Thanks for the continuous improvements slibenli !
(minor bug that needs checking: white runway lights have a white square surround)
(minor bug that needs checking: white runway lights have a white square surround)
stupid question but: where do I get cirrus textures for that random folder?
stupid question but: where do I get cirrus textures for that random folder?
may I ask if you could make those textures available Squashman?
Unfortunately I'm not able to activate Atmosphere=precomputed, It gets back to the selector.Just a question is the precomputed setting power sensitive? I mean maybe my pc is too weak?
Could il2ge (or a setting) be causing the funky shadows behind smoke effects? Regular shadows are fine...but when you add smoke to the mix...
*move to the bug thread if you have to
[Feb 14, 2020 5:20:18 PM] ------------ BEGIN log session -------------
[Feb 14, 2020 5:20:19 PM] ----------- Switched to pipe mode ----------
[2020-02-14 17:20:19.017] dT: 0 OpenGL provider: Opengl32.dll
[2020-02-14 17:20:32.494] dT: 0 OpenGL library:
[2020-02-14 17:20:32.494] dT: 0 Vendor: NVIDIA Corporation
[2020-02-14 17:20:32.494] dT: 0 Render: GeForce 820M/PCIe/SSE2
[2020-02-14 17:20:32.494] dT: 0 Version: 4.6.0 NVIDIA 389.12
[2020-02-14 17:20:32.494] dT: 0 Extensions: GL_AMD_multi_draw_indirect 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples 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_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions 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_filter_anisotropic 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_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_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_polygon_offset_clamp 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_shader_integer_mix 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list 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_ES3_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_internalformat_sample_query 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_query_resource GL_NV_query_resource_tag 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_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced 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
[2020-02-14 17:20:32.494] dT: 0 Size: 1360x768
[2020-02-14 17:20:32.494] dT: 0 ColorBits: 32
[2020-02-14 17:20:32.494] dT: 0 DepthBits: 24
[2020-02-14 17:20:32.494] dT: 0 StencilBits: 8
[2020-02-14 17:20:32.494] dT: 0 isDoubleBuffered: true
[2020-02-14 17:20:32.526] dT: 0 DirectX Joystick NOT created: DirectX joystick driver: device not attached
[2020-02-14 17:20:32.922] dT: 0
[2020-02-14 17:20:32.922] dT: 0 *** Looking for Advanced CPU Instructions...
[2020-02-14 17:20:32.922] dT: 0 [x] PentiumPro
[2020-02-14 17:20:32.922] dT: 0 [x] Multimedia (MMX)
[2020-02-14 17:20:32.922] dT: 0 [x] 3D (SSE)
[2020-02-14 17:20:32.922] dT: 0 [x] 3D (SSE2)
[2020-02-14 17:20:32.922] dT: 0 [-] 3D (3DNow)
[2020-02-14 17:20:32.922] dT: 0 ColourBits 32, ABits 0, ZBits 24
[2020-02-14 17:20:32.927] dT: 0
[2020-02-14 17:20:32.928] dT: 0 *** Looking for Render API Extensions ...
[2020-02-14 17:20:32.928] dT: 0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2020-02-14 17:20:32.928] dT: 0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2020-02-14 17:20:32.928] dT: 0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2020-02-14 17:20:32.928] dT: 0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2020-02-14 17:20:32.928] dT: 0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2020-02-14 17:20:32.928] dT: 0 [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2020-02-14 17:20:32.928] dT: 0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2020-02-14 17:20:32.928] dT: 0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2020-02-14 17:20:32.928] dT: 0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2020-02-14 17:20:32.929] dT: 0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2020-02-14 17:20:32.929] dT: 0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2020-02-14 17:20:32.929] dT: 0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[2020-02-14 17:20:32.929] dT: 0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2020-02-14 17:20:32.929] dT: 0
[2020-02-14 17:20:32.929] dT: 0 Maximum texture size : 16384
[2020-02-14 17:20:32.929] dT: 0 Maximum simultaneous textures :4
[2020-02-14 17:20:32.929] dT: 0 MaxAnisotropic (1.0 = none) : 16.000000
Could il2ge (or a setting) be causing the funky shadows behind smoke effects? Regular shadows are fine...but when you add smoke to the mix...
*move to the bug thread if you have to
The smoke shadow is already a known bug.
The airplane shadows look wrong too though.
vpmedia could be on to something.
2020-02-14 22:07:25:344 (PipeLogger) : Log Writer No.1 running
2020-02-14 22:07:25:830 (wrapper) : ThreadAttach, attached Threads = 3
2020-02-14 22:07:25:848 (wrapper) : ThreadDetach, attached Threads = 2
2020-02-14 22:07:25:851 (wrapper) : ThreadAttach, attached Threads = 3
2020-02-14 22:07:25:861 (wrapper) : ThreadDetach, attached Threads = 2
2020-02-14 22:07:26:033 (wrapper) : ThreadAttach, attached Threads = 3
2020-02-14 22:07:26:191 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x0012058E)
2020-02-14 22:07:26:202 (wrapper) : ThreadAttach, attached Threads = 4
2020-02-14 22:07:26:206 (wrapper) : ThreadAttach, attached Threads = 5
2020-02-14 22:07:26:300 (wrapper) : ThreadAttach, attached Threads = 6
2020-02-14 22:07:26:365 (wrapper) : ThreadAttach, attached Threads = 7
2020-02-14 22:07:26:395 (wrapper) : ThreadAttach, attached Threads = 8
2020-02-14 22:07:26:430 (wrapper) : ThreadAttach, attached Threads = 9
2020-02-14 22:07:26:490 (wrapper) : ThreadAttach, attached Threads = 10
2020-02-14 22:07:38:178 (PipeLogger) : InstanceThread No.1: client disconnected.
2020-02-14 22:07:38:179 (PipeLogger) : InstanceThread No.1 terminating...
2020-02-14 22:07:38:180 (PipeLogger) : Log Writer No.1 terminated
2020-02-14 22:07:38:180 (PipeLogger) : InstanceThread No.1 terminated
2020-02-14 22:07:38:297 (PipeLogger) : il2fb.exe Termination detected, terminating Pipe Logger.
2020-02-14 22:07:38:301 (PipeLogger) : All Writers Threads finished, exiting.
2020-02-14 22:07:18:388 (dinput.dll) : JVM Parameters injector activated
2020-02-14 22:07:18:391 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2020-02-14 22:07:18:391 (dinput.dll) : Added JVM Option: -Xms444M
2020-02-14 22:07:18:392 (dinput.dll) : Added JVM Option: -Xmx444M
2020-02-14 22:07:18:393 (dinput.dll) : Added JVM Option: -Xss4096K
2020-02-14 22:07:18:393 (dinput.dll) : Added JVM Option: -XX:PermSize=64M
2020-02-14 22:07:18:393 (dinput.dll) : Added JVM Option: -XX:MaxPermSize=64M
2020-02-14 22:07:18:395 (dinput.dll) : Checking mandatory JVM Options...
2020-02-14 22:07:18:395 (dinput.dll) : Added JVM Option: -Djava.class.path=.
2020-02-14 22:07:18:395 (dinput.dll) : Added JVM Option: -Xverify:none
2020-02-14 22:07:18:396 (dinput.dll) : Added JVM Option: -Xcomp
2020-02-14 22:07:18:396 (dinput.dll) : IL-2 Process ID = 000010E4
2020-02-14 22:07:18:396 (dinput.dll) : Starting Watchdog at C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\bin\selector\basefiles\IL-2 Watchdog.exe 1
2020-02-14 22:07:18:411 (dinput.dll) : Watchdog process started.
2020-02-14 22:07:18:412 (dinput.dll) : Starting Pipe Logger at C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\bin\selector\basefiles\PipeLogger.exe
2020-02-14 22:07:18:422 (dinput.dll) : PipeLogger process started.
2020-02-14 22:07:18:437 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated
2020-02-14 22:07:18:438 (dinput.dll) : OpenGL Mode detected, checking IL-2 Graphics Extender Availability...
2020-02-14 22:07:18:438 (dinput.dll) : Trying C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\il2ge.dll
2020-02-14 22:07:18:439 (dinput.dll) : Trying C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\il2ge\lib\il2ge.dll
2020-02-14 22:07:18:440 (dinput.dll) : il2ge.dll found, loading library.
2020-02-14 22:07:18:444 (dinput.dll) : IL-2 Graphics Extender loaded successfully, trying to call Init() method...
2020-02-14 22:07:18:445 (dinput.dll) : Init() method found, calling it now.
2020-02-14 22:07:18:445 (PipeLogger) : Starting
2020-02-14 22:07:18:454 (PipeLogger) : PipeLogger Process ID: 00000964; Parent (IL-2) Process ID: 000010E4
2020-02-14 22:07:18:454 (dinput.dll) : Injecting JVM Parameters
2020-02-14 22:07:18:454 (PipeLogger) : Listener thread awaiting client connection on \\.\pipe\SAS_PIPE_LOGGER
2020-02-14 22:07:18:479 (watchdog) : IL-2 Parent Process Handle = 00000190, ID=000010E4
2020-02-14 22:07:18:480 (watchdog) : IL-2 Watchdog started.
2020-02-14 22:07:18:481 (watchdog) : Splash Screen Mode = 1
2020-02-14 22:07:18:484 (watchdog) : Message Window Created.
2020-02-14 22:07:18:498 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2020-02-14 22:07:18:516 (wrapper) : ProcessAttach, attached Processes = 1
2020-02-14 22:07:18:517 (wrapper) : Calling GetCommandLineParams()
2020-02-14 22:07:18:518 (wrapper) : Command Line Parameter No. 1 = /f:none
2020-02-14 22:07:18:519 (wrapper) : Command Line Parameter No. 2 = /m:#waw3
2020-02-14 22:07:18:519 (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2020-02-14 22:07:18:520 (wrapper) : MODS Folder = "#waw3"
2020-02-14 22:07:18:520 (wrapper) : No FILES Folder set.
2020-02-14 22:07:18:521 (wrapper) : Calling LinkIl2fbExe()
2020-02-14 22:07:18:521 (wrapper) : Trying to link back to C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\il2fb.exe through LoadLibrary()
2020-02-14 22:07:18:522 (wrapper) : Calling CreateModsFolderList()
2020-02-14 22:07:18:587 (watchdog) : Splash Screen Created.
2020-02-14 22:07:18:853 (wrapper) : Scanning #waw3 folder took 330 milliseconds.
2020-02-14 22:07:18:853 (wrapper) : Total number of modded files = 15731.
2020-02-14 22:07:18:853 (wrapper) : Calling SortList()
2020-02-14 22:07:18:857 (wrapper) : Sorting modded files list took 3.047 milliseconds.
2020-02-14 22:07:18:857 (wrapper) : Calling RemoveDuplicates()
2020-02-14 22:07:18:858 (wrapper) : Removing 71 Duplicates took 0.031 milliseconds.
2020-02-14 22:07:24:827 (wrapper) : ThreadAttach, attached Threads = 1
2020-02-14 22:07:24:840 (wrapper) : ThreadAttach, attached Threads = 2
2020-02-14 22:07:25:185 (PipeLogger) : Client connected, creating a new Listener Thread & new Instance Thread for this Client.
2020-02-14 22:07:25:185 (PipeLogger) : Listener thread awaiting client connection on \\.\pipe\SAS_PIPE_LOGGER
2020-02-14 22:07:25:194 (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x0012058E
2020-02-14 22:07:25:216 (watchdog) : Activating IL-2 Main Window (0x0012058E) using SwitchToThisWindow()
2020-02-14 22:07:25:186 (PipeLogger) : Waiting for Pipe Instance to initialize...
2020-02-14 22:07:25:228 (PipeLogger) : Pipe Instance initialized successfully
2020-02-14 22:07:25:186 (PipeLogger) : InstanceThread No.1 created, receiving and processing messages on \\.\pipe\SAS_PIPE_LOGGER
2020-02-14 22:07:25:316 (PipeLogger) : Logfile for instance No.1 is c:\il-2 sturmovik 1946bat - copia-no missions - copia - copia\log.lst
2020-02-14 22:07:25:324 (PipeLogger) : Flush Timeout for instance No.1 is 1000 Milliseconds
2020-02-14 22:07:25:344 (PipeLogger) : Log Writer No.1 running
2020-02-14 22:07:25:830 (wrapper) : ThreadAttach, attached Threads = 3
2020-02-14 22:07:25:848 (wrapper) : ThreadDetach, attached Threads = 2
2020-02-14 22:07:25:851 (wrapper) : ThreadAttach, attached Threads = 3
2020-02-14 22:07:25:861 (wrapper) : ThreadDetach, attached Threads = 2
2020-02-14 22:07:26:033 (wrapper) : ThreadAttach, attached Threads = 3
2020-02-14 22:07:26:191 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x0012058E)
2020-02-14 22:07:26:202 (wrapper) : ThreadAttach, attached Threads = 4
2020-02-14 22:07:26:206 (wrapper) : ThreadAttach, attached Threads = 5
2020-02-14 22:07:26:300 (wrapper) : ThreadAttach, attached Threads = 6
2020-02-14 22:07:26:365 (wrapper) : ThreadAttach, attached Threads = 7
2020-02-14 22:07:26:395 (wrapper) : ThreadAttach, attached Threads = 8
2020-02-14 22:07:26:430 (wrapper) : ThreadAttach, attached Threads = 9
2020-02-14 22:07:26:490 (wrapper) : ThreadAttach, attached Threads = 10
2020-02-14 22:07:38:178 (PipeLogger) : InstanceThread No.1: client disconnected.
