Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => WIP => Topic started by: slibenli on June 18, 2018, 08:29:04 AM

Title: graphics extender
Post by: slibenli on June 18, 2018, 08:29:04 AM
How to report bugs: https://www.sas1946.com/main/index.php/topic,61653.0.html

Readme: https://gitlab.com/vrresto/il2ge/blob/master/README.md

Download: https://gitlab.com/vrresto/il2ge/-/releases/permalink/latest

Future releases roadmap: https://gitlab.com/vrresto/il2ge/-/milestones?sort=name_asc


Original post:


Hi!

I would like to announce my WIP project that I have been working on for some months now.
It started with some simple hacks to allow using custom shaders.
Since then it has evolved quite a bit to basically replace the terrain rendering done by the IL-2 engine.
Which means that now you can have a far greater terrain rendering distance.
I will probably go into further technicalities in a later post - for now some screenshots :)

(https://s22.postimg.cc/s49coawv5/image.png) (https://postimg.cc/image/ull3vkgrh/)

(https://s22.postimg.cc/d8atgq8lt/image.png) (https://postimg.cc/image/vb3w7y4gd/)

(https://s22.postimg.cc/l11h8pmap/image.png) (https://postimg.cc/image/gf5d0d0rh/)
Title: Re: graphics extender
Post by: Gerson on June 18, 2018, 08:48:00 AM
seems wonderful
congratulations
Title: Re: graphics extender
Post by: SAS~Storebror on June 18, 2018, 08:48:44 AM
Looks nice.
Binary edit of il2_core.dll?
How is the FPS impact?

]cheers[
Mike
Title: Re: graphics extender
Post by: Vampire_pilot on June 18, 2018, 08:52:10 AM
holy cow

yes... FPS.... ?
Title: Re: graphics extender
Post by: whistler on June 18, 2018, 09:06:45 AM
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!
Title: Re: graphics extender
Post by: slibenli on June 18, 2018, 09:12:28 AM
Looks nice.
Binary edit of il2_core.dll?
How is the FPS impact?

]cheers[
Mike

il2_core.dll is left untouched.
I'm intercepting OpenGL calls - more or less like the Morrowind Graphics Extender (https://www.nexusmods.com/morrowind/mods/5535) is doing.

The frame rate isn't to my liking yet (ca. 15 FPS in Narvik), but there is still room for optimisation - also currently I'm using an intel GPU  ;)

Title: Re: graphics extender
Post by: vpmedia on June 18, 2018, 09:12:38 AM
Thank you, it looks very impressive. I can not wait to test this. :)
Title: Re: graphics extender
Post by: slibenli on June 18, 2018, 09:16:25 AM
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

(https://s22.postimg.cc/ki0zcz27l/image.png) (https://postimg.cc/image/kusdj5kh9/)
Title: Re: graphics extender
Post by: fatty_finn on June 18, 2018, 09:34:17 AM
!!!!   
if I can get back up off the floor.....
Congratulations!
f_f
Title: Re: graphics extender
Post by: whistler on June 18, 2018, 09:46:03 AM
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


All right, that unmodded landscape looks familiar and I am officially STUNNED by your work o_O
Title: Re: graphics extender
Post by: SAS~Storebror on June 18, 2018, 10:13:46 AM
il2_core.dll is left untouched.
I'm intercepting OpenGL calls - more or less like the Morrowind Graphics Extender (https://www.nexusmods.com/morrowind/mods/5535) is doing.
Alright, nice.
Same approach like Reshade does.
Fine, fine 8)

]cheers[
Mike
Title: Re: graphics extender
Post by: Sita on June 18, 2018, 01:48:15 PM
wow)) is still il2?))
Title: Re: graphics extender
Post by: max_thehitman on June 18, 2018, 03:07:00 PM

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


Title: Re: graphics extender
Post by: shardana on June 18, 2018, 03:36:53 PM
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?
Title: Re: graphics extender
Post by: slibenli on June 18, 2018, 03:37:00 PM

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

With the HSV1 you can actually rocket to space quite fast ;)

(https://s22.postimg.cc/qv7ox95up/space.png) (https://postimg.cc/image/9hxeieajh/)

It's a pity though that the flight dynamics at such altitudes aren't modelled realistically - has anybody looked into whether it's possible to improve that?
Title: Re: graphics extender
Post by: slibenli on June 18, 2018, 03:44:30 PM
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?

It's equally enjoyable at lower altitudes ;)
Title: Re: graphics extender
Post by: shardana on June 18, 2018, 03:46:12 PM
Pleaseeeee a couple of shots at lower altitude to appreciate the difference....
Title: Re: graphics extender
Post by: Dimlee on June 18, 2018, 03:49:39 PM
Fantastic. Even my tired eyes can see the difference.
Another reason to do some high alt missions on good looking maps, just for visual pleasure.
Title: Re: graphics extender
Post by: slibenli on June 18, 2018, 03:51:30 PM
Pleaseeeee a couple of shots at lower altitude to appreciate the difference....

Later ;)
Title: Re: graphics extender
Post by: shardana on June 18, 2018, 03:52:22 PM
Sure take your time!!! :)
Title: Re: graphics extender
Post by: David Prosser on June 18, 2018, 04:03:55 PM
This looks promising. Thanks for doing the work.
Title: Re: graphics extender
Post by: carsmaster on June 18, 2018, 04:25:05 PM
1. The main problem in IL-2 is a bad plot of land at low altitudes.
2. Good luck and success to you.
Title: Re: graphics extender
Post by: slibenli on June 20, 2018, 12:58:26 PM
1. The main problem in IL-2 is a bad plot of land at low altitudes.
2. Good luck and success to you.

1. Not sure what you mean exactly, but theoretically it should be possible to use any texturing scheme we like, since the original terrain rendering is completely bypassed. If you mean the low heightmap resolution - yes there is probably nothing that can be done about that (but I wouldn't completely rule it out).
2. Thanks :)
Title: Re: graphics extender
Post by: ANDYTOTHED on June 20, 2018, 09:46:26 PM
Holy crap, I pray for your success, cause this is incredible.
Title: name
Post by: slibenli on June 28, 2018, 12:48:44 PM
OK, I have yet to come up with a name for the project.

I'm not very creative with names - ideas I had so far are:
Il2GraphicsExtender - (a bit long)
Il2GE
and variations of those.

Any other suggestions are welcome!  :)
Title: Re: graphics extender
Post by: shardana on June 28, 2018, 12:56:58 PM
IL2GE sounds just fine
Title: Re: graphics extender
Post by: slibenli on July 04, 2018, 10:10:47 AM
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.
Title: Re: graphics extender
Post by: BOYAN on July 04, 2018, 12:39:37 PM
Hi mr. slibenli! Do you have any more screenshots perhaps? Maybe from lower altitudes...
Title: Re: graphics extender
Post by: SAS~Storebror on July 04, 2018, 10:53:40 PM
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
Title: Re: graphics extender
Post by: DarkBlueBoy on July 05, 2018, 01:10:16 AM
This could lead to something amaaaaaazing. Excellent work. Thank you.
Title: Re: graphics extender
Post by: BT~wasted on July 09, 2018, 02:07:49 PM
Any news on this one?
Title: Re: graphics extender
Post by: slibenli on July 14, 2018, 08:58:29 AM
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

Not exactly ;) It's programming - yes.
3D Programming so far has been only a hobby for me. But I consider this a self-study project.
I also did this: https://forum.openmw.org/viewtopic.php?f=6&t=2905

@BT~wasted: Still working on it ;)
Title: Re: graphics extender
Post by: BT~wasted on August 05, 2018, 01:40:40 PM
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  :-|
Title: Re: graphics extender
Post by: slibenli on August 07, 2018, 04:34:57 AM
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  :-|

The current state can be followed here: https://gitlab.com/vrresto/il2ge.

Currently the project compiles with winegcc, so it will run using wine on Linux (and possibly MacOS).
The next step would be to make it compile with mingw-w64, which produces Windows binaries.
Mingw-w64 is based on gcc like winegcc, so it should be less work than to make it compile on MSVC.
Title: Re: graphics extender
Post by: Gattobuono on August 16, 2018, 02:00:12 PM
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 :-)
Title: Re: graphics extender
Post by: slibenli on August 20, 2018, 12:11:00 PM
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 :-)

Currently I'm mostly working on project infrastructure / cleaning things up, so not much news concerning graphics.

(https://s8.postimg.cc/kq48kbv05/image.png) (https://postimg.cc/image/muollewmp/)

(https://s8.postimg.cc/omhkgcikl/nz2.png) (https://postimg.cc/image/c7usg0r29/)

(https://s8.postimg.cc/4rviu8qid/nz3.png) (https://postimg.cc/image/kdcue72gh/)

These screenshots are not actually from the game but a test program for the renderer.
It's not an Il2 map either but just a height map with auto-generated type map.