2020-02-14 22:07:38:179 (PipeLogger) : InstanceThread No.1 terminating...
2020-02-14 22:07:38:180 (PipeLogger) : Log Writer No.1 terminated
2020-02-14 22:07:38:180 (PipeLogger) : InstanceThread No.1 terminated
2020-02-14 22:07:38:297 (PipeLogger) : il2fb.exe Termination detected, terminating Pipe Logger.
2020-02-14 22:07:38:301 (PipeLogger) : All Writers Threads finished, exiting.
Try to enable 'Attempt stencil buffer' ingame.
https://s8.postimg.cc/uytt0lnjp/il2fb_2015_05_02_11_06_32_85.jpg
-----------------------------------------------------------
2020-02-14 14:23:26.958 INFO [11072] [il2geInit:@402] *** il2ge.dll initialization ***
2020-02-14 14:23:26.958 INFO [11072] [il2geInit:@403] Build: 436077595
2020-02-14 14:23:26.958 INFO [11072] [il2geInit:@404] Debug: 0
2020-02-14 14:23:26.958 INFO [11072] [il2geInit:@405] Commit: 6a4c1631494b7034919585f930bedee342ae65a0
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@52]
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@53] *** IL2GE Configuration ***
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] EnableGE: on
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] EnableObjectShaders: on
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] EnableBumpH: on
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] EnableCirrusClouds: on
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] EnableTransparentShader: on
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] RealisticShadowColor: off
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] Atmosphere: Precomputed
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.AccurateLuminance: on
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.Haziness: 1.0
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.SingleMieScatteringHorizonHack: on
2020-02-14 14:23:26.958 INFO [11072] [il2ge::core_wrapper::readConfig:@62]
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@116] registerMetaClass: com.maddox.rts.Time
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: setSpeedReal
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: setCurrent
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.RenderContext
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: Begin
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: End
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Renders
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: PrePreRenders
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: PostPreRenders
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: PostRenders
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Render
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: prepareStates
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: clearStates
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: flush
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: shadows
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Landscape
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: cPreRender
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: cRender0
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: cRender1
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: cLoadMap
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: cUnloadMap
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: setPixelMapH
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Camera
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: SetCameraPos
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: SetOrtho2D
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: SetViewportCrop
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: SetFOV
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.GObj
2020-02-14 14:23:26.959 DEBUG [11072] [jni_wrapper::init:@127] method: Finalize
2020-02-14 14:23:26.960 DEBUG [11072] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.fm.Wind
2020-02-14 14:23:26.960 DEBUG [11072] [jni_wrapper::init:@127] method: SetWind
2020-02-14 14:23:26.960 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\bin\hpi.dll
2020-02-14 14:23:26.960 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\bin\verify.dll
2020-02-14 14:23:26.960 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\bin\java.dll
2020-02-14 14:23:26.961 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\bin\zip.dll
2020-02-14 14:23:27.013 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: wrapper.dll
2020-02-14 14:23:27.164 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\il2fb.exe
2020-02-14 14:23:27.264 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\DT.dll
*** Library **** DT **** Loaded *** 102
2020-02-14 14:23:27.706 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\pathfind.dll
2020-02-14 14:23:27.949 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\il2_corep4.dll
2020-02-14 14:23:27.952 INFO [11072] [il2ge::core_wrapper::init:@59] *** il2_core wrapper initialisation ***
2020-02-14 14:23:28.043 INFO [11072] [il2ge::core_wrapper::init:@75] *** il2_core wrapper initialisation finished ***
RTS Version 2.2
Core Version 2.0
2020-02-14 14:23:29.001 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\il2_usgs2.dll
2020-02-14 14:23:31.817 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setCurrent@24
2020-02-14 14:23:31.825 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: dinput8.dll
2020-02-14 14:23:31.889 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\bin\net.dll
2020-02-14 14:23:31.894 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: ws2_32.dll
2020-02-14 14:23:31.922 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\bin\zip.dll
2020-02-14 14:23:31.951 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\jgl.dll
2020-02-14 14:23:31.952 DEBUG [11072] [{anonymous}::wrap_JGL_LoadLibrary:@260] jgl => LoadLibrary: Opengl32.dll
OpenGL provider: Opengl32.dll
2020-02-14 14:23:31.972 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\ScreenMode.dll
ScreenMode Library Version 0.01 loaded successfully.
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 1080/PCIe/SSE2
Version: 4.6.0 NVIDIA 442.19
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions 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_filter_anisotropic GL_ARB_texture_filter_minmax 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_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_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_multiview_texture_multisample GL_EXT_multiview_timer_query 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_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles 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_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query 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_memory_attachment 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 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: 3240x1920
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
2020-02-14 14:23:33.945 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: dinput8.dll
2020-02-14 14:23:34.057 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll
2020-02-14 14:23:34.083 INFO [11072] [{anonymous}::wrap_LoadLibraryA:@189] LoadLibrary: D:\IL-2 Sturmovik 1946\mg_snd_sse.dll
Sound: Native library (build 1.1, target - P IV) loaded.
2020-02-14 14:23:34.149 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_RenderContext_Begin@16
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
2020-02-14 14:23:34.154 DEBUG [11072] [render_util::TextureManager::TextureManager:@181] max texunits: 192
2020-02-14 14:23:34.154 DEBUG [11072] [render_util::TextureManager::TextureManager:@186] TEXUNIT_NUM: 35
2020-02-14 14:23:34.154 DEBUG [11072] [render_util::TextureManager::TextureManager:@187] highest_unit: 64
2020-02-14 14:23:36.659 DEBUG [11072] [{anonymous}::openDefinition:@44] failed to open il2ge/shaders/atmosphere_precomputed/quad_2d.program
2020-02-14 14:23:36.659 INFO [11072] [core::initJavaClasses:@118] Loading class com/maddox/il2ge/HotKeys ...
2020-02-14 14:23:36.660 WARN [11072] [core::initJavaClasses:@123] Exception encountered when loading class com/maddox/il2ge/HotKeys.
java.lang.NoClassDefFoundError: com/maddox/il2ge/HotKeys
at com.maddox.il2.engine.RenderContext.Begin(Native Method)
at com.maddox.il2.engine.RenderContext.activate(RenderContext.java:181)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1498)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
2020-02-14 14:23:36.663 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Render_prepareStates@8
15 Splashscreens available.
2020-02-14 14:23:36.834 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PrePreRenders@8
2020-02-14 14:23:36.834 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetViewportCrop@52
2020-02-14 14:23:36.834 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetOrtho2D@32
2020-02-14 14:23:36.835 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetCameraPos@12
2020-02-14 14:23:36.835 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PostPreRenders@8
2020-02-14 14:23:36.837 DEBUG [11072] [{anonymous}::openDefinition:@44] failed to open il2ge/shaders/atmosphere_precomputed/invisible.program
2020-02-14 14:23:36.839 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Render_flush@8
2020-02-14 14:23:36.839 DEBUG [11072] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PostRenders@8
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) 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 600 -> 32 (delta = -568) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/TSPD_ins_Smoke.tga'
WARNING: object '3DO/Effects/TEXTURES/TSPD_ins_Smoke.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/TEXTURES/Raymatch_Shader.mat' of class 'TMaterial' not loaded
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Str2FloatClamp() - Clamped 1111 -> 128 (delta = -983) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 555 -> 500 (delta = -55) to Range 0.01..500
2020-02-14 14:23:53.780 DEBUG [10616] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_GObj_Finalize@12
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:95)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:550)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:517)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2455)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3518)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:95)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:550)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:517)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2455)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3518)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:95)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:550)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:517)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2455)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3518)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Parameter [buildings.Plate$myFord]:<Mesh> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.buildings.Plate$SPAWN.getS(Plate.java:115)
at com.maddox.il2.objects.buildings.Plate$SPAWN.LoadProperties(Plate.java:128)
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:178)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.builder.PlMisHouse$Type.<init>(PlMisHouse.java:60)
at com.maddox.il2.builder.PlMisHouse.configure(PlMisHouse.java:283)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3168)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in plate spawn registration: com.maddox.il2.objects.buildings.Plate$myFord
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1
As a matter of fact when I enable Atmosphere=Precomputed the game doesn't load
2020-02-15 16:01:23.891 INFO [3372] [il2geInit:@411] *** il2ge.dll initialization ***
2020-02-15 16:01:23.891 INFO [3372] [il2geInit:@412] Build: 438444084
2020-02-15 16:01:23.891 INFO [3372] [il2geInit:@413] Debug: 0
2020-02-15 16:01:23.891 INFO [3372] [il2geInit:@414] Commit: ef5dece8a2ff4a04388db4f5387e10f16283b196
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@52]
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@53] *** IL2GE Configuration ***
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] EnableGE: on
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] EnableObjectShaders: on
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] EnableBumpH: on
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] EnableCirrusClouds: on
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] EnableTransparentShader: off
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] RealisticShadowColor: off
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] Atmosphere: Precomputed
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.AccurateLuminance: off
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.Haziness: 0.0
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.SingleMieScatteringHorizonHack: off
2020-02-15 16:01:23.891 INFO [3372] [il2ge::core_wrapper::readConfig:@62]
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@116] registerMetaClass: com.maddox.rts.Time
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: setSpeedReal
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: setCurrent
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.RenderContext
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: Begin
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: End
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Renders
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: PrePreRenders
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: PostPreRenders
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: PostRenders
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Render
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: prepareStates
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: clearStates
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: flush
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: shadows
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Landscape
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: cPreRender
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: cRender0
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: cRender1
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: cLoadMap
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: cUnloadMap
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: setPixelMapH
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Camera
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: SetCameraPos
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: SetOrtho2D
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: SetViewportCrop
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: SetFOV
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.GObj
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: Finalize
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.fm.Wind
2020-02-15 16:01:23.891 DEBUG [3372] [jni_wrapper::init:@127] method: SetWind
2020-02-15 16:01:23.891 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\bin\hpi.dll
2020-02-15 16:01:23.891 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\bin\verify.dll
2020-02-15 16:01:23.891 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\bin\java.dll
2020-02-15 16:01:23.891 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\bin\zip.dll
2020-02-15 16:01:23.938 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: wrapper.dll
2020-02-15 16:01:24.282 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\il2fb.exe
2020-02-15 16:01:24.407 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\DT.dll
*** Library **** DT **** Loaded *** 102
2020-02-15 16:01:24.704 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\pathfind.dll
2020-02-15 16:01:24.766 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\il2_corep4.dll
2020-02-15 16:01:24.782 INFO [3372] [il2ge::core_wrapper::init:@59] *** il2_core wrapper initialisation ***
2020-02-15 16:01:24.782 INFO [3372] [il2ge::core_wrapper::init:@75] *** il2_core wrapper initialisation finished ***
RTS Version 2.2
Core Version 2.0
2020-02-15 16:01:25.376 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\il2_usgs2.dll
2020-02-15 16:01:27.500 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\mg_snd_sse.dll
Sound: Native library (build 1.1, target - P IV) loaded.
-----------------------------------------------------------
2020-02-15 16:01:28.587 ERROR [3372] [{anonymous}::loadCrashHandlerLibrary:@196] Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
2020-02-15 16:01:28.587 ERROR [3372] [{anonymous}::loadCrashHandlerLibrary:@197] To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
M33 Loading FMD: FlightModels/A6M2N.fmd
M33 Loading FMD: FlightModels/A6M2N.fmd
2020-02-15 16:01:29.305 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\DINPUT.dll
*** IL-2 Selector 3.5.2.1 Build 19040201 loaded ***
SAS Common Utils Game Version = 4.122
2020-02-15 16:01:29.868 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\jgl.dll
2020-02-15 16:01:29.899 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: dinput8.dll
2020-02-15 16:01:29.977 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\bin\net.dll
2020-02-15 16:01:29.977 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: ws2_32.dll
2020-02-15 16:01:30.040 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:\IL-2 Sturmovik 1946BAT - Copia-no missions - Copia - Copia\bin\zip.dll
2020-02-15 16:01:30.102 DEBUG [3372] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setCurrent@24
2020-02-15 16:01:30.196 DEBUG [3372] [{anonymous}::wrap_JGL_LoadLibrary:@269] jgl => LoadLibrary: Opengl32.dll
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce 820M/PCIe/SSE2
Version: 4.6.0 NVIDIA 389.12
Extensions: GL_AMD_multi_draw_indirect 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 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_image_samples 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_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions 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_filter_anisotropic 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_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_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_polygon_offset_clamp 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_shader_integer_mix 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_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list 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_ES3_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_internalformat_sample_query 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_query_resource GL_NV_query_resource_tag 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_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory 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_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced 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: 1360x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
2020-02-15 16:01:30.977 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: dinput8.dll
DirectX Joystick NOT created: DirectX joystick driver: device not attached
2020-02-15 16:01:30.993 INFO [3372] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:/Program Files (x86)/Abbequerque Inc/FaceTrackNoIR_v200/NPClient.dll
2020-02-15 16:01:31.174 DEBUG [3372] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_RenderContext_Begin@16
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
2020-02-15 16:01:31.182 DEBUG [3372] [render_util::TextureManager::TextureManager:@181] max texunits: 192
2020-02-15 16:01:31.182 DEBUG [3372] [render_util::TextureManager::TextureManager:@186] TEXUNIT_NUM: 35
2020-02-15 16:01:31.182 DEBUG [3372] [render_util::TextureManager::TextureManager:@187] highest_unit: 64
There is no ice on the water on Leningrad_Winter map with graphics extender. Anybody know why?
Yes ;) It's a bug.
Hello,
I have installed it but no major change..
I've follow the readme instructions
change "precomputed" for "standard", should help.
Do you have more fps with ge disabled ?
Big cities have always been a problem, even years ago.
Looks gorgeous. ]thumbsup[
Any improvement on perfs to expect too ?
Yep, I know il2ge has the fog/haze thing licked. One thing which that great hraphics updating now highlights rather badly is the small sizes of many maps. I wonder what fraction of folk are using the graphics extender regularly at this time? Perhaps many are like me, awaiting the maturing beyond the WIP stage? ;)
A bigger screenshot would be helpful ;)
Looks like perfect mode is not enabled.
Hey Slibenli, first of all i love your mod! ( I made an SAS account just to post this haha)
So i'm just curious what the situation is with moonlight and a star-map, it's pretty much the only thing that stops me from switching to IL2GE entirely. It's not usually an issue with any daytime operations, but if you're trying to takeoff or land early in the morning (6:00 or after 18:00 depending on latitude) or just before the sun goes down - the lack of moonlight and a star-map makes it almost entirely pitch black.
Not a problem of course for most things... but it makes night operations almost impossible lol.
Anyways great mod, i'm curious if you have an update on moonlight or a star-map for IL2GE?
-Thanks!
Hi slibenli after a few weeks without using il2ge i decided to reinstall the latest build and now have no micro-pauses? Im thinking its because i have just left it 'vanilla' with no tweaking of the settings?
Are you getting any nearer solving the lines on the maps? They always appear worse on desert maps imo
Cheers
Editing the opening post with updated instructions would probably make this thread less active, because newcomers would more easily make it work on first attempt.
The il2 selector out of date or not used is the most likely culprit of unsuccesful installs, mentionning it in the opening post with a link to it would prevent many headaches.
It could also be said that, while non essential, carmaster's water is recommended to this date.
Do I need to use the "Selector", rather then the "IL2 Random Skies Launcher" to make things work?
hi, I installed it and it works.
but i do have a problem; without it I have around 30-40 fps with ground maps (like normandy), and theblackdeath track, and 60 with sea maps (coral sea)
with the graphics extender i do have many less: 15-20 with ground maps and blackdeath and around 30-40 with sea maps (coral sea).
is there anything i could do to improve fps with graphics extender ?
Not using "precomputed" helped performance on my rig, though.
First off many thanks for your groundbreaking work Slibenli, you've literally transformed the game. Second, are you planning more features or just polishing off the current ones?
Due to remaining limitations, I still recommend installing via jsgme in order to be able to deactivate when your favorite campaign runs into these limitations (night flying, rear mirror, flying close to map's borders).
Well, when I use il2ge I use a different conf.ini, and carmaster's water, it's practical to jsgme everything at once.
But I agree it's pretty simple to do it via the il2ge.ini
@slibenli What will this be for, when it's ready? Another impressive improvement on grafics? Probably with shadows in the cockpit?
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// Adds the mesh to be created to a list that will be processed by the renderer thread.
// This implies that the input mesh object mustn't be modified until the result was returned by getCreatedMeshes() - UGLY :/
// This problem would be avoided by passing a copy of the input mesh - UGLY because of bigger memory consumption.
void createMesh(il2ge::mesh::MeshBase& input_mesh, string unique_id);
// To be polled by the the client thread.
// Returns the meshes created by the renderer thread in a map
// which associates the created mesh with the unique id passed to createMesh().
map<string, Mesh> getCreatedMeshes();
I implemented a (so far) simple renderer for meshes:I think the most important thing to establish in the first place is the threading model that you want to have. I presume it is something like:
https://gitlab.com/vrresto/il2ge-experimental/-/blob/cfdb3147c62785551cf5132504d5479d21e3e9fa/include/il2ge/renderer.h#L51
The interface is designed with the possibility in mind of the renderer running in an own thread.
I'd be happy for some review.
The actual rendering happens here:Merging submeshes - definitely possible to toggle visibility and remove submeshes as there's an int[] hideSubTrees(String) method on ActorHMesh, and also void destroyChildFiltered(Class). I don't know enough to say whether it's an important optimization to make in the long run but I probably wouldn't worry about it in a prototype implementation.
https://gitlab.com/vrresto/il2ge-experimental/-/blob/cfdb3147c62785551cf5132504d5479d21e3e9fa/common/renderer.cpp#L122
Again, I'd be happy for some review whether it's a sound design performance wise - at least for non-transparent objects. I don't know yet how to handle transparency.
Edit: What I haven't looked into so far are hierarchical meshes and whether it would make sense to merge all submeshes into one vertex array.
One question is, whether it is possible to add/remove submeshes at run time. I think it's at least possible to toggle their visibility.
I think the most important thing to establish in the first place is the threading model that you want to have. I presume it is something like:
- Main thread - All of the Java engine code that submits things to be rendered to il2_core and therefore il2ge
- Renderer thread - il2ge doing actual OpenGL calls on the GLContext
I think both interfaces proposed have some blocking in the semantic sense - in the blocking impl the main thread is blocked waiting for createMesh(). In the non-blocking impl it's blocked polling getCreatedMeshes until the mesh is created I think? Although it can do other stuff in between polling right?
In this threading model, if there is frequently a dependency on something in the rendering thread finishing before the main thread can continue then I guess it either doesn't make sense to use a separate thread or there is some alteration that needs to be made to the communication model between the threads. Ideally the main thread wants to be doing "fire and forget" things.
In that case it might be worth considering whether or not you actually get any advantages from the non-blocking interface. I think running the game through the Concurrency Visualizer (https://docs.microsoft.com/en-us/visualstudio/profiling/threads-view-parallel-performance?view=vs-2019) in VS2019 might be a good way to check thread utilization on a given scene while running a track maybe? I suppose the criteria is how much time is spent blocking on synchronous createMesh vs busy-waiting in getCreateMeshes.
I guess another angle to consider is that it might be possible to use wglShareLists and run mesh creation and loading as another completely separate thread so that the renderer thread doesn't have to stop to do it, although it looks like there are caveats to doing that, e.g. see the comment at the end of this blog post (http://higherorderfun.com/blog/2011/05/26/multi-thread-opengl-texture-loading/).
Merging submeshes - definitely possible to toggle visibility and remove submeshes as there's an int[] hideSubTrees(String) method on ActorHMesh, and also void destroyChildFiltered(Class). I don't know enough to say whether it's an important optimization to make in the long run but I probably wouldn't worry about it in a prototype implementation.
Handling transparency - I haven't read about any good way to do it other than rendering things in the right order (furthest away to closest). I'm not sure how il2ge and il2_core interact but as the game already supports transparency I can only assume it does the rendering calls for transparent objects in the right order already? Although I haven't really tried viewing things through multiple transparent objects to see how they behave when they're layered on top of each other. There are implementations of order-independent transparency but it looks really tricky. The simplest explanation of doing this in a simple way that I have found is here (https://learnopengl.com/Advanced-OpenGL/Blending). In fact basically that whole website is a goldmine for everything from the simplest to the most advanced OpenGL techniques with full source code. The approach described there (using a map indexed by the distance from the viewer to store transparent objects) seems like a good approach and not too far from your existing approach of having separate lists.
Bear in mind that some flavours of OpenGL cannot load textures from a child thread.... well they can but you have to jump through a lot of hoops, usually going down to the EGL layer rather than vanilla OpenGL.
Bear in mind that some flavours of OpenGL cannot load textures from a child thread.... well they can but you have to jump through a lot of hoops, usually going down to the EGL layer rather than vanilla OpenGL.
Even when all OpenGL calls happen in that child thread?
Bear in mind that some flavours of OpenGL cannot load textures from a child thread.... well they can but you have to jump through a lot of hoops, usually going down to the EGL layer rather than vanilla OpenGL.
Even when all OpenGL calls happen in that child thread?
Yes.
In my old OpenGL code I had 13 different setups for texture loading. Ranging from "load on any thread" through "load on background thread but create texture on main thread" to "do what you like on any thread"
Is this going to turn out as an entire rewrite of the IL-2 graphics engine?
Watching the progress is amazing!
Look a few posts earlier ;)
With the latest build the lines on water bug (https://www.sas1946.com/main/index.php/topic,61653.msg678861.html#msg678861) is fixed for me.
Build: https://gitlab.com/vrresto/il2ge/-/jobs/587501012/artifacts/raw/il2ge-installer.exe
I always have Water=0 set - other configurations might or might not work ;)
Others don't seem to have a problem with Reshade - what exactly doesn't work?
That's a bit tricky - I'll prepare a debug build for better diagnosis.
Here it is: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/592556853/artifacts/raw/il2ge-installer.exe
il2ge.log should also be smaller with this .
-----------------------------------------------------------
2020-06-12 13:03:29.023 INFO [2868] [il2geInit:@411] *** il2ge.dll initialization ***
2020-06-12 13:03:29.023 INFO [2868] [il2geInit:@412] Build: 592556853
2020-06-12 13:03:29.023 INFO [2868] [il2geInit:@413] Debug: 1
2020-06-12 13:03:29.023 INFO [2868] [il2geInit:@414] Commit: b768b98491abca19a2274673923aaf4566fee663
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@52]
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@53] *** IL2GE Configuration ***
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] EnableGE: on
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] EnableObjectShaders: on
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] EnableBumpH: off
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] EnableCirrusClouds: off
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] EnableTransparentShader: off
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] RealisticShadowColor: off
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] Atmosphere: Default
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.AccurateLuminance: off
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.Haziness: 0.0
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.SingleMieScatteringHorizonHack: off
2020-06-12 13:03:29.023 INFO [2868] [il2ge::core_wrapper::readConfig:@62]
2020-06-12 13:03:29.023 DEBUG [2868] [jni_wrapper::init:@116] registerMetaClass: com.maddox.rts.Time
2020-06-12 13:03:29.023 DEBUG [2868] [jni_wrapper::init:@127] method: setSpeedReal
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: setCurrent
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.RenderContext
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: Begin
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: End
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Renders
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: PrePreRenders
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: PostPreRenders
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: PostRenders
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Render
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: prepareStates
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: clearStates
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: flush
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: shadows
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Landscape
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: cPreRender
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: cRender0
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: cRender1
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: cLoadMap
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: cUnloadMap
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: setPixelMapH
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Camera
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: SetCameraPos
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: SetOrtho2D
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: SetViewportCrop
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: SetFOV
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.GObj
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: Finalize
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.fm.Wind
2020-06-12 13:03:29.039 DEBUG [2868] [jni_wrapper::init:@127] method: SetWind
2020-06-12 13:03:29.039 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\bin\hpi.dll
2020-06-12 13:03:29.055 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\bin\verify.dll
2020-06-12 13:03:29.070 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\bin\java.dll
2020-06-12 13:03:29.101 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\bin\zip.dll
2020-06-12 13:03:29.133 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: wrapper.dll
2020-06-12 13:03:49.241 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\il2fb.exe
2020-06-12 13:03:49.319 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\DT.dll
2020-06-12 13:03:49.537 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\pathfind.dll
2020-06-12 13:03:49.584 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\il2_corep4.dll
2020-06-12 13:03:49.725 INFO [2868] [il2ge::core_wrapper::init:@59] *** il2_core wrapper initialisation ***
2020-06-12 13:05:18.536 INFO [2868] [util::writeFile:@304] data_size:131072
2020-06-12 13:05:18.536 INFO [2868] [util::writeFile:@305] size:131072
2020-06-12 13:05:19.924 INFO [2868] [util::writeFile:@304] data_size:33554432
2020-06-12 13:05:19.924 INFO [2868] [util::writeFile:@305] size:33554432
2020-06-12 13:05:19.924 INFO [2868] [il2ge::core_wrapper::init:@75] *** il2_core wrapper initialisation finished ***
2020-06-12 13:05:23.262 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\il2_usgs2.dll
2020-06-12 13:05:28.972 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\mg_snd_sse.dll
2020-06-12 13:05:35.384 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\jgl.dll
2020-06-12 13:05:35.399 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: dinput8.dll
2020-06-12 13:05:35.493 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\bin\net.dll
2020-06-12 13:05:35.524 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: ws2_32.dll
2020-06-12 13:05:35.555 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: E:\SteamLibrary\SteamApps\common\IL 2 Sturmovik 1946\bin\zip.dll
2020-06-12 13:05:35.602 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setCurrent@24
2020-06-12 13:05:35.633 DEBUG [2868] [{anonymous}::wrap_JGL_LoadLibrary:@269] jgl => LoadLibrary: Opengl32.dll
2020-06-12 13:05:37.755 INFO [2868] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: dinput8.dll
2020-06-12 13:05:37.880 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_RenderContext_Begin@16
2020-06-12 13:05:37.880 DEBUG [2868] [render_util::TextureManager::TextureManager:@181] max texunits: 108
2020-06-12 13:05:37.880 DEBUG [2868] [render_util::TextureManager::TextureManager:@186] TEXUNIT_NUM: 35
2020-06-12 13:05:37.880 DEBUG [2868] [render_util::TextureManager::TextureManager:@187] highest_unit: 64
2020-06-12 13:05:37.954 DEBUG [2868] [{anonymous}::openDefinition:@44] failed to open il2ge/shaders/atmosphere_default/quad_2d.program
2020-06-12 13:05:37.957 INFO [2868] [core::initJavaClasses:@118] Loading class com/maddox/il2ge/HotKeys ...