This map should be familiar though:
(https://s8.postimg.cc/6m8dc9nw5/photo5424617585921599629.jpg) (https://postimages.org/)
Title: Re: graphics extender
Post by: shardana on August 20, 2018, 06:43:41 PM
We can’t wait for your work applied to our beloved sim! But of course no pressure! Nice picture though!!
Title: Re: graphics extender
Post by: Sita on August 25, 2018, 06:45:59 AM
Looks FANTASTIC! 
Title: Re: graphics extender
Post by: FL2070 on August 31, 2018, 03:38:24 PM
This is incredible! When can you release a test version to the public?
Title: Re: graphics extender
Post by: slibenli on September 02, 2018, 11:28:33 AM
This is incredible! When can you release a test version to the public?

Now  ;)

Grab it from here: https://il2ge.gitlab.io

Please note that it is still far from finished, so expect graphic bugs ang crashes.
In the latter case it would be helpful if you post the crash log - see the readme.
IL-2 4.12 and 4.13 should both work.
SAS Modact needs to be installed.

Readme: https://gitlab.com/vrresto/il2ge/blob/master/README.md

Crash logs are saved in il2ge.log and il2ge_all.log.
For the log to be more informative you need an additional library from the Dr. Mingw project:
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 would be interrested in your frame rates and system specs.



Title: Re: graphics extender
Post by: SAS~Storebror on September 02, 2018, 11:16:24 PM
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
Title: Re: graphics extender
Post by: slibenli on September 03, 2018, 12:14:03 AM
Ok, I admit I didn't yet try to run it on a Windows machine - maybe I should have done that  ;D

I'm will look at the problen in a Win7 VM (since I don't have a bare-metal Windows installation) ...
Title: Re: graphics extender
Post by: vpmedia on September 03, 2018, 12:46:09 AM
The game automatically reverts new 3k sized dinput.dll to the stock 105k version (I did not use jsgme).

I also dont understand the folder structure.
For example: #SAS/il2ge/il2ge/dummy.tga, seem to be double foldered because you dont need a second il2ge folder.
Theres a lib folder already in the game but your lib folder is inside a il2ge folder, looks like a problem.

I tried to change the paths in order to get this work but the terrain rendering is unchanged. Only change I noticed is broken water animation in both cases.
Title: Re: graphics extender
Post by: slibenli on September 03, 2018, 01:33:23 AM
Hmm, it seem you ran the game via IL-2 Selector.exe - which I never did until now.
That apparently reverts dinput.dll.
If I run il2fb.exe directly that doesn't happen.
But I guess you would run into the same problem as SAS~Storebror.
I'm investigating the problem.

The paths are correct - I can explain it later.

BTW: yes it's suitable for modded games - I'm running it with VP Modpack :)
Title: Re: graphics extender
Post by: slibenli on September 03, 2018, 02:52:36 AM
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

Did il2fb.exe terminate by itsself?
ATM only crashes are logged - but I'll make the logging more verbose -
done: https://gitlab.com/vrresto/il2ge/-/jobs/94123750/artifacts/download

Now, unless something goes completely wrong,  the log should not be empty.
The log looks like this on my Win7 VM:
(it aborts because there is no working OpenGL)

Code: [Select]
-----------------------------------------------------------
*** 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.

BTW: on first startup cache files are generated - before the main window is opened - this takes ca. one minute on my system.
Title: Re: graphics extender
Post by: SAS~Storebror on September 03, 2018, 05:21:43 AM
No Sir, I'm sorry, this new version does exactly the same as the previous one:
Running il2fb.exe results in a process being spawned with negligible memory usage (1MB or less) and a CPU load of 120% compared to a single virtual core - this one by the way I find very interesting, it's really precisely 30% on a 4-core Non-HT CPU and 15% on another 4-Core + HT CPU. Funny.

No log or anything else is being created, it just stays like that forever.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 03, 2018, 05:49:52 AM
Ok, can you try this: copy il2ge/lib/il2ge.dll to dinput.dll.
My dinput.dll is just a forwarder to il2ge/lib/il2ge.dll.
I did this so that stack traces show the module as il2ge.dll instead of DINPUT.dll.
I have the the suspicion that the forwarding doesn't work on your system.
Title: Re: graphics extender
Post by: SAS~Storebror on September 03, 2018, 06:05:01 AM
Yep, that's it, we're getting closer.
Mission start crashes somewhere around 20%, this is il2ge.log:
Code: [Select]
-----------------------------------------------------------
*** 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

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 03, 2018, 06:15:49 AM
Ok, apparently there is a problem loading your maps/_Tex/Water/Animated/WaterNoise*Dot3.tga.
I'll look into that later, inbetween maybe you could try different water textures.
Title: Re: graphics extender
Post by: SAS~Storebror on September 03, 2018, 06:28:26 AM
Would love to help but you've lost me here.
Try different water textures? How?

Since you've mentioned that you used VP Modpack, I thought I'd try the same.
Issue persists, but it's not deterministic.
I tried a QMB mission Bf-109 E-4 on Berlin map, all settings left untouched.
First start gives a mission load error at 0%.
Second start gives a CTD at 23% (loading statics.ini).
Third and all further starts give a CTD at 0%.

log is almost empty:
Code: [Select]
-----------------------------------------------------------
*** 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

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 03, 2018, 11:36:02 AM
With https://gitlab.com/vrresto/il2ge/-/jobs/94203947/artifacts/download
the additional log files il2ge_out.log and il2ge_err.log should be created.
They can grow quite big - you might want to use a less modded game for this.
Title: Re: graphics extender
Post by: slibenli on September 03, 2018, 02:21:43 PM
Yay - I can reproduce your first crash ;)

Ok - that's fixed: https://gitlab.com/vrresto/il2ge/-/jobs/94317473/artifacts/download.

I suggest trying it first on a bare Modact installation.

Also: can you try again using the forwarder dinput.dll?
I replaced "/" with "\" in the forwarder - maybe that fixes it.
Title: Re: graphics extender
Post by: SAS~Storebror on September 04, 2018, 03:24:46 AM
No sorry, forwarder still doesn't work.
Renaming il2ge.dll to dinput.dll works but the issue remains the same, mission load error @0% followed by CTD @23%.

These are the logs.

il2ge.log and il2ge_err.log (both are identical except for different linebreaks, il2ge_err uses \n whereas il2ge uses \r\n):
Code: [Select]
-----------------------------------------------------------
*** 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

il2ge_out.log:
https://pastebin.com/raw/tgihzDHt

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 03:32:54 AM
Well according to the log at least the loading of water textures works - so some progress ;)
Can you also post your *.lst logs?
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 03:47:28 AM
Sure.

log.lst:
Code: [Select]
[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...

initlog.lst:
Code: [Select]
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

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 04:11:30 AM
That's weird - I usually get java exceptions shown in log.lst, like:
Code: [Select]
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)
or
Code: [Select]
An 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?

Edit: actually the last one is logged in hs_err_pid8.log.
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 04:41:03 AM
No sorry, that's really the complete log.
It's done in instant logging mode so no lines are missing.
hs_err_pid<nnnnn>.log are logs created by the Java Hotspot VM when it crashes with an Error, which wasn't the case here.
I do have a hotspot log from another test from yesterday though:
Code: [Select]
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)
#

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 05:12:16 AM
I fiddled a bit trying to capture all ouput in il2ge_all.log: https://gitlab.com/vrresto/il2ge/-/jobs/94856067
Once the build is finished a download-button appears on the right.
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 05:41:14 AM
Alright, now we see a little more.
Steps performed: Launch game, launch Crimea QMB mission, first attempt: Mission load failed @0%, launch mission again, second attempt: CTD @23%.

il2ge_all.log is here: https://pastebin.com/raw/GEMxAmyG

il2ge.log:
Code: [Select]
-----------------------------------------------------------
*** 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

hs_err_pid log:
Code: [Select]
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)
#

log.lst:
Code: [Select]
[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)

initlog.lst:
Code: [Select]
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

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 06:31:47 AM
Alright, please try this: https://gitlab.com/vrresto/il2ge/-/jobs/94890929
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 06:35:54 AM
Will do when the build has finished ;)
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 06:41:22 AM
*bump* looks like the build stalled with an x509 cert error.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 06:46:31 AM
Oops  ;D
Restarted.
https://gitlab.com/vrresto/il2ge/-/jobs/94897663
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 07:33:05 AM
Yesssssssss!

Bingo, you nailed it!
Click to see full size...
Default 4.13.4:
(https://www.sas1946.rocks/flickr/storebror/1854/42682446330_dc6fddc9bb_c.jpg) (https://www.sas1946.rocks/flickr/storebror/1854/42682446330_8e52c1fcc1_o.jpg)

With il2ge:
(https://www.sas1946.rocks/flickr/storebror/1861/44442100522_372d1b6022_c.jpg) (https://www.sas1946.rocks/flickr/storebror/1861/44442100522_4c124e5cb1_o.jpg)

God dammit that looks so cool!
Only thing remaining is the redirector on the small "stub" dinput.dll (currently I still have to put il2ge.dll renamed to dinput.dll in game folder instead) and maybe fine tune the haze a bit, as the colours seem a tad more crispy in the original image.

]cheers[
Mike
Title: Re: graphics extender
Post by: shardana on September 05, 2018, 07:48:07 AM
You great guys!!! would it be possible in te future to have it as standard in BAT?
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 08:11:18 AM
I think we should check the FPS impact first.
The screenshots in my previous post have been taken on a development PC equipped with Nvidia 740 card only.
When I get back to my gaming PC, I'll see what FPS I get on my Nvidia 970.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 08:14:09 AM
Great! :)

Actually a lot remains to be done.
If you fly lower, you will notice a lot of glitches, including crashing into terrain that's appears to be lower.
The last change I did was disabling a rather important function, which is to feed small dummy textures (that's what dummy.tga is for) to the engine for textures that are loaded by il2ge.
Without that enabled, texture memory is wasted, because textures are loaded twice by il2ge and the il2 engine.
For some reason this function led to crashes for SAS~Storebror - I'll have to investigate why.
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 08:15:36 AM
Ah yes, performance needs to be improved also.
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 08:16:13 AM
Either case, this is a milestone.
Thank you so much!

]cheers[
Mike
Title: Re: graphics extender
Post by: Hans-Joachim Marseille on September 05, 2018, 08:47:47 AM
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. :)
Title: Re: graphics extender
Post by: steven197106 on September 05, 2018, 09:32:27 AM
Looks amazing, how to install it?
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 09:59:58 AM
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. :)

Possibly - I haven't tested it hough.

@SAS~Storebror: one last try with the forwarder:
https://gitlab.com/vrresto/il2ge/-/jobs/94989769
https://gitlab.com/vrresto/il2ge/-/jobs/95003955
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.
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 10:08:11 AM
Looks amazing, how to install it?

Instructions are here: https://www.sas1946.com/main/index.php/topic,58926.msg655152.html#msg655152.
It's out of date ATM, but I'll update it soon.
Title: Re: graphics extender
Post by: Nowekat on September 05, 2018, 10:52:58 AM
I don't understand a word of what you are doing here, but this seems to be a new dimension in the history of IL 46 and modding this game, so thank you and may it work!
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 12:15:52 PM
@SAS~Storebror: one last try with the forwarder:
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.
That's a bit confusing.
I guess dinput.dll and il2ge.dll go into root folder now?
In that case it works.

FPS comparison on "The Black Death" gave an average FPS of 91 with default renderer and water=4 vs. 55 with il2ge and water=0.
That's not too bad considering the early stage and the extra load caused by the extended renderer.
I've also noticed that this renderer makes FPS much more CPU power dependent than GPU power related.
The graphics card rarely reached 100% usage during the il2ge test.

]cheers[
Mike
Title: Re: graphics extender
Post by: DarkBlueBoy on September 05, 2018, 12:42:49 PM
This could be history in the making! Incredible development.
Title: Re: graphics extender
Post by: Vihurah on September 05, 2018, 01:28:02 PM
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!
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 01:37:45 PM
@SAS~Storebror: one last try with the forwarder:
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.
That's a bit confusing.
I guess dinput.dll and il2ge.dll go into root folder now?
In that case it works.

Yes, both dlls go in the root folder.
Now the remaining issue is IL-2 Selector.exe overwriting dinput.dll with its own version from bin/selector/basefiles/DINPUT.dll.

One way to deal with it ist to rename bin/selector/basefiles/DINPUT.dll to dinput_orig.dll and put the il2ge version in its place.
So there would be :
bin/selector/basefiles/dinput.dll (il2ge)
bin/selector/basefiles/dinput_orig.dll
The il2ge dll would then load bin/selector/basefiles/dinput_orig.dll.

A nicer solution of course would be, if support for il2ge was added into il2-selector.
Title: Re: graphics extender
Post by: slibenli on September 05, 2018, 01:38:50 PM
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!

That's in the works, but performance is still not good.
Title: Re: graphics extender
Post by: Sita on September 05, 2018, 01:46:37 PM
WOW! Just WOW!!
Title: Re: graphics extender
Post by: SAS~Storebror on September 05, 2018, 11:02:50 PM
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.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 06, 2018, 01:18:32 AM
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).

il2ge.dll currently loads bin/selector/basefiles/dinput.dll without any problem.
In fact I remember that if I disabled that and just loaded the system's dinput.dll, I would get a crash.

Edit: Or did you mean loading il2ge.dll from selector's dinput.dll?
That would probably be the most elegant solution.

Quote
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.

Actually that's not the case. The forwarder contains no code except an empty DllMainCRTStartup().
It's making use of this: https://blogs.msdn.microsoft.com/oldnewthing/20060719-24/?p=30473.
So it's actually the windows dll loader that does the forwarding, and apparently it works a little different depending on the windows version.
This is forwarder's .def:
Code: [Select]
EXPORTS
  DirectInputCreateA="il2ge.DirectInputCreateA"

Title: Re: graphics extender
Post by: SAS~Storebror on September 06, 2018, 05:57:06 AM
did you mean loading il2ge.dll from selector's dinput.dll?
That would probably be the most elegant solution.
Yes, except for that loop issue:
Game calls a dinput function, e.g. "DirectInputCreateA".
This function call ends up in the Selector's dinput.dll.
The Selector would load il2ge.dll and forward the function call to it.
But as of now, il2ge.dll would forward the function call back to dinput.dll again - here is the loop.

Therefore the whole "DirectInputCreateA" part would need to get kicked out of il2ge.dll and the Selector's dinput.dll would just load il2ge.dll instead.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 06, 2018, 09:46:22 AM
I added code to make it work in both scenarios: https://gitlab.com/vrresto/il2ge/blob/844a05cd6b590d2f3074417b33f691c852c0cac8/loader/src/main.cpp#L107
I identify selector's dinput.dll by the existence of "Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo".
Now all selector needs to to is LoadLibrary("il2ge.dll") .
Title: Re: graphics extender
Post by: SAS~Storebror on September 06, 2018, 09:52:58 AM
Alright, sounds good.
Can't promise when exactly I will get to creating an updated Selector, maybe tomorrow, maybe on christmas... schedules are floating atm.

]cheers[
Mike
Title: Re: graphics extender
Post by: SAS~Storebror on September 07, 2018, 10:50:57 AM
Hm...
Doesn't work as expected.
I've prepared a selector dinput.dll which will load il2ge.dll, either from the game root folder, or ilge/lib folder, or bin/selector/basefiles folder, in that order.
You can find the test version attached to this post.

Problem is: While it does successfully load il2ge.dll, the graphics extender doesn't seem to do too much in that case.
This is il2ge.log in "normal" mode, meaning only il2ge build 95547699 components installed with default selector 3.3:
Code: [Select]
-----------------------------------------------------------
*** 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

This is the same thing with the new selector dinput.dll:
Code: [Select]
-----------------------------------------------------------
*** il2ge.dll process attach ***
LoadLibrary: wrapper.dll
LoadLibrary: dinput8.dll
LoadLibrary: dinput8.dll

As I said: It does load, but doesn't do much.
The fact that it does load also gets reflected in the initlog.lst when you have the new dinput.dll in place (see timestamp 2018-09-07 18:49:13:533):
Code: [Select]
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

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 07, 2018, 12:02:15 PM
Ah - that didn't work yet, because i2ge was waiting for jvm.dll to be loaded, which apparently already happened before il2ge was loaded.
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)
Title: Re: graphics extender
Post by: slibenli on September 07, 2018, 12:28:33 PM
And if you wonder what map_viewer.exe does:

1. Create il2ge.ini with the entry EnableDump=1.
2. Create the folder il2ge_dump.
3. Load a map in the game, then exit.
4. Run map_viewer.exe.
Title: Re: graphics extender
Post by: SAS~Storebror on September 08, 2018, 12:29:37 AM
i2ge was waiting for jvm.dll to be loaded, which apparently already happened before il2ge was loaded
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)
Yep that works, thanks a lot.
Indeed jvm.dll gets loaded before I can load il2ge.
This is because I cannot load ilge right when dinput.dll gets loaded because this would create the famout DllMain loader lock (if I would call LoadLibrary from within DLL_PROCESS_ATTACH) or it would create a race condition (if I'd do the same but from an unsynced Thread running when DLL_PROCESS_ATTACH exits) and that race condition would be severe as there's just some 50 millis to get there on my test system.
The next time I have an opportunity to load il2ge is when my hooked JniCreateJavaVM method is called, and at that time naturally il2fb.exe will have loaded jvm.dll already.
Nevertheless, I do load il2ge before I eventually call the original JniCreateJavaVM method.