2020-06-12 13:05:37.957 WARN [2868] [core::initJavaClasses:@123] Exception encountered when loading class com/maddox/il2ge/HotKeys.
2020-06-12 13:05:37.963 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Render_prepareStates@8
2020-06-12 13:05:38.817 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PrePreRenders@8
2020-06-12 13:05:38.817 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetViewportCrop@52
2020-06-12 13:05:38.817 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetOrtho2D@32
2020-06-12 13:05:38.819 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetCameraPos@12
2020-06-12 13:05:38.819 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PostPreRenders@8
2020-06-12 13:05:38.824 DEBUG [2868] [{anonymous}::openDefinition:@44] failed to open il2ge/shaders/atmosphere_default/invisible.program
2020-06-12 13:05:38.842 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Render_flush@8
2020-06-12 13:05:38.843 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PostRenders@8
2020-06-12 13:05:59.454 DEBUG [5184] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_GObj_Finalize@12
2020-06-12 13:06:36.408 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setSpeedReal@12
2020-06-12 13:06:36.437 DEBUG [2868] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
-----------------------------------------------------------
2020-06-12 13:06:36.441 ERROR [2868] [_assert:@452] Assertion failed: err == GL_NO_ERROR
2020-06-12 13:06:36.441 ERROR [2868] [_assert:@453] File: /builds/vrresto/il2ge-experimental/core_wrapper/core/core.cpp:182
-----------------------------------------------------------
2020-06-12 13:06:36.441 ERROR [2868] [abort:@468] Aborted.
-----------------------------------------------------------
2020-06-12 13:06:36.452 ERROR [2868] [{anonymous}::loadCrashHandlerLibrary:@196] Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
2020-06-12 13:06:36.452 ERROR [2868] [{anonymous}::loadCrashHandlerLibrary:@197] To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
FATAL ERROR in native method: Aborted
at com.maddox.il2.engine.Landscape.cLoadMap(Native Method)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:435)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
No offense here, but it would be nice for readers to put such a logfile somewhere like
https://pastebin.com/ and just post the link here... Sorry for disturbing
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A new debug build: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/593863560/artifacts/raw/il2ge-installer.exe
Please post il2ge_full.log on pastebin.
A new debug build: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/593863560/artifacts/raw/il2ge-installer.exe
Please post il2ge_full.log on pastebin.
Thanks slibenli, will run a test. I was wondering, have you personally tried running Reshade with IL2GE?
A new debug build: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/593863560/artifacts/raw/il2ge-installer.exe
Please post il2ge_full.log on pastebin.
Thanks slibenli, will run a test. I was wondering, have you personally tried running Reshade with IL2GE?
Question, what version of Reshade are you using ???
A new debug build: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/593863560/artifacts/raw/il2ge-installer.exe
Please post il2ge_full.log on pastebin.
That's how the new mesh renderer looks like in-game...
Your sampler states are wrong :)
That shouldn't take you more than ten minutes to fix
uniform highp mat4 model_view;
GLuint MatrixID = glGetUniformLocation(programID, "model_view");
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &model_view[0][0]);
when using IL2GE, i get massive fps drop over water, and the water also looks terrible. is this a known issue? do any of the older builds sort this? Lastly does anyone have this running with reshade please?
thanks
Hi slibenli i see there have been no updates for 2 months? Have you finished with GE now? If so great work its transformed IL2
Hello,
Your main download link is broken!
It also seems that past a certain point, none of the builds are able to be downloaded:
I would very much like to get the latest version! Is there something wrong, or am I just missing something?
Thanks
The link works again now.
Drivers are current, Im am also using BAT 4.1.Has Steam done any auto updates?
# enable graphics extender
EnableGE=on
# disabling this gives higher fps but looks bad
EnableObjectShaders=on
# enable terrain bumpmapping
EnableBumpH=on
# cirrus clouds - experimental
EnableCirrusClouds=on
# enable shader for transparent objects - experimental
EnableTransparentShader=on
# experimental
RealisticShadowColor=on
# atmospheric light scattering shader
#
# choices:
#
# Default:
# the original shader
#
# Precomputed:
# (experimental)
# precomputed light scattering
#
Atmosphere=Precomputed
[Atmosphere.Precomputed]
# more accurate colors
AccurateLuminance=on
# possible values are between 0.0 and 1.0
Haziness=1.0
# no description
SingleMieScatteringHorizonHack=off
Now the mod is settled, I would like to know how to get full 3d with foam as an optional extra
(https://i.postimg.cc/HsTmr4x6/3.jpg) (https://postimages.org/)
Like this
-----------------------------------------------------------
2021-03-11 01:58:37.298 INFO [17864] [il2geInit:@411] *** il2ge.dll initialization ***
2021-03-11 01:58:37.298 INFO [17864] [il2geInit:@412] Build: 936417829
2021-03-11 01:58:37.298 INFO [17864] [il2geInit:@413] Debug: 0
2021-03-11 01:58:37.298 INFO [17864] [il2geInit:@414] Commit: 72ed8132f87baf4762464d3fecfaca466af5d1a7
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@52]
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@53] *** IL2GE Configuration ***
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableGE: on
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableObjectShaders: on
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableBumpH: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableCirrusClouds: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableTransparentShader: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] RealisticShadowColor: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] Atmosphere: Default
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.AccurateLuminance: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.Haziness: 0.0
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.SingleMieScatteringHorizonHack: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@62]
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.rts.Time
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: setSpeedReal
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: setCurrent
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.RenderContext
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: Begin
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: End
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Renders
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: PrePreRenders
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: PostPreRenders
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: PostRenders
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Render
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: prepareStates
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: clearStates
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: flush
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: shadows
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Landscape
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cPreRender
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cRender0
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cRender1
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cLoadMap
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cUnloadMap
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: setPixelMapH
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Camera
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetCameraPos
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetOrtho2D
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetViewportCrop
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetFOV
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.GObj
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: Finalize
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.fm.Wind
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetWind
2021-03-11 01:58:37.303 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\bin\hpi.dll
2021-03-11 01:58:37.304 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\bin\verify.dll
2021-03-11 01:58:37.304 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\bin\java.dll
2021-03-11 01:58:37.305 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\bin\zip.dll
2021-03-11 01:58:37.327 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\il2fb.exe
2021-03-11 01:58:37.392 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\DT.dll
2021-03-11 01:58:37.532 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\pathfind.dll
2021-03-11 01:58:37.570 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\il2_corep4.dll
2021-03-11 01:58:37.573 INFO [17864] [il2ge::core_wrapper::init:@59] *** il2_core wrapper initialisation ***
-----------------------------------------------------------
2021-03-11 01:58:37.573 ERROR [17864] [_assert:@452] Assertion failed: g_close_func
2021-03-11 01:58:37.573 ERROR [17864] [_assert:@453] File: /builds/vrresto/il2ge/core_wrapper/sfs/sfs.cpp:90
-----------------------------------------------------------
2021-03-11 01:58:37.573 ERROR [17864] [abort:@468] Aborted.
2021-03-11 01:58:37.575 DEBUG [17864] [{anonymous}::printBacktracePrivate:@266] current thread: 0x428
2021-03-11 01:58:37.575 DEBUG [17864] [{anonymous}::printBacktracePrivate:@268] waiting for backtrace thread to finish ...
2021-03-11 01:58:37.575 DEBUG [15372] [{anonymous}::backtraceThreadMain:@222] target thread: 0x428
-----------------------------------------------------------
Error occurred on Thursday, March 11, 2021 at 01:58:37.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=00400000 edi=0000042c
eip=76ef4a1c esp=020adc88 ebp=020adcf8 iopl=0 nv up ei pl nz na po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00000206
AddrPC Params
76EF4A1C 00000180 0000042C FFFFFFFF C:\Windows\SYSTEM32\ntdll.dll!NtSignalAndWaitForSingleObject
049F6B3A 2E704778 020ADF0A 00000001 D:\IL-2 Sturmovik 1946 (Clean)\il2ge\lib\il2ge.dll!abort [/builds/vrresto/il2ge/common/exception_handler_win32.cpp @ 295]
04848971 04A02852 04A027C0 0000005A D:\IL-2 Sturmovik 1946 (Clean)\il2ge\lib\il2ge.dll!_assert [/builds/vrresto/il2ge/common/exception_handler_win32.cpp @ 456]
0481DAAD 2EAB0000 00000001 020AE2D4 D:\IL-2 Sturmovik 1946 (Clean)\il2ge\lib\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/sfs/sfs.cpp @ 90]
04815D42 0A8CDE58 0A858258 020AEC60 D:\IL-2 Sturmovik 1946 (Clean)\il2ge\lib\il2ge.dll!wrap_LoadLibraryA [/builds/vrresto/il2ge/core_wrapper/main/main.cpp @ 317]
6D22112B 0A8CDE58 020AE858 00000400 D:\IL-2 Sturmovik 1946 (Clean)\bin\hpi.dll!0x112b
6D42C82C 0A8CDE58 00065EBE 02000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0xc82c
6D2516ED 0A8582DC 020AEDA4 020AEDA0 D:\IL-2 Sturmovik 1946 (Clean)\bin\java.dll!Java_java_lang_ClassLoader_00024NativeLibrary_load
0A964493 0C9823A8 0C9823C0 0C982178
0A95F28A 0C982128 28917180 0CBD7DD0
0A959F7E 00000000 289AD908 28917180
0A9591B3 289AD908 28917180 0CBD4660
0A958847 289AD908 0A950482 00000000
0AA611A4 020AEE90 6D4DB41C 28917920
0AA60F6A 28917920 0A858258 6D4DB3EF
6D4DB41C 020AEEC4 020AEFC4 0000000A D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 020AEF88 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 020AEFBC 020AEF70 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0A92DB50 0A858258 6D437144 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D437805 0A858258 0A858258 0A92CDA8 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x17805
6D436979 0A858258 00000000 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D4370D9 0A858258 0A858258 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x170d9
6D436979 0A858258 0A858258 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D45FD68 020AF1A0 0A92CD18 00005700 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D45FB8D 020AF1A0 0A92CD18 00005700 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D4AEA06 0A92CD14 0000000C 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D4AED0D 0A858258 0000001D 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D4AEE7F 0A858258 FFFF027F FFFF4022 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
0A951D88 020AF3BC 6D4DB41C 289A9AF8
0AA60A58 289A9AF8 0A858258 6D4DB3EF
6D4DB41C 020AF3F0 020AF4F0 0000000A D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 020AF4B4 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 020AF4E8 020AF49C D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0A92CCF8 0A858258 6D437144 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D437805 0A858258 0A858258 0A92B970 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x17805
6D436979 0A858258 0A92B96C 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D4370D9 0A858258 0A858258 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x170d9
6D436979 0A858258 0A92B910 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D45235C 0A8582DC 0A92B90C 00000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_GetPrimitiveFieldValues
6D44C150 0A8582DC 0A92B90C 00000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindClassFromClassLoader
6D2513D8 00000029 020AF738 020AF74C D:\IL-2 Sturmovik 1946 (Clean)\bin\java.dll!Java_java_lang_Class_forName0
0A966265 0CBD39A8 00000001 0C97BE10
0A972E78 0C97BE10 0C97D430 0C97D400
0A986633 285FB328 0A858258 6D4DB3EF
6D4DB41C 020AF7C0 020AF8C0 0000000A D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 020AF884 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 020AF8B8 020AF86C D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0A92B8F0 0A858258 6D437144 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D437805 0A858258 0A858258 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x17805
6D436979 0A858258 0A8587A4 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D45235C 0A8582DC 0A8587A0 00000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_GetPrimitiveFieldValues
6D44C150 0A8582DC 0A8587A0 00000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindClassFromClassLoader
6D2513D8 00000018 020AFA74 020AFA88 D:\IL-2 Sturmovik 1946 (Clean)\bin\java.dll!Java_java_lang_Class_forName0
0A966265 0CBD39A8 00000001 285E2510
0A96601B 0CBD39A8 00000001 285E2510
0A965E01 0CBD39D8 0CBD39A8 285D8CB8
6D4DB41C 020AFAFC 020AFC58 0000000A D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 020AFBC0 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 020AFC50 020AFBA8 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0A8582DC 020AFC50 2C79E5E4 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D444531 0A858258 2C79E5E4 2C79EE08 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
0040209C 0A8582DC 2C79E5E4 2C79EE08 D:\IL-2 Sturmovik 1946 (Clean)\il2fb.exe!0x209c
00401F21 002C5000 01EA1540 020AFF70 D:\IL-2 Sturmovik 1946 (Clean)\il2fb.exe!0x1f21
2021-03-11 01:58:37.722 DEBUG [17864] [{anonymous}::printBacktracePrivate:@297] backtrace thread returned
FATAL ERROR in native method: Aborted
at java.lang.ClassLoader$NativeLibrary.load(Native Method)
at java.lang.ClassLoader.loadLibrary0(Unknown Source)
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at com.maddox.il2.engine.GObj.loadNative(GObj.java:145)
at com.maddox.il2.engine.FObj.<clinit>(FObj.java:155)
at com.maddox.il2.engine.Render.<clinit>(Render.java:502)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.<clinit>(Main.java:691)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.LDR.set(LDR.java:77)
-----------------------------------------------------------
2021-03-11 01:58:37.298 INFO [17864] [il2geInit:@411] *** il2ge.dll initialization ***
2021-03-11 01:58:37.298 INFO [17864] [il2geInit:@412] Build: 936417829
2021-03-11 01:58:37.298 INFO [17864] [il2geInit:@413] Debug: 0
2021-03-11 01:58:37.298 INFO [17864] [il2geInit:@414] Commit: 72ed8132f87baf4762464d3fecfaca466af5d1a7
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@52]
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@53] *** IL2GE Configuration ***
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableGE: on
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableObjectShaders: on
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableBumpH: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableCirrusClouds: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] EnableTransparentShader: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] RealisticShadowColor: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] Atmosphere: Default
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.AccurateLuminance: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.Haziness: 0.0
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.SingleMieScatteringHorizonHack: off
2021-03-11 01:58:37.299 INFO [17864] [il2ge::core_wrapper::readConfig:@62]
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.rts.Time
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: setSpeedReal
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: setCurrent
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.RenderContext
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: Begin
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: End
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Renders
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: PrePreRenders
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: PostPreRenders
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@127] method: PostRenders
2021-03-11 01:58:37.299 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Render
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: prepareStates
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: clearStates
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: flush
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: shadows
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Landscape
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cPreRender
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cRender0
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cRender1
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cLoadMap
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: cUnloadMap
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: setPixelMapH
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Camera
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetCameraPos
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetOrtho2D
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetViewportCrop
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetFOV
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.GObj
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: Finalize
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.fm.Wind
2021-03-11 01:58:37.300 DEBUG [17864] [jni_wrapper::init:@127] method: SetWind
2021-03-11 01:58:37.303 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\bin\hpi.dll
2021-03-11 01:58:37.304 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\bin\verify.dll
2021-03-11 01:58:37.304 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\bin\java.dll
2021-03-11 01:58:37.305 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\bin\zip.dll
2021-03-11 01:58:37.327 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\il2fb.exe
2021-03-11 01:58:37.392 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\DT.dll
2021-03-11 01:58:37.532 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\pathfind.dll
2021-03-11 01:58:37.570 INFO [17864] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\IL-2 Sturmovik 1946 (Clean)\il2_corep4.dll
2021-03-11 01:58:37.573 INFO [17864] [il2ge::core_wrapper::init:@59] *** il2_core wrapper initialisation ***
-----------------------------------------------------------
2021-03-11 01:58:37.573 ERROR [17864] [_assert:@452] Assertion failed: g_close_func
2021-03-11 01:58:37.573 ERROR [17864] [_assert:@453] File: /builds/vrresto/il2ge/core_wrapper/sfs/sfs.cpp:90
-----------------------------------------------------------
2021-03-11 01:58:37.573 ERROR [17864] [abort:@468] Aborted.