What I'm gonna do from the Selector end now is to check whether inside il2ge there's a function "extern "C" void WINAPI Init()" (through GetProcAddress()) and if so, call it right after calling LoadLibrary().
That way you will not have to wait for anything special to happen and can just rely on the Selector calling you.
Or you can keep your own monitoring in parallel for safety reasons if you like ;)

]cheers[
Mike
Title: Re: graphics extender
Post by: SAS~Storebror on September 08, 2018, 12:52:18 AM
...and finished.
Selector 3.4.1 is available here: https://www.sas1946.com/main/index.php/topic,16403.msg176304.html#msg176304

]cheers[
Mike
Title: Re: graphics extender
Post by: shardana on September 08, 2018, 02:55:17 AM
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......
Title: Re: graphics extender
Post by: slibenli on September 08, 2018, 03:20:27 AM
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......

That + the newest build of i2ge: https://gitlab.com/vrresto/il2ge/-/jobs/95865990/artifacts/download.
No copying of dinput.dll necessary.
Title: Re: graphics extender
Post by: shardana on September 08, 2018, 07:34:45 AM
I Have copied the two complete files into one of my  BAT install, but unfortunately when I try to start the game it crashes. probably I'm missing something.... I'll wait when more users will manage to install it properly.... All the same thank you for this great job!!!
Title: Re: graphics extender
Post by: SAS~Storebror on September 08, 2018, 08:33:05 AM
It definitely works in the combo BAT 3.4 Linebacker + Selector 3.4.1 + IL-2 Graphics Extender 95769309 (https://gitlab.com/vrresto/il2ge/-/jobs/95769309/artifacts/download).

IL-2 Graphics Extender 95865990 (https://gitlab.com/vrresto/il2ge/-/jobs/95865990/artifacts/download) seems to have an issue though.
Initlog looks good:
Code: [Select]
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.log not so much:
Code: [Select]
-----------------------------------------------------------
*** 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_all.log for reference:
Code: [Select]
-----------------------------------------------------------
*** 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

Nevertheless, the previous IL-2 Graphics Extender 95769309 (https://gitlab.com/vrresto/il2ge/-/jobs/95769309/artifacts/download) version works.
Installation procedure:

Extract Selector 3.4.1 (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.
If you extract (and overwrite) il2fb.ini, make sure to run Selector.exe once after extraction to choose and apply your settings.
Then extract all contents from IL-2 Graphics Extender to your game directory.
In case of BAT, copy the contents of "#SAS" folder across your module folders "#DOF3", "#TGA3", "#WAW3" and "#JTW3".

That's it and this is what you get:

(https://www.sas1946.rocks/flickr/storebror/1886/44502432972_40d4b3697d_c.jpg) (https://www.sas1946.rocks/flickr/storebror/1886/44502432972_5898e50e76_o.jpg)

(https://www.sas1946.rocks/flickr/storebror/1855/30681576958_b66d4c9c84_c.jpg) (https://www.sas1946.rocks/flickr/storebror/1855/30681576958_35f8ddd3b0_o.jpg)

]cheers[
Mike
Title: Re: graphics extender
Post by: Fresco23 on September 08, 2018, 09:01:23 AM
I've been following this with interest and decided to give it a try this morning. I Installed the new selector over 4.12.2 with modact, and it ran perfectly as expected.

Dropped in the graphics extender, and I get an immediate game crash as Shardana mentioned. The PC throws a message saying the program can't start because "mgwhelp.dll" is missing from the computer.

Game doesn't even attempt to start, and no log was generated.

Extender looks great BTW, can;t wait to get it working!
Title: Re: graphics extender
Post by: SAS~Storebror on September 08, 2018, 10:14:40 AM
Try again with the previous extender version linked in my previous post, that one works.
Title: Re: graphics extender
Post by: Fresco23 on September 08, 2018, 11:43:29 AM
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?

Additionally I find this generated in a .txt after each crash. If I repeat the start attempt, it simply generates these same lines over and over.
Code: [Select]
-----------------------------------------------------------
*** 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.
-----------------------------------------------------------

Thanks for the patience, you guys are doing awesome work!

Micah
Title: Re: graphics extender
Post by: edc1 on September 08, 2018, 12:26:37 PM
Hi mike,
Installed new selector 3.4.1 (works as expected) then installed the graphics extender
as you stated(older version 95769309) ran BAT
Everthing ran  pressed play on mission,
map loading took much longer then objects loaded right upto 100%
then black screen then CTD.
log said graphics extender loaded ok (on start up log)
Could it be that I'm trying this on a laptop (Aspire8930G) windows 10 64bit,4 gig memory
with a nvidia 9600 graphics chip? not enough memory.
I use this machine to build missions etc but it is some what laggy when running a mission
with plenty of objects etc.
cheers edc1 (stan)
ps might try it on main desktop machine (worried incase I screw uo BAT)
Title: Re: graphics extender
Post by: SAS~Storebror on September 08, 2018, 12:39:01 PM
No need to worry, you can always disable il2ge by just renaming il2ge e.g. to -il2ge.dll.
The 9600 gpu probably caused the crash when it ran out of memory.
Title: Re: graphics extender
Post by: slibenli on September 08, 2018, 01:00:54 PM
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?
Title: Re: graphics extender
Post by: edc1 on September 08, 2018, 01:22:21 PM
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)
Title: Re: graphics extender
Post by: Fresco23 on September 08, 2018, 02:10:38 PM

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.
Title: Re: graphics extender
Post by: slibenli on September 08, 2018, 02:21:28 PM
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)

It works on an intel intgrated GPU, so I guess it shouldn't run out of memory on a discrete card - not sure though.
Title: Re: graphics extender
Post by: slibenli on September 08, 2018, 02:25:09 PM

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.

Alright, the problem is that you're running in DirectX mode - that won't work - you need to use OpenGL mode.
Title: Re: graphics extender
Post by: Fresco23 on September 08, 2018, 03:03:35 PM
AH!!! Thank you!
Title: Re: graphics extender
Post by: SAS~Storebror on September 09, 2018, 12:31:45 AM
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.
Nvidia 9600 cards on the other hand ship with 384 or 512MB dedicated memory. They can't address more than this and most probably, anything below 2GB won't cut it when you run IL-2 Graphics Extender - at least that's the minimum I've tried so far.

DirectX mode - that won't work - you need to use OpenGL mode.
Good catch.
I should check the configured mode before linking to il2ge.dll and if it's DirectX, clearly state so in initlog.lst and skip initializing il2ge from the Selector.

]cheers[
Mike
Title: Re: graphics extender
Post by: SAS~Storebror on September 09, 2018, 02:10:40 AM
Selector has been updated to 3.4.2 with DirectX/OpenGL detection: https://www.sas1946.com/main/index.php/topic,16403.msg655625.html#msg655625

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 09, 2018, 03:19:44 AM
The newest il2ge build: https://gitlab.com/vrresto/il2ge/-/jobs/95972093/artifacts/download.
It should fix the crash of the previous build (I removed all dinput/selector-related code).
Title: Re: graphics extender
Post by: SAS~Storebror on September 09, 2018, 03:35:53 AM
Confirmed, works perfectly, thanks so much!

Current working and recommended combo now is:
Selector 3.4.2 (https://www.sas1946.com/main/index.php/topic,16403.0.html) + IL-2 Graphics Extender 95972093 (https://gitlab.com/vrresto/il2ge/-/jobs/95972093/artifacts/download).

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.
2.) Extract IL-2 Graphics Extender 95972093 (https://gitlab.com/vrresto/il2ge/-/jobs/95972093/artifacts/download) to your game directory.
In case of BAT, copy the contents of "#SAS" folder across your module folders "#DOF3", "#TGA3", "#WAW3" and "#JTW3".
3.) If you want to use IL-2 Graphics Extender, you must make sure to have "water=0" set in conf.ini for the time being.

]cheers[
Mike
Title: Re: graphics extender
Post by: henkypenky on September 09, 2018, 03:45:11 AM
Good morning, have read this thread with interest, sounds (looking) great, but what do you excactly mean with
Quote
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.
Title: Re: graphics extender
Post by: SAS~Storebror on September 09, 2018, 04:44:21 AM
I was just referring to the contents found in the #SAS folder of il2ge's zip download.

]cheers[

Mike
Title: Re: graphics extender
Post by: henkypenky on September 09, 2018, 05:06:14 AM
Ok, thanks
Title: Re: graphics extender
Post by: Kashmiro on September 09, 2018, 05:23:26 AM
Amazing! Any chance it will work on up3rc4?;)) pleaz...:))
Title: Re: graphics extender
Post by: SAS~Gerax on September 09, 2018, 06:01:32 AM
Thats such a great thing!  :o

Many thanks to both of you slibenli and Mike!  :)
Title: Re: graphics extender
Post by: victor639514 on September 09, 2018, 06:23:10 AM
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%.
Title: Re: graphics extender
Post by: SpongeBob on September 09, 2018, 06:38:52 AM
Hi, the same as described by victor639514.

I'm using BAT Linebacker and installed Selector and Graphics Expander. After loading a Quick Mission the game crash to desktop.
il2ge.log says:

Code: [Select]
-----------------------------------------------------------
*** 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.

By renaming il2ge.dll into -il2ge.dll I can use the simulator as always, but I cannot make Graphics Extender to work.

Best regards.
Title: Re: graphics extender
Post by: SAS~Storebror on September 09, 2018, 07:35:53 AM
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)

@SpongeBob: What kind of graphics card do you have?

Did the two of you remember to set water=0 in conf.ini?
And did you run and apply settings in IL-2 Selector.exe once after installing the new selector version?

Any chance it will work on up3rc4?
Let me forward this question to slibenli with the relevant logs.
All logs taken with Selector 3.4.2 + il2ge build 95972093 and water=0.

initlog.lst:
Code: [Select]
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.log:
Code: [Select]
-----------------------------------------------------------
*** 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_all.log:
Code: [Select]
-----------------------------------------------------------
*** 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 doesn't seem to apply at all, as if it's not been loaded.

]cheers[
Mike
Title: Re: graphics extender
Post by: victor639514 on September 09, 2018, 07:44:41 AM
Here's my il2ge.log text:

Code: [Select]
-----------------------------------------------------------
*** 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.
Title: Re: graphics extender
Post by: victor639514 on September 09, 2018, 07:56:21 AM
Never mind!

I completely forgot about the Water=0 thing. ^^;

Thanks again either way! It looks amazing! The FPS drop can be noticeable though, as well as objects, runways, other things looking a little grayed out during other times of the day.
Title: Re: graphics extender
Post by: SAS~Storebror on September 09, 2018, 08:04:06 AM
It's WIP after all.
But it's definitely a milestone for IL-2 1946 in it's current state already.
Great to know that water=0 cured your issues.

]cheers[
Mike
Title: Re: graphics extender
Post by: victor639514 on September 09, 2018, 08:06:08 AM
Oh I agree. It's mods like these that push the boundaries of this legendary sim, so my hat's off to you, @slibenli.

You are doing a tremendous work with this mod and we look forward to seeing future developments!
Title: Re: graphics extender
Post by: steven197106 on September 09, 2018, 08:29:59 AM
Hi mike im using vp modpack with the Graphics Extender and Selector Version 3.4.2  work great but on vp you can select VP jetwars, could vp jetwars be added to the Selector Version 3.4.2 please
Title: Re: graphics extender
Post by: ACDCdrfc123 on September 09, 2018, 08:34:11 AM
Can anybody give me some install instructions? The readme just says TODO and the mod doesn't seem to be working on my game.
Title: Re: graphics extender
Post by: SpongeBob on September 09, 2018, 08:43:12 AM
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.

(https://s22.postimg.cc/ddpz87gy9/2018.09.09_14-13-05.jpg) (https://postimg.cc/image/d0yl20yod/)

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.

(https://s22.postimg.cc/8f2gtpng1/2018.09.09_14-24-12.jpg) (https://postimg.cc/image/f5iy35alp/)

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:

(https://s22.postimg.cc/59hv3guj5/2018.09.09_14-18-23.jpg) (https://postimg.cc/image/qj5hebatp/)

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!!!
Title: Re: graphics extender
Post by: Ta183Huckebein on September 09, 2018, 09:15:12 AM
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:
(https://i.imgur.com/gEGpxIt.jpg)

Otherwise, the visuals are awesome. I look forward to how this progresses!
Title: Re: graphics extender
Post by: slibenli on September 09, 2018, 12:10:58 PM
Can anybody give me some install instructions? The readme just says TODO and the mod doesn't seem to be working on my game.

I'll write something today or tomorrow.
Title: Re: graphics extender
Post by: slibenli on September 09, 2018, 12:17:42 PM
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!!!


Carsmasters water looks good for me: https://www.sas1946.com/main/index.php?topic=15180.0
And yes, there is still a lot to do ;)
Title: Re: graphics extender
Post by: slibenli on September 09, 2018, 12:23:57 PM
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!

Yes I made water the default texture so that at least islands look good.
I already contemplated having some kind of low detail super-map that spans a bigger area, and blending map and super-map at the regular map borders.
But that's for much later.
Title: Re: graphics extender
Post by: azura on September 09, 2018, 08:36:30 PM
When started, message ' mgwhelp. dll. missing. can't start the program.'  Any idea?
Title: Re: graphics extender
Post by: SAS~Storebror on September 09, 2018, 09:59:33 PM
mgwhelp.dll can be found in the bin folder of this download: https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z
Just put it into the IL-2 game folder.

]cheers[
Mike
Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 03:48:34 AM

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.


Installed, when click on selector.exe it give me access denied.....  :(

And cannot start game......
Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 06:11:10 AM
Answered by PM already: Your Antivirus is playing tricks on you.
Title: Re: graphics extender
Post by: Toobone on September 10, 2018, 06:54:50 AM
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[

Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 06:55:41 AM
I had to uninstall antivirus to download it lol......

Now runs, but with graphics extender mission crash when 100% load.

Maybe bad pc?

I have 8GB ram but old GPU dual core.
Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 06:59:07 AM
What kind of graphics card do you have?
Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 07:20:55 AM
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
Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 07:36:10 AM
I have an Hp Notebook pavillon series G of 2011
Hm...
I have a car from that year.
Or let me be more precise: It's a Volkswagen.
Can you guess the engine's horsepower now?
See: Just as little can I guess your GPU.

]cheers[
Mike
Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 07:45:47 AM
See: Just as little can I guess your GPU.

]cheers[
Mike

2x 2.13 Ghz CPU
Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 07:58:59 AM
Yep, good to know.
Mine has 235/45R17 tires.
Still doesn't tell you much about the engine, just as little as your message told me about the GPU.

]cheers[
Mike
Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 08:08:45 AM
I found!

64mb of dedicated memory, 1632mb shared.
Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 08:17:18 AM
In that case it could either fail because you have DirectX (did you install latest Selector and run the selector .exe once and apply settings?) or it could work.
Hard to tell without logs.
And just as a sidenote, my engine uses petrol and you still didn't tell us your GPU, just the momory of it.

]cheers[
Mike
Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 09:01:22 AM
And just as a sidenote, my engine uses petrol and you still didn't tell us your GPU, just the momory of it.


I tell it before, AMD Radeon
Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 09:15:25 AM
Yep, Volkswagen. 4 wheels.

]cheers[
Mike
Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 09:33:47 AM
Anyway, I have OpenGL on.

This mod requires "perfect" settings?

If yes I cannot use it, my game does not let me select it due hardware.


Title: Re: graphics extender
Post by: SAS~Ghost129er on September 10, 2018, 10:02:27 AM
I'm getting severely high second hand embarrassment reading the posts...

Vega - Download this (https://www.cpuid.com/), run it and take screenshots of the CPU and Graphics tab so we can get some more info...

EG -
(http://blog.chipart.com.br/wp-content/uploads/2018/01/cpuz.png)
(https://www.mingersoft.com/blog/wp-content/uploads/2010/12/CPU-Z-Graphics-Screen.png)


PS anyone can use this tool to find out their CPU/GPU info or basically anything they want to find out about their PC if they don't know how to dig deep and find this info.
Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 10:02:36 AM
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
Title: Re: graphics extender
Post by: Mission_bug on September 10, 2018, 10:31:22 AM
The view with this mod is truly amazing, wow, makes it look like we fly in a permanent haze using the game without it. 8)


My Vietnam map, the view is tremendous, you can see for miles:

(https://s8.postimg.cc/cyqx60u6d/2018.09.09_17-31-43.jpg) (https://postimg.cc/image/v1jzx8q0x/)

(https://s8.postimg.cc/5609e4gid/2018.09.09_17-32-28.jpg) (https://postimg.cc/image/68afwnzbl/)


Not sure if this is my settings but the arrows show how the tree line moves along with motion of the aircraft:

(https://s8.postimg.cc/l48z4a5lh/2018.09.09_17-31-54.jpg) (https://postimg.cc/image/t9r12ftu9/)

The sea looks odd also, not good for ships or seaplanes:

(https://s8.postimg.cc/92dla5bsl/2018.09.09_17-35-28.jpg) (https://postimg.cc/image/xivr4mcj5/)



The only setting I altered was the water to 0, do we yet have a list of what other settings would be beneficial please or is the intention it should run with whatever you already use?