2021-03-11 01:58:37.575 DEBUG [17864] [{anonymous}::printBacktracePrivate:@266] current thread: 0x428
2021-03-11 01:58:37.575 DEBUG [17864] [{anonymous}::printBacktracePrivate:@268] waiting for backtrace thread to finish ...
2021-03-11 01:58:37.575 DEBUG [15372] [{anonymous}::backtraceThreadMain:@222] target thread: 0x428
-----------------------------------------------------------
Error occurred on Thursday, March 11, 2021 at 01:58:37.
Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=00400000 edi=0000042c
eip=76ef4a1c esp=020adc88 ebp=020adcf8 iopl=0 nv up ei pl nz na po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00000206
AddrPC Params
76EF4A1C 00000180 0000042C FFFFFFFF C:\Windows\SYSTEM32\ntdll.dll!NtSignalAndWaitForSingleObject
049F6B3A 2E704778 020ADF0A 00000001 D:\IL-2 Sturmovik 1946 (Clean)\il2ge\lib\il2ge.dll!abort [/builds/vrresto/il2ge/common/exception_handler_win32.cpp @ 295]
04848971 04A02852 04A027C0 0000005A D:\IL-2 Sturmovik 1946 (Clean)\il2ge\lib\il2ge.dll!_assert [/builds/vrresto/il2ge/common/exception_handler_win32.cpp @ 456]
0481DAAD 2EAB0000 00000001 020AE2D4 D:\IL-2 Sturmovik 1946 (Clean)\il2ge\lib\il2ge.dll!?? [/builds/vrresto/il2ge/core_wrapper/sfs/sfs.cpp @ 90]
04815D42 0A8CDE58 0A858258 020AEC60 D:\IL-2 Sturmovik 1946 (Clean)\il2ge\lib\il2ge.dll!wrap_LoadLibraryA [/builds/vrresto/il2ge/core_wrapper/main/main.cpp @ 317]
6D22112B 0A8CDE58 020AE858 00000400 D:\IL-2 Sturmovik 1946 (Clean)\bin\hpi.dll!0x112b
6D42C82C 0A8CDE58 00065EBE 02000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0xc82c
6D2516ED 0A8582DC 020AEDA4 020AEDA0 D:\IL-2 Sturmovik 1946 (Clean)\bin\java.dll!Java_java_lang_ClassLoader_00024NativeLibrary_load
0A964493 0C9823A8 0C9823C0 0C982178
0A95F28A 0C982128 28917180 0CBD7DD0
0A959F7E 00000000 289AD908 28917180
0A9591B3 289AD908 28917180 0CBD4660
0A958847 289AD908 0A950482 00000000
0AA611A4 020AEE90 6D4DB41C 28917920
0AA60F6A 28917920 0A858258 6D4DB3EF
6D4DB41C 020AEEC4 020AEFC4 0000000A D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 020AEF88 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 020AEFBC 020AEF70 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0A92DB50 0A858258 6D437144 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D437805 0A858258 0A858258 0A92CDA8 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x17805
6D436979 0A858258 00000000 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D4370D9 0A858258 0A858258 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x170d9
6D436979 0A858258 0A858258 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D45FD68 020AF1A0 0A92CD18 00005700 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D45FB8D 020AF1A0 0A92CD18 00005700 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D4AEA06 0A92CD14 0000000C 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D4AED0D 0A858258 0000001D 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D4AEE7F 0A858258 FFFF027F FFFF4022 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
0A951D88 020AF3BC 6D4DB41C 289A9AF8
0AA60A58 289A9AF8 0A858258 6D4DB3EF
6D4DB41C 020AF3F0 020AF4F0 0000000A D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 020AF4B4 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 020AF4E8 020AF49C D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0A92CCF8 0A858258 6D437144 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D437805 0A858258 0A858258 0A92B970 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x17805
6D436979 0A858258 0A92B96C 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D4370D9 0A858258 0A858258 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x170d9
6D436979 0A858258 0A92B910 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D45235C 0A8582DC 0A92B90C 00000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_GetPrimitiveFieldValues
6D44C150 0A8582DC 0A92B90C 00000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindClassFromClassLoader
6D2513D8 00000029 020AF738 020AF74C D:\IL-2 Sturmovik 1946 (Clean)\bin\java.dll!Java_java_lang_Class_forName0
0A966265 0CBD39A8 00000001 0C97BE10
0A972E78 0C97BE10 0C97D430 0C97D400
0A986633 285FB328 0A858258 6D4DB3EF
6D4DB41C 020AF7C0 020AF8C0 0000000A D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 020AF884 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 020AF8B8 020AF86C D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0A92B8F0 0A858258 6D437144 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D437805 0A858258 0A858258 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x17805
6D436979 0A858258 0A8587A4 0A858258 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!0x16979
6D45235C 0A8582DC 0A8587A0 00000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_GetPrimitiveFieldValues
6D44C150 0A8582DC 0A8587A0 00000001 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindClassFromClassLoader
6D2513D8 00000018 020AFA74 020AFA88 D:\IL-2 Sturmovik 1946 (Clean)\bin\java.dll!Java_java_lang_Class_forName0
0A966265 0CBD39A8 00000001 285E2510
0A96601B 0CBD39A8 00000001 285E2510
0A965E01 0CBD39D8 0CBD39A8 285D8CB8
6D4DB41C 020AFAFC 020AFC58 0000000A D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 020AFBC0 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 020AFC50 020AFBA8 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0A8582DC 020AFC50 2C79E5E4 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D444531 0A858258 2C79E5E4 2C79EE08 D:\IL-2 Sturmovik 1946 (Clean)\bin\hotspot\jvm.dll!JVM_DisableCompiler
0040209C 0A8582DC 2C79E5E4 2C79EE08 D:\IL-2 Sturmovik 1946 (Clean)\il2fb.exe!0x209c
00401F21 002C5000 01EA1540 020AFF70 D:\IL-2 Sturmovik 1946 (Clean)\il2fb.exe!0x1f21
2021-03-11 01:58:37.722 DEBUG [17864] [{anonymous}::printBacktracePrivate:@297] backtrace thread returned
FATAL ERROR in native method: Aborted
at java.lang.ClassLoader$NativeLibrary.load(Native Method)
at java.lang.ClassLoader.loadLibrary0(Unknown Source)
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at com.maddox.il2.engine.GObj.loadNative(GObj.java:145)
at com.maddox.il2.engine.FObj.<clinit>(FObj.java:155)
at com.maddox.il2.engine.Render.<clinit>(Render.java:502)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.<clinit>(Main.java:691)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.LDR.set(LDR.java:77)
Could it be that you selected "Stock Game" in IL2 Selector?
Hi there Slibenli,
are you still working on this project? I've been holding back asking for some time now but there is one thing that I really miss when using your REALLY great mod: Refelctions on water and perhaps also cloud shadows. Is there any chance you could find the time to implement this? If not, NP, just asking. Very best regards and THANK YOU again for this great mod!
Hi, slibenli! Thanks for your work with this great MOD!
I see not much news in this topic and what a wonder it was when I downloaded one of the latest builds and found out that rendering of the ground in map border sectors now fixed (previously I saw trees, roads and buildings over the water instead of ground).
It will be great if you post changelog here from time to time ;)
2021-05-28 20:36:59:555 (dinput.dll) : IL-2 Process ID = 00008E1C
2021-05-28 20:36:59:556 (dinput.dll) : Starting Watchdog at D:\vpmodpack\IL 2 Sturmovik 1946\bin\selector\basefiles\IL-2 Watchdog.exe
2021-05-28 20:36:59:563 (dinput.dll) : Watchdog process started.
2021-05-28 20:36:59:564 (dinput.dll) : JVM Parameters injector activated
2021-05-28 20:36:59:566 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2021-05-28 20:36:59:568 (dinput.dll) : Adding JVM Option: -Xms444M
2021-05-28 20:36:59:569 (dinput.dll) : Adding JVM Option: -Xmx444M
2021-05-28 20:36:59:571 (dinput.dll) : Adding JVM Option: -Xss4096K
2021-05-28 20:36:59:572 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2021-05-28 20:36:59:573 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2021-05-28 20:36:59:575 (dinput.dll) : Checking duplicate JVM Options...
2021-05-28 20:36:59:576 (dinput.dll) : Checking mandatory JVM Options...
2021-05-28 20:36:59:578 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2021-05-28 20:36:59:579 (dinput.dll) : Adding JVM Option: -Xincgc
2021-05-28 20:36:59:580 (dinput.dll) : Adding JVM Option: -Xverify:none
2021-05-28 20:36:59:581 (dinput.dll) : Adding JVM Option: -Xcomp
2021-05-28 20:36:59:583 (dinput.dll) : Final JVM Option List:
2021-05-28 20:36:59:584 (dinput.dll) : -Xms444M
2021-05-28 20:36:59:585 (dinput.dll) : -Xmx444M
2021-05-28 20:36:59:587 (dinput.dll) : -Xss4096K
2021-05-28 20:36:59:589 (dinput.dll) : -XX:PermSize=64M
2021-05-28 20:36:59:590 (dinput.dll) : -XX:MaxPermSize=64M
2021-05-28 20:36:59:591 (dinput.dll) : -Djava.class.path=.
2021-05-28 20:36:59:592 (dinput.dll) : -Xincgc
2021-05-28 20:36:59:593 (dinput.dll) : -Xverify:none
2021-05-28 20:36:59:594 (dinput.dll) : -Xcomp
2021-05-28 20:36:59:600 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2021-05-28 20:36:59:616 (dinput.dll) : JVM Parameters injected successfully
2021-05-28 20:36:59:620 (wrapper) : ProcessAttach, attached Processes = 1
2021-05-28 20:36:59:622 (wrapper) : Calling GetCommandLineParams()
2021-05-28 20:36:59:625 (wrapper) : MODS Folder = "#SAS"
2021-05-28 20:36:59:626 (wrapper) : No FILES Folder set.
2021-05-28 20:36:59:627 (wrapper) : Calling LinkIl2fbExe()
2021-05-28 20:36:59:628 (wrapper) : Trying to link back to D:\vpmodpack\IL 2 Sturmovik 1946\il2fb.exe through LoadLibrary()
2021-05-28 20:36:59:630 (wrapper) : Calling CreateModsFolderList()
2021-05-28 20:36:59:592 (watchdog) : IL-2 Parent Process Handle = 000001AC, ID=00008E1C
2021-05-28 20:36:59:636 (watchdog) : IL-2 Watchdog started.
2021-05-28 20:36:59:639 (watchdog) : Message Window Created.
2021-05-28 20:36:59:747 (watchdog) : Splash Screen Created.