Nice tool Ghost, thanks. ;)

It produces a large report that was too big for the insert code function so a couple of images of my specs:

(https://s8.postimg.cc/kcawiv12t/PC_specs.jpg) (https://postimg.cc/image/m43vdrkfl/)




Look forward to seeing further development, thank you very much to all involved, really appreciated. ;)


Wishing you all the very best, Pete. ;D



Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 12:00:56 PM
tree line moves along with motion of the aircraft
Now that's what I call a true invention.
We germans would have won the war if we've had that in time.

]cheers[
Mike
Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 12:07:13 PM
Here my pc specs, as you can see there is a reason under low info about my video card


(https://s8.postimg.cc/v9lvimwg5/CPU.jpg) (https://postimages.org/)

(https://s8.postimg.cc/885acwrnp/GPU.jpg) (https://postimages.org/)

Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 12:17:31 PM
That's good enough.
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.

]cheers[
Mike
Title: Re: graphics extender
Post by: 4S_Vega on September 10, 2018, 12:22:46 PM
I would like to take a more modern PC, only I'm afraid at the thought of having to install all the new programs in the new one, so every time I postpone the purchase!  ]laughing7[
Title: Re: graphics extender
Post by: slibenli on September 10, 2018, 12:55:39 PM
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


Well, actually the last time I tried it in non-perfect mode it didn't crash but looked quite odd.
So I'd say yes, perfect mode is a requirement.
Title: Re: graphics extender
Post by: Mission_bug on September 10, 2018, 01:06:16 PM
tree line moves along with motion of the aircraft
Now that's what I call a true invention.
We germans would have won the war if we've had that in time.

]cheers[
Mike


 :D

Not sure really how to explain what is going on there Mike, it is a bit like the bubble we used to see in the Battles series before they updated that to see further.  The area under my aircraft, the lighter part, is I suppose a bit like there is a light shinning a beam down and illuminating that area so it moves along with the aircraft.

Obviously a graphics issue but is it my machine that cannot handle the mod or do we need to alter the config to use it effectively.

Early days, you will get stranger reports than mine. ;)


Wishing you all the very best, Pete. ;D
Title: Re: graphics extender
Post by: FL2070 on September 10, 2018, 02:43:02 PM
Works like a charm, I love the new shaders! Unfortunately, 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.

il2ge_all.log
Code: [Select]
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.log
Code: [Select]
-----------------------------------------------------------
*** 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
Title: Re: graphics extender
Post by: SAS~Ghost129er on September 10, 2018, 06:02:48 PM
Wait. Something isn't right... :-X

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

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...

Sorry just trying to help...
Title: Re: graphics extender
Post by: danperin on September 10, 2018, 06:42:24 PM

Caucasus map

This mod needs to be implemented...Just wow...

(https://s15.postimg.cc/tuqle3rsr/2018-09-11_at_00-27-17.jpg) (https://postimg.cc/image/sfp0pdqpj/)
Title: Re: graphics extender
Post by: SAS~Storebror on September 10, 2018, 10:35:55 PM
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.
Does this happen on certain maps/missions/???
Could you give any more details to reproduce the issue?
What's your GPU?

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.

]cheers[
Mike
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 10, 2018, 10:43:22 PM
Intriguing and tempting to install but im gonna wait till this mods better perfected. I am loving all the posts they are a great insight into whats going on here - great stuff!
Title: Re: graphics extender
Post by: fatty_finn on September 12, 2018, 12:41:17 AM
got it running in 4.13RC04m/modact 6.01
this is absolutely wonderful!!!!! - many thanks. A new dawn is upon us!
some observations/queries:
1)in my install, the texture bump files do not seem to be implemented
2) height file [map_h] seems to be running at reduced resolution, thus topography is smoother than usual.
            [this results in trees left floating in the air -  see hilly image]
3) maybe the long-running "water at altitude" problem is partly solved by this mod?!
                           [e.g. the lake surface in the 2 images is at about 5000ft ASL!]
4) topography is transparent, in the sense you can see the trees thru the hill.
in summary,
seems Il2 WILL last forever!
f_f

(https://s22.postimg.cc/ard9n8j29/il2fb_2018-09-12_16-05-16-36.png) (https://postimg.cc/image/3o5e7mdml/)

(https://s22.postimg.cc/oxt0ihh2p/il2fb_2018-09-12_16-08-15-94.png) (https://postimg.cc/image/536ywd1v1/)

(https://s22.postimg.cc/r2ddjl5up/il2fb_2018-09-12_16-01-05-85.png) (https://postimg.cc/image/dy7t6wdst/)
Title: Re: graphics extender
Post by: slibenli on September 14, 2018, 01:48:50 AM
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
Title: Re: graphics extender
Post by: urmel on September 14, 2018, 03:38:46 AM
runns in Y-Ren Pack 413.4,loocks fantastic!!!
Title: Re: graphics extender
Post by: Peter Lynn on September 14, 2018, 08:38:36 AM
Sorry but the download link just dumps me back to the above reply No 161.... :)
Title: Re: graphics extender
Post by: slibenli on September 14, 2018, 08:50:37 AM
Sorry but the download link just dumps me back to the above reply No 161.... :)

Try right-click + save as.
Title: Re: graphics extender
Post by: Peter Lynn on September 14, 2018, 06:35:54 PM
Silly me! Thank you... :-[
Title: Re: graphics extender
Post by: fatty_finn on September 14, 2018, 07:12:12 PM
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)
Title: Re: graphics extender
Post by: SAS~Storebror on September 15, 2018, 12:38:58 AM
Still fascinating like the very first time I saw this mod in action.
Bye, bye blurry and missing distant landscape.
Let me add: The latest version works smoothly with ReShade!

Old IL-2 maxed out all the way, Aleutian Islands:
(https://www.sas1946.rocks/flickr/storebror/1899/43780104035_3b1ab34de7_c.jpg) (https://www.sas1946.rocks/flickr/storebror/1899/43780104035_e700785d72_o.png)

New with il2ge:
(https://www.sas1946.rocks/flickr/storebror/1877/44640174652_5f22a33b63_c.jpg) (https://www.sas1946.rocks/flickr/storebror/1877/44640174652_e1c5ece9de_o.png)

...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://www.sas1946.rocks/flickr/storebror/1869/44640613062_f54a2c68e2_c.jpg) (https://www.sas1946.rocks/flickr/storebror/1869/44640613062_8f604028a2_o.png)

]cheers[
Mike
Title: Re: graphics extender
Post by: fatty_finn on September 15, 2018, 05:52:01 PM
re: "...fascinating like the very first time I saw this mod in action.
         Bye, bye blurry and missing distant landscape."
Well put, Mike.
Slibenli's GE mod is the greatest!
Those "one-eyed ignorants" must have the wrong end of the stick.
f_f
ps what's ReShade ?
Title: Re: graphics extender
Post by: SAS~Storebror on September 16, 2018, 01:39:03 AM
ReShade is a post processing tool for OpenGL (and DirectX) graphics.
You can find a lot of exchange about how to get ReShade up and running with IL-2 here:
https://www.sas1946.com/main/index.php/topic,46936.0.html

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 18, 2018, 03:28:01 AM
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)

Well, the problem with that is that the rendered terrain geometry needs to exacly match the one that the game-engine is using for its logic.
Otherwise collision detection will produce seemingly wrong results and ground objects float above or are below the terrain surface.
The collision detection routines could be overridden I guess. That's part of the java code though I belive (SAS~Storebror?).
But that still leaves the rendering of static ground objects unresolved as that at least partially happens in an obscure manner inside il2core.dll.
Especially roads are problematic in that regard.

I'm halfway done solving this bug btw :)
Title: Re: graphics extender
Post by: slibenli on September 18, 2018, 03:34:27 AM

...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)


That's because you used a fisheye lens!
Title: Re: graphics extender
Post by: SAS~Storebror on September 18, 2018, 03:38:29 AM
It's totally fine.
The image was rather related to certain creatures inept of seeing the earth's curvature when using il2ge.
It's absolutely correct that it's there, both the fact that it is and the amount of.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 18, 2018, 04:22:02 AM
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. ;)
Title: Re: graphics extender
Post by: SAS~Storebror on September 18, 2018, 04:36:35 AM
Okay, got me there 8)
I've seen people downvoting perfect new mods on Youtube, my faith in humanity has been destroyed long time ago.

]cheers[
Mike
Title: Re: graphics extender
Post by: singüe on September 18, 2018, 06:28:04 AM
Do we have earthflatters among us? Mankind has no future.
Title: Re: graphics extender
Post by: fatty_finn on September 18, 2018, 07:08:55 AM
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
Title: Re: graphics extender
Post by: SAS~Storebror on September 18, 2018, 07:29:25 AM
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
Title: Re: graphics extender
Post by: slibenli on September 19, 2018, 01:37:40 AM
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.