2021-05-28 20:36:59:755 (wrapper) : Scanning #SAS folder took 124 milliseconds.
2021-05-28 20:36:59:756 (wrapper) : Total number of modded files = 16178.
2021-05-28 20:36:59:757 (wrapper) : Calling SortList()
2021-05-28 20:36:59:761 (wrapper) : Sorting modded files list took 2.571 milliseconds.
2021-05-28 20:36:59:763 (wrapper) : Calling RemoveDuplicates()
2021-05-28 20:36:59:764 (wrapper) : Removing 540 Duplicates took 0.127 milliseconds.
2021-05-28 20:37:02:221 (wrapper) : ThreadAttach, attached Threads = 1
2021-05-28 20:37:02:229 (wrapper) : ThreadAttach, attached Threads = 2
2021-05-28 20:37:02:709 (watchdog) : IL-2 Main Window created: "Il2-Sturmovik 1946" (MaddoxRtsWndClassW), Handle= 0x048D1794
2021-05-28 20:37:02:716 (watchdog) : Activating IL-2 Main Window (0x048D1794) using SwitchToThisWindow()
2021-05-28 20:37:02:764 (wrapper) : ThreadAttach, attached Threads = 3
2021-05-28 20:37:02:869 (wrapper) : ThreadAttach, attached Threads = 4
2021-05-28 20:37:02:875 (wrapper) : ThreadDetach, attached Threads = 3
2021-05-28 20:37:02:877 (wrapper) : ThreadAttach, attached Threads = 4
2021-05-28 20:37:02:879 (wrapper) : ThreadAttach, attached Threads = 5
2021-05-28 20:37:02:888 (wrapper) : ThreadDetach, attached Threads = 4
2021-05-28 20:37:02:890 (wrapper) : ThreadDetach, attached Threads = 3
2021-05-28 20:37:02:891 (wrapper) : ThreadAttach, attached Threads = 4
2021-05-28 20:37:02:909 (wrapper) : ThreadAttach, attached Threads = 5
2021-05-28 20:37:03:000 (wrapper) : ThreadAttach, attached Threads = 6
2021-05-28 20:37:03:053 (wrapper) : ThreadAttach, attached Threads = 7
2021-05-28 20:37:03:056 (wrapper) : ThreadAttach, attached Threads = 8
2021-05-28 20:37:03:059 (wrapper) : ThreadAttach, attached Threads = 9
2021-05-28 20:37:03:065 (wrapper) : ThreadAttach, attached Threads = 10
2021-05-28 20:37:03:195 (wrapper) : ThreadAttach, attached Threads = 11
2021-05-28 20:37:03:361 (wrapper) : ThreadAttach, attached Threads = 12
2021-05-28 20:37:03:475 (wrapper) : ThreadAttach, attached Threads = 13
2021-05-28 20:37:03:495 (wrapper) : ThreadAttach, attached Threads = 14
2021-05-28 20:37:03:547 (wrapper) : ThreadAttach, attached Threads = 15
2021-05-28 20:37:03:572 (wrapper) : ThreadAttach, attached Threads = 16
2021-05-28 20:37:03:624 (wrapper) : ThreadAttach, attached Threads = 17
2021-05-28 20:37:03:716 (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x048D1794)
2021-05-28 20:37:03:950 (wrapper) : ThreadAttach, attached Threads = 18
2021-05-28 20:37:03:953 (wrapper) : ThreadAttach, attached Threads = 19
2021-05-28 20:37:03:955 (wrapper) : ThreadAttach, attached Threads = 20
2021-05-28 20:37:04:086 (wrapper) : ThreadDetach, attached Threads = 19
2021-05-28 20:37:04:120 (wrapper) : ThreadDetach, attached Threads = 18
2021-05-28 20:37:04:182 (wrapper) : ThreadDetach, attached Threads = 17
2021-05-28 20:37:33:198 (wrapper) : ThreadDetach, attached Threads = 16
2021-05-28 20:38:06:065 (wrapper) : ThreadAttach, attached Threads = 17
2021-05-28 20:38:10:432 (wrapper) : ThreadAttach, attached Threads = 18
2021-05-28 20:38:10:434 (wrapper) : ThreadDetach, attached Threads = 17
2021-05-28 20:38:56:468 (wrapper) : ThreadAttach, attached Threads = 18
2021-05-28 20:38:56:484 (wrapper) : ThreadDetach, attached Threads = 17
2021-05-28 20:38:59:641 (wrapper) : ThreadAttach, attached Threads = 18
2021-05-28 20:38:59:642 (wrapper) : ThreadDetach, attached Threads = 17
2021-05-28 20:39:47:874 (wrapper) : ThreadAttach, attached Threads = 18
2021-05-28 20:39:47:888 (wrapper) : ThreadDetach, attached Threads = 17
2021-05-28 20:39:54:392 (wrapper) : ThreadDetach, attached Threads = 16
2021-05-28 20:39:54:403 (wrapper) : ThreadDetach, attached Threads = 15
2021-05-28 20:39:54:406 (wrapper) : ThreadDetach, attached Threads = 14
2021-05-28 20:39:54:407 (wrapper) : ThreadDetach, attached Threads = 13
2021-05-28 20:39:54:739 (wrapper) : ThreadDetach, attached Threads = 12
2021-05-28 20:39:54:780 (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik 1946" (MaddoxRtsWndClassW), Handle= 0x048D1794
2021-05-28 20:39:54:783 (watchdog) : IL-2 main window (handle 0x048D1794) disappeared, checking process status.
2021-05-28 20:39:55:997 (wrapper) : ProcessDetach, attached Processes = 0
2021-05-28 20:39:55:999 (wrapper) : Total files opened = 129731
2021-05-28 20:39:56:000 (wrapper) : Total search time consumed = 2.126 milliseconds (0.002126100007 Seconds)
2021-05-28 20:39:56:002 (wrapper) : Search Time per File = 16.389 nanoseconds (0.000000016389 Seconds)
2021-05-28 20:39:56:003 (wrapper) : Average Search Iterations required per File = 8.8
2021-05-28 20:39:56:007 (dinput.dll) : JVM Parameters injector deactivated
I'd recommend to update the Selector:
https://www.sas1946.com/main/index.php/topic,16403.0.html
Your installed version has no builtin IL-2 GE support yet.
]cheers[
Mike
Only the settings you can see are currently implemented.
New release: 0.2.0
Download and changelog: https://gitlab.com/vrresto/il2ge/-/releases/0.2.0
Thank you very much for the new version !
While you're at fixing shadows, is there hope for shadows on a carrier ?
They flicker and change color rapidly, I saw, for a corsair on an essex's deck, white then blue then orange then black shadows.
Thank you very much for the new version !
While you're at fixing shadows, is there hope for shadows on a carrier ?
They flicker and change color rapidly, I saw, for a corsair on an essex's deck, white then blue then orange then black shadows.
Hello friend for me it was fixed. I have 1 year with these shadows. New version worked for me.
How about you try the latest il2ge release?
I just have a problem running this mod.And with accounts.
Yes
You remove its folders and files
You can also just turn it off in the Il2ge conf
Be advised that it will crash at 3% on large maps as their tga is too big for GE to handle yet
Hope all is fine for you slibenli.
Is there a possible adjustment of HDR with il2GE ?
I'd like to test it less dramatic.
I'd love to know also if you could make any progress on shadows when sitting on aircraft carrier deck, distant land textures at map borders and night time sky ?
Have a nice end of the year. ]cheers[
It might be some other problem besides map size!
I can run my Coral Sea/Solomon Sea inc. Rabaul map in IL2GE without any problems - Also Green Hell 1943. Both of these maps are 1:1 and at about the maximum possible map size.
When using Atmopsphere=Precomputed you have an in-game menu for several HDR related parameters.
For this to work you need a bunch of *.class files. I uploaded them some time ago.
When using Atmopsphere=Precomputed you have an in-game menu for several HDR related parameters.Are these the same parameters that are featured in the config file?
For this to work you need a bunch of *.class files. I uploaded them some time ago.
It might freeze up to a couple of seconds. But it's possible your GPU can't handle it. Memory isn't affected but depending on your GPU fps might be affected severely.
The class files are optional (only needed for the in-game menu).
# enable graphics extender
EnableGE=on
# disabling this gives higher fps but looks bad
EnableObjectShaders=on
# enable terrain bumpmapping
EnableBumpH=off
# cirrus clouds - experimental
EnableCirrusClouds=off
# enable shader for transparent objects - experimental
EnableTransparentShader=off
# experimental
RealisticShadowColor=off
# atmospheric light scattering shader
#
# choices:
#
# Default:
# the original shader
#
# Precomputed:
# (experimental)
# precomputed light scattering
#
Atmosphere=Default
[Atmosphere.Precomputed]
# more accurate colors
AccurateLuminance=on
# possible values are between 0.0 and 1.0
Haziness=0.5
# no description
SingleMieScatteringHorizonHack=on
QuoteWhen using Atmopsphere=Precomputed you have an in-game menu for several HDR related parameters.Are these the same parameters that are featured in the config file?
For this to work you need a bunch of *.class files. I uploaded them some time ago.
If not, an upload by anybody will be appreciated.
QuoteWhen using Atmopsphere=Precomputed you have an in-game menu for several HDR related parameters.Are these the same parameters that are featured in the config file?
For this to work you need a bunch of *.class files. I uploaded them some time ago.
If not, an upload by anybody will be appreciated.
Nope, they are only accessible from the menu.
If anybody has them - the class files in question are found in com/maddox/il2ge/
It might freeze up to a couple of seconds. But it's possible your GPU can't handle it. Memory isn't affected but depending on your GPU fps might be affected severely.
The class files are optional (only needed for the in-game menu).
I left it loading for a full 10 mins but still white screen with a loading cursor
So probably my gpu is a POS, AMD Radeon HD5670 1GB
I use the latest build
QuoteWhen using Atmopsphere=Precomputed you have an in-game menu for several HDR related parameters.Are these the same parameters that are featured in the config file?
For this to work you need a bunch of *.class files. I uploaded them some time ago.
If not, an upload by anybody will be appreciated.
Nope, they are only accessible from the menu.
If anybody has them - the class files in question are found in com/maddox/il2ge/
Here are the class files - Just unzip and drop straight into MODS folder
https://www.mediafire.com/file/cehjdwqiu3zuc16/IL2ge-classes.7z/file
# enable graphics extender
EnableGE=on
# disabling this gives higher fps but looks bad
EnableObjectShaders=on
# enable terrain bumpmapping
EnableBumpH=off
# cirrus clouds - experimental
EnableCirrusClouds=on
# enable shader for transparent objects - experimental
EnableTransparentShader=on
# experimental
RealisticShadowColor=off
# atmospheric light scattering shader
#
# choices:
#
# Default:
# the original shader
#
# Precomputed:
# (experimental)
# precomputed light scattering
#
Atmosphere=Precomputed
[Atmosphere.Precomputed]
# more accurate colors
AccurateLuminance=on
# possible values are between 0.0 and 1.0
Haziness=0.0
# no description
SingleMieScatteringHorizonHack=off
exposure= 10
brightness_curve_exponent= 1.30
saturation= 1
texture brightness= 1.20
texture_brightness_curve_exponent=1.60
texture_saturation= 1
Hello everyone,
I want to share screenshot with tweaked il2ge.ini and graphic extender menu (in-game)
Il2ge.iniQuote
# enable graphics extender
EnableGE=on
# disabling this gives higher fps but looks bad
EnableObjectShaders=on
# enable terrain bumpmapping
EnableBumpH=off
# cirrus clouds - experimental
EnableCirrusClouds=on
# enable shader for transparent objects - experimental
EnableTransparentShader=on
# experimental
RealisticShadowColor=off
# atmospheric light scattering shader
#
# choices:
#
# Default:
# the original shader
#
# Precomputed:
# (experimental)
# precomputed light scattering
#
Atmosphere=Precomputed
[Atmosphere.Precomputed]
# more accurate colors
AccurateLuminance=on
# possible values are between 0.0 and 1.0
Haziness=0.0
# no description
SingleMieScatteringHorizonHack=off
Graphic Extender In-game menu (Thank you rogeroger for the codes)Quoteexposure= 10
brightness_curve_exponent= 1.30
saturation= 1
texture brightness= 1.20
texture_brightness_curve_exponent=1.60
texture_saturation= 1
NOTE: I am also using reshader along with graphic extender too.
I'm using these settings:
exposure= 10
brightness_curve_exponent= 1.30
saturation= 1
texture brightness= 1.18
texture_brightness_curve_exponent=1.60
texture_saturation= 1
I went back to IL2GE last week after a long break and just using reshade. Sadly i was still plagued by the lines on the terrain which has never been resolved?!? So back to reshade for me 😕
I noticed you set texture brightness to > 1. What this setting actually controls is the maximum amount of light reflected from surfaces.
So a value above 1.0 would be physically impossible. In fact usually materials reflect an amount significantly less than 1.0.
I called it texture brightness because of the way that textures are involved in this:
A black pixel is interpreted as having no reflectance and a white pixel as having the maximum reflectance as controlled by this setting.
I went back to IL2GE last week after a long break and just using reshade. Sadly i was still plagued by the lines on the terrain which has never been resolved?!? So back to reshade for me 😕
See my post https://www.sas1946.com/main/index.php/topic,61653.msg745021.html#msg745021
I can't fix this when there is no cooperation from those who experience it.
It would be great to have these values saved to an external config file, as these adjustments are a game-changer imho.
Thanks for your continued work on this.]thumbsup[
I went back to IL2GE last week after a long break and just using reshade. Sadly i was still plagued by the lines on the terrain which has never been resolved?!? So back to reshade for me 😕
See my post https://www.sas1946.com/main/index.php/topic,61653.msg745021.html#msg745021
I can't fix this when there is no cooperation from those who experience it.
Hi Slibenli I did send this to the bug section when i first experienced it and many have since I assume? I can resubmit if you would like?
UPDATE Hi Slibenli I have resubmitted this in your bugs section titled GROUNDLINES 2
Cheers
Mick
Quote from: rogeroger on February 05, 2022, 03:32:24 AM
It would be great to have these values saved to an external config file, as these adjustments are a game-changer imho.
Thanks for your continued work on this.]thumbsup[
Hi rogeroger, I've thought about this. I'm still contemplating where to save them - to a separate file for in-game settings or il2ge.ini.
Hi rogeroger, I've thought about this. I'm still contemplating where to save them - to a separate file for in-game settings or il2ge.ini.
Ok, I have a question - how does it work? I can't find any differences or new files after installing
And is this mod comparable to B.A.T., HSFX or other modpacks?
My guess is that your IL-2 Selector version is too old. Please post your initlog.lst.
Hello, I am getting a black sky in the mirrors of aircraft with il-2 GE... I have tried the config file maxed out and potato mode, and it still is black, see here:
terrain is visible, but not sky. Plane icons are visible when looking in the skies via the mirror. Cheers.
Guys I'm having some issues. I Have a GTX 1050 Graphics Card, I just set up BAT, latest version and works just fine. I wanted to set up this mod so i installed it in my root game folder and I set up the conf.ini file as instructed in the README page of the mod, I set all the graphics options to max but nothing works, I see no difference. Can anyone help?
Hi Jan just downloaded the latest .exe, have you resolved the Groundlines issue yet? I havent used GE for a while so just wondered?
Mıck
Hello, I am getting a black sky in the mirrors of aircraft with il-2 GE... I have tried the config file maxed out and potato mode, and it still is black, see here:
(https://i.postimg.cc/pX6gQXMp/IMG-3204.jpg) (https://postimg.cc/Wh0WTV3v)
(https://i.postimg.cc/Y9MV2vYy/IMG-3203.jpg) (https://postimg.cc/4K2wBN8z)
(https://i.postimg.cc/Y9MV2vYy/IMG-3203.jpg) (https://postimg.cc/4K2wBN8z)
terrain is visible, but not sky. Plane icons are visible when looking in the skies via the mirror. Cheers.
Hello, I am getting a black sky in the mirrors of aircraft with il-2 GE... I have tried the config file maxed out and potato mode, and it still is black, see here:
terrain is visible, but not sky. Plane icons are visible when looking in the skies via the mirror. Cheers.
I have a temporary solution here.
Change the following in il2ge.ini
RealisticShadowColor=on
Atmosphere=Precomputed
RealisticShadowColor=on
Atmosphere=Default
?Hello, I am getting a black sky in the mirrors of aircraft with il-2 GE... I have tried the config file maxed out and potato mode, and it still is black, see here:
terrain is visible, but not sky. Plane icons are visible when looking in the skies via the mirror. Cheers.
I have a temporary solution here.
Change the following in il2ge.ini
RealisticShadowColor=on
Atmosphere=Precomputed
I can't test it myself currently - can you post a screenshot of this?
How does it look withCode: [Select]RealisticShadowColor=on
?
Atmosphere=Default
Edit: Just saw your comment https://gitlab.com/vrresto/il2ge/-/issues/45#note_1248331552 - so that does not work as I understand it.
# enable graphics extender
EnableGE=on
# disabling this gives higher fps but looks bad
EnableObjectShaders=on
# enable terrain bumpmapping
EnableBumpH=on
# cirrus clouds - experimental
EnableCirrusClouds=on
# enable shader for transparent objects - experimental
EnableTransparentShader=off
# experimental
RealisticShadowColor=on
# atmospheric light scattering shader
#
# choices:
#
# Default:
# the original shader
#
# Precomputed:
# (experimental)
# precomputed light scattering
#
Atmosphere=Precomputed
[Atmosphere.Precomputed]
# more accurate colors
AccurateLuminance=off
# possible values are between 0.0 and 1.0
Haziness=0.0
# no description
SingleMieScatteringHorizonHack=off
-----------------------------------------------------------
2023-01-23 16:27:24.173 INFO [16768] [il2geInit:@411] *** il2ge.dll initialization ***
2023-01-23 16:27:24.173 INFO [16768] [il2geInit:@412] Version: 0.2.0
2023-01-23 16:27:24.173 INFO [16768] [il2geInit:@413] Build: 1563854606
2023-01-23 16:27:24.173 INFO [16768] [il2geInit:@414] Debug: 0
2023-01-23 16:27:24.173 INFO [16768] [il2geInit:@415] Commit: 032ea55f52684f328ba3704450ecadd674803696
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@52]
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@53] *** IL2GE Configuration ***
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] EnableGE: on
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] EnableObjectShaders: on
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] EnableBumpH: off
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] EnableCirrusClouds: off
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] EnableTransparentShader: off
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] RealisticShadowColor: off
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] Atmosphere: Default
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.AccurateLuminance: off
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.Haziness: 0.0
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.SingleMieScatteringHorizonHack: off
2023-01-23 16:27:24.173 INFO [16768] [il2ge::core_wrapper::readConfig:@62]
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@116] registerMetaClass: com.maddox.rts.Time
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: setSpeedReal
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: setCurrent
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.RenderContext
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: Begin
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: End
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Renders
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: PrePreRenders
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: PostPreRenders
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: PostRenders
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Render
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: prepareStates
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: clearStates
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: flush
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: shadows
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Landscape
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: cPreRender
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: cRender0
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: cRender1
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: cLoadMap
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: cUnloadMap
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: setPixelMapH
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Camera
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: SetCameraPos
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: SetOrtho2D
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: SetViewportCrop
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: SetFOV
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.GObj
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: Finalize
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.fm.Wind
2023-01-23 16:27:24.173 DEBUG [16768] [jni_wrapper::init:@127] method: SetWind
2023-01-23 16:27:24.173 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\bin\hpi.dll
2023-01-23 16:27:24.173 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\bin\verify.dll
2023-01-23 16:27:24.173 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\bin\java.dll
2023-01-23 16:27:24.173 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\bin\zip.dll
2023-01-23 16:27:24.184 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: wrapper.dll
2023-01-23 16:27:24.262 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\DINPUT.dll
2023-01-23 16:27:24.262 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\DT.dll
2023-01-23 16:27:24.262 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\il2fb.exe
2023-01-23 16:27:24.474 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\pathfind.dll
2023-01-23 16:27:24.499 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\il2_core.dll
2023-01-23 16:27:24.514 INFO [16768] [il2ge::core_wrapper::init:@59] *** il2_core wrapper initialisation ***
2023-01-23 16:27:24.514 INFO [16768] [il2ge::core_wrapper::init:@75] *** il2_core wrapper initialisation finished ***
2023-01-23 16:27:24.786 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\il2_usgs2.dll
2023-01-23 16:27:25.700 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\mg_snd_sse.dll
2023-01-23 16:27:26.233 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\jgl.dll
2023-01-23 16:27:26.249 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: dinput8.dll
2023-01-23 16:27:26.343 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\bin\net.dll
2023-01-23 16:27:26.343 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: ws2_32.dll
2023-01-23 16:27:26.377 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\bin\zip.dll
2023-01-23 16:27:26.390 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: D:\Games\IL-2 Sturmovik 1946_4.13.4m_YPack_V1.2.3\SAS.dll
2023-01-23 16:27:26.406 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setCurrent@24
2023-01-23 16:27:26.453 DEBUG [16768] [{anonymous}::wrap_JGL_LoadLibrary:@269] jgl => LoadLibrary: Opengl32.dll
2023-01-23 16:27:26.677 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: dinput8.dll
2023-01-23 16:27:26.798 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: C:/Program Files (x86)/opentrack/modules/NPClient.dll
2023-01-23 16:27:26.863 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_RenderContext_Begin@16
2023-01-23 16:27:26.869 DEBUG [16768] [render_util::TextureManager::TextureManager:@181] max texunits: 160
2023-01-23 16:27:26.869 DEBUG [16768] [render_util::TextureManager::TextureManager:@186] TEXUNIT_NUM: 35
2023-01-23 16:27:26.869 DEBUG [16768] [render_util::TextureManager::TextureManager:@187] highest_unit: 64
2023-01-23 16:27:26.887 DEBUG [16768] [{anonymous}::openDefinition:@44] failed to open il2ge/shaders/atmosphere_default/quad_2d.program
2023-01-23 16:27:26.888 INFO [16768] [core::initJavaClasses:@118] Loading class com/maddox/il2ge/HotKeys ...
2023-01-23 16:27:26.889 WARN [16768] [core::initJavaClasses:@123] Exception encountered when loading class com/maddox/il2ge/HotKeys.
2023-01-23 16:27:26.893 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Render_prepareStates@8
2023-01-23 16:27:27.008 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PrePreRenders@8
2023-01-23 16:27:27.009 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetViewportCrop@52
2023-01-23 16:27:27.009 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetOrtho2D@32
2023-01-23 16:27:27.009 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Camera_SetCameraPos@12
2023-01-23 16:27:27.009 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PostPreRenders@8
2023-01-23 16:27:27.013 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Render_flush@8
2023-01-23 16:27:27.018 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Renders_PostRenders@8
2023-01-23 16:27:38.487 DEBUG [9944] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_GObj_Finalize@12
2023-01-23 16:27:38.495 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setSpeedReal@12
2023-01-23 16:27:38.502 DEBUG [16768] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
2023-01-23 16:27:38.502 INFO [16768] [core::checkHardwareShaders:@323] cfgHardwareShaders: 1
2023-01-23 16:27:38.505 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: imagehlp.dll
2023-01-23 16:27:38.506 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: PSAPI.DLL
2023-01-23 16:27:38.600 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: PSAPI.DLL
2023-01-23 16:27:38.600 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: PSAPI.DLL
2023-01-23 16:27:38.604 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: PSAPI.DLL
2023-01-23 16:27:38.608 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: PSAPI.DLL
2023-01-23 16:27:38.613 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: PSAPI.DLL
2023-01-23 16:27:38.616 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: PSAPI.DLL
2023-01-23 16:27:38.620 INFO [16768] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: PSAPI.DLL
it crashes as soon as the loading screen appears.
here: https://pastebin.com/q6szMXru
It would make sense but actually in older IL-2 Versions the full set of functions (SFS_open, SFS_openf, __SFS_openf) was __cdecl and TD simply decided to change that to __stdcall.
Hı Slibenli I did lots of tests for you at the time but ran out of steam as nothing appeared to resolve the problem.
I wıll try this latest buıld and report back
Mick
With older IL-2 versions you mean everything up to 4.14?Yes, anything before 4.15.
So that would mean I have been using the wrong calling convention for SFS_read/lseek/close the whole time.No. It's a mess.
To circumvent the latter, we could decide to introduce a new method just for IL-2 GE, let's say __SAS_openf, which would be __stdcall and would map to the right calling convention inside wrapper.dll internally.To illustrate what I've been talking about, the next wrapper will have the following exports:
That way IL-2 GE can become cross compatible for all game versions again, simply by replacing all calls to __SFS_openf by the newly introduced __stdcall __SAS_openf.
Exports Table
Name: wrapper.dll
Characteristics: 00000000
TimeDateStamp: FFFFFFFF
Version: 0.00
Ordinal Base: 00000001
# of Functions: 00000002 (2)
# of Names: 00000002 (2)
Entry Pt Ordn Name
--------------------
00003B00 1 __SAS_openf@12
000039C0 2 __SFS_openf
typedef int __stdcall SAS_openf_T(unsigned __int64 hash, int flags);
SAS_openf_T *g_sas_openf_func = nullptr;
g_sas_openf_func = (SAS_openf_T*) GetProcAddress(m, "__SAS_openf@12"); // no asserts here, method might not exist in old wrapper.dll versions!
...and change two methods accordingly...int open(const char *filename)
{
if (g_sas_openf_func) return g_sas_openf_func(sfs::getHash(filename), 0); // call new "routing" method __SAS_openf if available
return g_openf_func(sfs::getHash(filename), 0); // fallback in case old wrapper.dll was loaded
}
int __cdecl wrap_SFS_openf(unsigned __int64 hash, int flags)
{
if (g_sas_openf_func) return g_sas_openf_func(hash, flags); // call new "routing" method __SAS_openf if available
assert(g_openf_func); // fallback in case old wrapper.dll was loaded
// auto it = g_redirections.find(hash);
// if (it != g_redirections.end())
// hash = it->second;
return g_openf_func(hash, flags);
}
[2023-01-28 11:17:21.251 UTC +1] dT: 0 java.lang.NoClassDefFoundError: com/maddox/il2ge/HotKeys
[2023-01-28 11:17:21.252 UTC +1] dT: 0 at com.maddox.il2.engine.RenderContext.Begin(Native Method)
[2023-01-28 11:17:21.252 UTC +1] dT: 0 at com.maddox.il2.engine.RenderContext.activate(RenderContext.java:181)
[2023-01-28 11:17:21.253 UTC +1] dT: 0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1271)
[2023-01-28 11:17:21.253 UTC +1] dT: 0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1255)
[2023-01-28 11:17:21.254 UTC +1] dT: 0 at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:180)
[2023-01-28 11:17:21.254 UTC +1] dT: 0 at com.maddox.il2.game.Main.exec(Main.java:364)
[2023-01-28 11:17:21.254 UTC +1] dT: 0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Thanks! I'll take a look at it tomorrow.