Just to be clear: I was referring to non IL-2 related real-world videos.

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

I'll see what I can do.

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?
Anyway this is still very far down the road.
Title: Re: graphics extender
Post by: SAS~Storebror on September 19, 2018, 02:11:45 AM
Are these vectors/planes obtained from il2core, respectively does the java code directly read from the height map?
Yes they are.
All of this happens in the com.maddox.il2.engine.Landscape class.
There we are querying il2core.dll using the following functions to find out about all kind of map properties:
Code: [Select]
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);

]cheers[
Mike
Title: Re: graphics extender
Post by: hadji4 on September 19, 2018, 04:15:16 PM
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 ???
Title: Re: graphics extender
Post by: slibenli on September 20, 2018, 01:59:54 AM
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 ???

I'm not sure what you are intending to say here - in case you have a crash please post the contents of il2ge.log and il2ge_all.log.
Title: Re: graphics extender
Post by: slibenli on September 20, 2018, 02:03:23 AM
Newest build with fixed terrain geometry: https://gitlab.com/vrresto/il2ge/-/jobs/99600620/artifacts/download.
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 20, 2018, 06:27:24 AM
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
Title: Re: graphics extender
Post by: slibenli on September 20, 2018, 07:23:34 AM
Hmm, I just saw that my latest change makes the distant terrain look worse.
-
Fixed: https://gitlab.com/vrresto/il2ge/-/jobs/99807805/artifacts/download.

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

Without a screenshot I can't really answer that ;)
Title: Re: graphics extender
Post by: slibenli on September 21, 2018, 12:42:20 AM
And I fixed objects below the terrain surface being visible: https://gitlab.com/vrresto/il2ge/-/jobs/100009169/artifacts/download.
This might negatively impact frame rate.
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 21, 2018, 08:50:40 AM
Hi if I could manage to take a screenshot I would gladly post it but I cannot manage to take one on my Win10 PC, I have tried 'prtscn', Geforce Experience print screen on the gaming tab and 'win+prtscn' all to no avail. I can get screenshots outside IL2 but once in the game they just wont copy??
Title: Re: graphics extender
Post by: MJJWalsh on September 21, 2018, 12:41:33 PM
I've just activated Carsmasters water=4 with the GE mod and it resolves the water problem - it's as good as before.  However as I'm not sure I can detect any difference with the GE activated and not I'm not sure if water=4 somehow de-activates the effect of the GE?  I've tried taking a screenshot but like the previous post for some reason I can't take one when using the GE.
Mike
Title: Re: graphics extender
Post by: slibenli on September 22, 2018, 12:49:37 AM
I don't see how il2ge could affect the ability to take a screenshot.
You could try setting a different hotkey in conf.ini like:
Code: [Select]
[HotKey game]
Shift F12=ScreenShot
Title: Re: graphics extender
Post by: hadji4 on September 22, 2018, 02:38:57 AM
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
Title: Re: graphics extender
Post by: slibenli on September 22, 2018, 03:25:52 AM
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
Title: Re: graphics extender
Post by: slibenli on September 22, 2018, 11:39:14 AM
BTW, If anybody feels like creating new water textures: There is no limit for animation length and texture size anymore.
I could also make the animation FPS configurable.
Currently I only make use of the normal maps (WaterNoise**Dot3.tga).
Wave intensity is not yet adjusted to the weather, but you can play around with the parameter sea_roughness in il2ge/shaders/water.frag:
Code: [Select]
const float sea_roughness = 0.8;
Title: Re: graphics extender
Post by: hadji4 on September 22, 2018, 03:12:25 PM
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

Code: [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

Title: Re: graphics extender
Post by: shardana on September 22, 2018, 03:37:45 PM
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...
Title: Re: graphics extender
Post by: slibenli on September 22, 2018, 11:46:22 PM
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

Code: [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.
Title: Re: graphics extender
Post by: slibenli on September 23, 2018, 12:06:29 AM
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...

I did some tuning on the water shader:

(https://i.postimg.cc/KcBfngZP/water.png) (https://postimg.cc/Dmf1h040)
(https://i.postimg.cc/5030V3B5/water1.png) (https://postimg.cc/JDsm3jdt)

Build: https://gitlab.com/vrresto/il2ge/-/jobs/100578093/artifacts/download

And with sea_roughness further reduced:

(https://i.postimg.cc/JhmnsvzV/water2.png) (https://postimg.cc/K1qFV9TJ)
Title: Re: graphics extender
Post by: shardana on September 23, 2018, 05:39:06 AM
Installed but I don't get the same effect.........   should I put water 4 in conf ini?
Title: Re: graphics extender
Post by: slibenli on September 23, 2018, 07:54:04 AM
Installed but I don't get the same effect.........   should I put water 4 in conf ini?

No! ;) use water=0.
Are you using Carsmaaster's water mod?
Title: Re: graphics extender
Post by: shardana on September 23, 2018, 07:55:31 AM
No Just bat linebacker, Is it includer in it?


Inviato dal mio iPhone utilizzando Tapatalk
Title: Re: graphics extender
Post by: slibenli on September 23, 2018, 07:57:52 AM
No Just bat linebacker, Is it includer in it?


Inviato dal mio iPhone utilizzando Tapatalk

I don't know  - probably not, if your water doesn't look like in the screenshots.
Title: Re: graphics extender
Post by: shardana on September 23, 2018, 07:58:45 AM
Oooook i’ll try to find it and download..


Inviato dal mio iPhone utilizzando Tapatalk
Title: Re: graphics extender
Post by: slibenli on September 23, 2018, 08:00:19 AM
https://www.sas1946.com/main/index.php?topic=15180.0
Title: Re: graphics extender
Post by: SpongeBob on September 23, 2018, 10:22:51 AM
Hi, according BAT manuals, water mod by Carsmaster is included in BAT (at least in Dawn of Flight module).
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).

(https://i.postimg.cc/vB1JFt5c/2018.09.23_16-11-08.jpg) (https://postimg.cc/wypfDJfp)

(https://i.postimg.cc/XNCRsxVP/2018.09.23_16-11-13.jpg) (https://postimg.cc/Dm7pZr4Q)

The same map in BAT Linebacker with graphic extender deactivated and water=4 in conf.ini:

(https://i.postimg.cc/FRBh0KVJ/2018.09.23_16-17-51.jpg) (https://postimg.cc/zbTmr8MJ)

(https://i.postimg.cc/MpSfnsTJ/2018.09.23_16-18-01.jpg) (https://postimg.cc/xc6173M6)

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.
Title: Re: graphics extender
Post by: urmel on September 23, 2018, 11:37:26 AM

(https://i.postimg.cc/bwsNMM69/2018.09.23_17-31-05.jpg) (https://postimg.cc/fVQNSHQV)
For me it works,YREN-Pack 413.4
Title: Re: graphics extender
Post by: shardana on September 23, 2018, 01:13:22 PM
Hi, according BAT manuals, water mod by Carsmaster is included in BAT (at least in Dawn of Flight module).
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.

   Same problem here.......  I long to have the same water as others with this great mod...
Title: Re: graphics extender
Post by: hadji4 on September 23, 2018, 04:08:06 PM
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

Code: [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: 0xa44

Code: [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.
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 23, 2018, 09:46:11 PM
Hi spongebob how did you get your screenshots? I have tried several things but cant get a screenshot when in the game?
Title: Re: graphics extender
Post by: 4S_Vega on September 23, 2018, 10:20:40 PM
What a wonderful mod guys!

You are forcing me to buy a new PC!  :D

With this feature IL2 will rule for another ten years!
Title: Re: graphics extender
Post by: SAS~Storebror on September 23, 2018, 11:33:13 PM
There seems to be some conflict between il2ge and BAT currently indeed.
CTD at 100% mission load with "water=4".

il2ge_all.log is here: https://pastebin.com/raw/8f2x6nTx

il2ge.log:
Code: [Select]
-----------------------------------------------------------
*** 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

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 24, 2018, 03:19:31 AM
There seems to be some conflict between il2ge and BAT currently indeed.
CTD at 100% mission load with "water=4".


Of course it crashes if not water=0 ;)
I think there is some confusion because Carsmaster's water is intended for water=4.
IL2GE will happily load the textures though regardless if the setting.
The crash happens because a higher water setting causes IL2 to use multiple gl contexts which confuses il2ge.

There might be a problem though because I hardcoded the water normal map path to maps/_Tex/Water/Animated/WaterNoise**Dot3.tga.
I also have no idea what the purpose of the PAC_WaterNoise**Dot3.tga maps is.
Maybe a water modder can help me out here?
Title: Re: graphics extender
Post by: SAS~Storebror on September 24, 2018, 04:32:06 AM
Alright, so the "water=0" setting is still mandatory.
Sorry for the confusion.