One more thing: https://gitlab.com/vrresto/il2ge/-/blob/master/core_wrapper/java_interface/interface.cpp#L119
[...]
You're trying to find a "HotKeys" class here which doesn't seem to exist in recent IL2GE versions anymore, at least my 0.2.0 doesn't seem to ship with any Java stuff at all.
Not that it would seem to cause any harm, but if this indeed is just some code legacy, you might as well want to get rid of it.
No Merge Request for this as I'm unsure as to whether this was intentional.
I have come across another problem.See reply #1176.
https://gitlab.com/vrresto/il2ge/-/blob/master/core_wrapper/sfs/sfs.cpp#L64
I'm using my own SFS_openf wrapper (which wraps around the SAS wrapper).
Is there a good way to query the version via C++ code?You mean a way to find out whether an exported method is __cdelc or __stdcall?
Ideally wrapper.dll would export a method like bool is_SFS_openf_stdcall().That method would not exist in old wrapper.dll versions so you'd be back at square one.
It's not legacy but optional.Okay so we should just not bother about the Exception caused then.
I have come across another problem.See reply #1176.
https://gitlab.com/vrresto/il2ge/-/blob/master/core_wrapper/sfs/sfs.cpp#L64
I'm using my own SFS_openf wrapper (which wraps around the SAS wrapper).
My Merge Request includes a new version of the wrapped method, which dynamically calls either the "routing" method or the plain old __cdecl one, depending on availability of a "routing" method in wrapper.dll.
That way IL-2 GE will work with any 4.x Selector Version (no routing method included) and with any 5.1+ version (routing method available). Only 5.0 would cause crashes, but that version has been superseded meanwhile and never made it into any other modpack but UP 3.4 P2 HF 11, which in turn is superseded by HF 12 so we've got that covered, too.
Is there a good way to query the version via C++ code?You mean a way to find out whether an exported method is __cdelc or __stdcall?
No way.
Even the highest sophisticated decompilers (IDA Pro anyone?) are just doing guesswork.
Even myself is doing guesswork here, based on the first few things done in assembler code at method start.
Thank you slibenli, my IL2 has never looked so beautiful, for that I am very grateful.
It amazes me how much love and dedication there is for this wonderful simulation, without modders this game would be a nice old game. Now it is simply on point and very relevant.
jeff
Thank you slibenli, my IL2 has never looked so beautiful, for that I am very grateful.
It amazes me how much love and dedication there is for this wonderful simulation, without modders this game would be a nice old game. Now it is simply on point and very relevant.
jeff
Nice pictures. The first one - The Black Death track, I assume? What was FPS, if you remember?
Thank you slibenli, my IL2 has never looked so beautiful, for that I am very grateful.
It amazes me how much love and dedication there is for this wonderful simulation, without modders this game would be a nice old game. Now it is simply on point and very relevant.
jeff
(https://i.postimg.cc/x821K6zy/20230205165445-1.jpg) (https://postimg.cc/R6gmmQGN)
(https://i.postimg.cc/KcPzZh69/20230205185740-1.jpg) (https://postimg.cc/Rq09RyVf)
(https://i.postimg.cc/wT9BMbH9/20230205185935-1.jpg) (https://postimg.cc/14YSYBfd)
(https://i.postimg.cc/zvFXpTwm/20230205190151-1.jpg) (https://postimg.cc/7JbkZGQX)
Thank you slibenli, my IL2 has never looked so beautiful, for that I am very grateful.
It amazes me how much love and dedication there is for this wonderful simulation, without modders this game would be a nice old game. Now it is simply on point and very relevant.
jeff
Could you please specify your installation?
I mean which mods are on ?
Thanks!
(https://i.postimg.cc/85K6wh35/bat-plus-these.png) (https://postimages.org/)
B.A.T, the above and IL2GE. Thanks to all the modders for their hard work. I also added the java classes from Slibenli (page 68).
(https://i.postimg.cc/85K6wh35/bat-plus-these.png) (https://postimages.org/)
B.A.T, the above and IL2GE. Thanks to all the modders for their hard work. I also added the java classes from Slibenli (page 68).
Two CarmasterWater mod on?
Is that mandatory?
Sorry but I'm trying to catch up after a long pause
Is graphics extender compatible with last BAT 4.2.2 hotfix 4?Yep, and works pretty well too
Is graphics extender compatible with last BAT 4.2.2 hotfix 4?Yep, and works pretty well too
Tested with Carmaster water and got a good water but no shore waves and no foam....
About static Taube flickering of riggings:
.....
I can't tell what's wrong on the screenshots - could you post one with GE disabled for comparison?
I had trouble seeing the issue as well slibenli. I had to open the pic and use the zoom function and look at the plane in the foreground (the wires). While you are here, a big thank you slibenli for this mod.Tested with Carmaster water and got a good water but no shore waves and no foam....
About static Taube flickering of riggings:
Shore waves and foam are not implemented (yet).
I can't tell what's wrong on the screenshots - could you post one with GE disabled for comparison?
.....
I can't tell what's wrong on the screenshots - could you post one with GE disabled for comparison?
Yes I can....but....to disable GE what files I have to rename with the "-" before the name?
I noticed:
il2ge and il2ge_full
They seem debugging like the game log....
Do you need their entries in our reply when we're spotting some issues?
Have you noticed slibenli, it could be my settings, that the anti aliasing is only working for the bottom 50% of the screen?
Thank you slibenli, turning off the RealisticShadowColor has fixed it, if it is not to much of an ask, why did this fix it :)
FYI: https://gitlab.com/vrresto/il2ge/-/issues/51
IL-2 looks for certain GL extension to determine the GPU. My guess is the new driver dropped support for some older extensions. What might work is faking the presence of these extensions. IL2GE could do this, but there might be tools that already do this
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_draw_buffers_blend
GL_AMD_framebuffer_sample_positions
GL_AMD_gcn_shader
GL_AMD_interleaved_elements
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_occlusion_query_event
GL_AMD_performance_monitor
GL_AMD_query_buffer_object
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_atomic_counter_ops
GL_AMD_shader_stencil_export
GL_AMD_shader_stencil_value_export
GL_AMD_shader_trace
GL_AMD_sparse_texture
GL_AMD_sparse_texture_pool
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_AMDX_debug_output
GL_ARB_compressed_texture_pixel_storage
GL_ARB_ES3_1_compatibility
GL_ARB_imaging
GL_ARB_map_buffer_alignment
GL_ARB_provoking_vertex
GL_ARB_robust_buffer_access_behavior
GL_ARB_seamless_cubemap_per_texture
GL_ARB_shader_atomic_counter_ops
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_snorm
GL_ARB_vertex_array_bgra
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_texture_compression_3dc
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_bindable_uniform
GL_EXT_copy_texture
GL_EXT_draw_instanced
GL_EXT_histogram
GL_EXT_packed_float
GL_EXT_rescale_normal
GL_EXT_separate_specular_color
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture_cube_map
GL_EXT_texture_mirror_clamp
GL_EXT_texture_swizzle
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_KHR_context_flush_control
GL_KTX_buffer_region
GL_NV_alpha_to_coverage_dither_control
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_explicit_multisample
GL_NV_half_float
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
# enable graphics extender
EnableGE=on
# disabling this gives higher fps but looks bad
EnableObjectShaders=on
# enable terrain bumpmapping
EnableBumpH=off
# cirrus clouds - experimental
EnableCirrusClouds=on
# enable shader for transparent objects - experimental
EnableTransparentShader=off
# experimental
RealisticShadowColor=off
# atmospheric light scattering shader
#
# choices:
#
# Default:
# the original shader
#
# Precomputed:
# (experimental)
# precomputed light scattering
#
Atmosphere=Default
[Atmosphere.Precomputed]
# more accurate colors
AccurateLuminance=off
# possible values are between 0.0 and 1.0
Haziness=0.0
# no description
SingleMieScatteringHorizonHack=off
IL-2 looks for certain GL extension to determine the GPU. My guess is the new driver dropped support for some older extensions. What might work is faking the presence of these extensions. IL2GE could do this, but there might be tools that already do this[...]
It might be worth trying to fake the presence of that extension with IL2GE to see if it gets Perfect mode working again on AMD hardware with drivers newer than 22.6.1?
EDIT: Having done some more reading - while faking the presence of the right extension(s) to get Perfect mode activated on newer AMD drivers may work, if the driver doesn't re-route calls made to the removed extensions to newer ones then it will probably cause a game crash anyway. Given that one of the issues with IL2's now 20+ year old engine is that it is using direct calls to wgl methods during context creation instead of routing through the more compatible GDI wrappers then there's a fair chance that some of the old ATI shader methods are being called directly too. All these calls would then have to be intercepted and re-routed and I don't know how large an amount of work that would become.
Hi hopefully someone can help me.
Ive installed il2ge using IL-2 Selector v5.1.2, Im using YPack and il2 conf.ini has the correct settings as stated in the readme. il2ge works great on some maps like 'Normandy' or 'Mediterranean', but when I try to run missions in QMB or FMB using other maps like 'La Chute' or 'Solomons Oct 43' the game crashes on mission loading. I dont know how to fix this so Ive linked the 'il2_full' below and il2ge settings are also attached. Let me know if you need any more info.
Soto
https://pastebin.com/88wKA4eS il2_full
Hi hopefully someone can help me.
Ive installed il2ge using IL-2 Selector v5.1.2, Im using YPack and il2 conf.ini has the correct settings as stated in the readme. il2ge works great on some maps like 'Normandy' or 'Mediterranean', but when I try to run missions in QMB or FMB using other maps like 'La Chute' or 'Solomons Oct 43' the game crashes on mission loading. I dont know how to fix this so Ive linked the 'il2_full' below and il2ge settings are also attached. Let me know if you need any more info.
Soto
https://pastebin.com/88wKA4eS il2_full
This looks like https://gitlab.com/vrresto/il2ge/-/issues/18.
Hi hopefully someone can help me.
Ive installed il2ge using IL-2 Selector v5.1.2, Im using YPack and il2 conf.ini has the correct settings as stated in the readme. il2ge works great on some maps like 'Normandy' or 'Mediterranean', but when I try to run missions in QMB or FMB using other maps like 'La Chute' or 'Solomons Oct 43' the game crashes on mission loading. I dont know how to fix this so Ive linked the 'il2_full' below and il2ge settings are also attached. Let me know if you need any more info.
Soto
https://pastebin.com/88wKA4eS il2_full
This looks like https://gitlab.com/vrresto/il2ge/-/issues/18.
Thanks for the reply. Is there a solution or workaround to this problem? The link you attached doesnt have an answer. Any suggestions?
FYI: https://gitlab.com/vrresto/il2ge/-/issues/51
Hi slibenli and thanks for your work on il2ge.
On the topic of AMD issues, the readme.md states that the latest graphics drivers should be installed but any AMD driver newer than 22.6.1 includes a re-written OpenGL driver that doesn't support the way IL2 creates the OpenGLContext, and so Perfect mode will not work.
Could il2ge do anything here to help IL2 and the new AMD drivers to understand each other?
New release: 0.3.0
Fixed:
- Installer unnecessarily requests admin privileges (#50)
- Crash with game version 4.15 (thanks to SAS_Storebror) (#44)
- Terrain outside of the map borders is always covered by water.
The new behaviour is to repeat the textures at the map border like IL-2 does.
Download:
https://gitlab.com/vrresto/il2ge/-/releases/0.3.0
Unfortunately, the program crashed.
https://www.mediafire.com/folder/m1q0dd0yjmyv986,yc6nqhm6jtxhf2o/shared
Is there any benefit to bypassing i2_core.dll?Not depending on closed-source libraries of questionable quality is always a benefit.
Is there any benefit to bypassing i2_core.dll? Improve rendering efficiency?
Better graphics More rendering effects?
Sorry, there's been so many replies to this thread, I couldn't find a note about this.
Is there any benefit to bypassing i2_core.dll? Improve rendering efficiency?
Better graphics More rendering effects?
Sorry, there's been so many replies to this thread, I couldn't find a note about this.
It would open up a whole bunch of new possibilities. For example support for PBR (physically based rendering) materials could be added.
Roads, trees and clouds would need to be coded from scratch. This is quite a task, but would again open up new possibilities. Maybe curved roads could be done, but I haven't yet looked at how java code and il2_core.dll interact when it comes to roads.
Any ETA of 0.4.0 release? Can't wait for:Is it at least expected this year? ;)
- Improve forest
- Improve water
Any ETA of 0.4.0 release? Can't wait for:Is it at least expected this year? ;)
- Improve forest
- Improve water
Hello, I heard that carmaster water help to have a better water with graphic extender but I do no find it in the forum and I do not know where to install it (which directory).Yes, as BAT has issues with water in Il-2 Graphics Extender, so you need Carsmaster. I'm not sure if you need it for VP modpack though.
Thanks in advance for your help
Regards
version 4.8.2 that comes with the last release of BAT.
Did you guys tried the last versin of graphics extender? 6.0.1?