]cheers[
Mike
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 24, 2018, 04:56:11 AM
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
(https://i.postimg.cc/J4hPG7GL/il2fb_2018-09-21_17-04-48.jpg) (https://postimages.org/)
Title: Re: graphics extender
Post by: slibenli on September 24, 2018, 05:24:35 AM
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

Judging from the screenshot il2ge isn't active at all.
Could you post your il2ge_all.log?
Title: Re: graphics extender
Post by: urmel on September 24, 2018, 06:21:50 AM

(https://i.postimg.cc/C1bJ9G0Z/2018.09.24_12-17-05.jpg) (https://postimg.cc/N9f1Hr5Y)
With iL2ge-build 100578093
Title: Re: graphics extender
Post by: slibenli on September 24, 2018, 07:02:15 AM

Code: [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:
https://gitlab.com/vrresto/il2ge/-/jobs/100885267/artifacts/download
Title: Re: graphics extender
Post by: SAS~Storebror on September 24, 2018, 09:26:25 AM
I did some additional testing in BAT.

This is BAT "as is", water=4:
(https://www.sas1946.rocks/flickr/storebror/1960/44168176474_c164a7d787_o.jpg)

This is BAT with water Textures extracted from Stock 4.12.2:
(https://www.sas1946.rocks/flickr/storebror/1908/29951822847_eee4fb6eb2_o.jpg)

This is BAT with il2ge, water textures "as is", water =0:
(https://www.sas1946.rocks/flickr/storebror/1959/29951822887_456df3bbd8_o.jpg)

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

And now... wonder oh wonder, we install Carsmaster's "water=4" mod on top of BAT from here (https://www.sas1946.com/main/index.php/topic,15180.msg350699.html#msg350699) and we get this with il2ge:
(https://www.sas1946.rocks/flickr/storebror/1958/29951822377_4ef5b44ce1_o.jpg)

Works.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 24, 2018, 10:46:23 AM
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

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.
Title: Re: graphics extender
Post by: hadji4 on September 24, 2018, 03:13:10 PM

Code: [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
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
https://gitlab.com/vrresto/il2ge/-/jobs/100885267/artifacts/download
All the same does not work
Title: Re: graphics extender
Post by: shardana on September 24, 2018, 03:51:46 PM
Hey Mike,  in your last picture did you use water 4 in conf  or water 1? still water doesn't seem right in my game no matter what I do....
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 24, 2018, 09:58:39 PM
Hi can you confirm the installation instructions? I use CUP and my MOD folder is #WAW is it ok to rename your #SAS folder to #WAW to facilitate the install or should it remain as #SAS? All the other folders/files are in my main IL2 folder is that correct? I am using the new selector and water=0 although i have carsmasters water mod installed in my #WAW folder. Will try to post my il2ge.log soon. Cheers. Mick
Title: Re: graphics extender
Post by: hguderian on September 24, 2018, 10:40:27 PM
Hi!

This mod is astonishing!!

Is there an incompatibility with Carsmaster's 2048/4096 Dlls, perhaps?

If I install it as per instructions with last selector (and water=0) on IL2 vanilla it work ok.
If I install it on my ModAct 5.30 the game crash when mission is 100% loading.

I'll post the related il2ge_all.log and il2ge.log.

Many thanks again for your work...this is a completely new open grassland for the future of IL2.

Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 24, 2018, 10:44:25 PM
I have found an issue that may have been overlooked? I was using the 'random skies' game launcher instead of the IL2 selector directly - when using the normal selector il2GE loaded perfectly. Thankyou slibenli this mod is awesome!!
Title: Re: graphics extender
Post by: SAS~Storebror on September 24, 2018, 10:50:40 PM
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 work
A 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!

is it ok to rename your #SAS folder to #WAW
Exactly. 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.
It might however be in conflict with mods you've installed/activated there.
When you post your logs, please don't forget to clearly state what's installed and activated "on top".

]cheers[
Mike
Title: Re: graphics extender
Post by: hguderian on September 24, 2018, 11:07:22 PM
I'll give it a try without carsmaster's dll.

Many thanks Storebror.

EDIT-----------------------

The water textures you've posted did the trick...with them on top of #SAS folder all works ok.
So there isn't any issue with others .dll.

I think it must be something around water/animated files.
Before with excellent HerraTotori's and Carsmaster's water texture no way to go with graphics extender.

Thanks again.
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 24, 2018, 11:09:34 PM
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/)

(https://i.postimg.cc/3RWBhfD2/IL2_GE_2.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?
Title: Re: graphics extender
Post by: slibenli on September 25, 2018, 12:36:53 AM
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.

Quote
All the same does not work
A 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.
Title: Re: graphics extender
Post by: slibenli on September 25, 2018, 12:37:35 AM
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?

Which map is this?
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 25, 2018, 01:34:27 AM
Its on the CUP North Africa and CUP Sands of TimeR - not checked any others yet
Title: Re: graphics extender
Post by: steven197106 on September 25, 2018, 06:50:58 AM
What version of graphics extender are you using Mike.
Title: Re: graphics extender
Post by: SAS~Storebror on September 25, 2018, 07:20:25 AM
The log which I've posted in my last water tests gives it away: 100885267

]cheers[
Mike
Title: Re: graphics extender
Post by: SpongeBob on September 25, 2018, 10:19:24 AM
Hi Storebror, thank you again.
I've downloaded Carsmaster's water and now water under Graphic Extender looks as nice as always.

If anyone is interested, I've built a little JSGME mod to easily activate-deactivate Carsmaster water. Just created a folder in BATMODS called 'BAT Carsmaster Water for Graphic Extender', and made four subfolders (#DOF3, #JTW3, #TGA3 and #WAW3). In each of these subfolders, I made a 'MAPMODS' folder. Extracted Carsmaster's water into a safe place and copy the 'Maps' folder included there into every MAPMODS folder that I had previously created.

Now, all artifacts I had seen on water have disappeared. However, I've seen some little flaws and surprises.

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.
(https://i.postimg.cc/bwk2N9xG/2018.09.25_15-22-36.jpg) (https://postimg.cc/HrWL65PH)


The Aleutians by agracier: more lines forming a grid.
(https://i.postimg.cc/L8Dv8SBg/2018.09.25_15-25-10.jpg) (https://postimg.cc/XrZ9sTPn)


Makin Atoll by 1C/Maddox: thicker lines on the island.
(https://i.postimg.cc/TPw8RCmG/2018.09.25_15-37-03.jpg) (https://postimg.cc/Js9Yx3Pd)


Flying on the Aleutians map, I found a strange, not-from-this-world structure:
(https://i.postimg.cc/6p8LtZ3g/2018.09.25_15-25-19.jpg) (https://postimg.cc/QFrWqHcJ)


An F-16 was sent to investigate:
(https://i.postimg.cc/R0ctZLzs/2018.09.25_15-30-25.jpg) (https://postimg.cc/McpHsRHV)


It seemed like a cyclopean wall built by some forgotten civilization, or maybe some alien visitors. The 'wall' was located just at the bottom left corner of the map.
(https://i.postimg.cc/Bb8QXJKS/2018.09.25_15-31-15.jpg) (https://postimg.cc/rRkLHXj3)


Definitely, that wall was not a terrestrial construction. Even with paused game, the cascade-looking wall was moving downwards.
Orders were sent to the F-16 to turn back home...
(https://i.postimg.cc/VsSCSw10/2018.09.25_15-31-44.jpg) (https://postimg.cc/NLcMVWKQ)


But it was too late. Some kind of energy barrier made contact with the F-16 and it was immediately disintegrated. No remains were ever founded. o_O
(https://i.postimg.cc/R0zRdFSY/2018.09.25_15-32-20.jpg) (https://postimg.cc/FYD3shJb)

Anyway, congratulations for this incredible WIP project.
Title: Re: graphics extender
Post by: danperin on September 25, 2018, 10:23:24 AM
My condolences to the F-16 pilot's family  o_O
Title: Re: graphics extender
Post by: slibenli on September 25, 2018, 10:49:58 AM
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.

It looks like a bug in the coast line rendering.
If it is, it should disappear when water rendering is disabled.
You can disable water by opening il2ge/shaders/terrain_util.frag, and setting
Code: [Select]
#define ENABLE_WATER 1 to 0.

Quote
Flying on the Aleutians map, I found a strange, not-from-this-world structure:

Hehe, I'll have to investigate this strange phenomenon ;)
Title: Re: graphics extender
Post by: Flying H on September 25, 2018, 11:58:13 AM
That must be the evidense the "Flat Earth" community needs to conform their hypothesis! Finally they´ve got the ultimate proof the world is FLAT! (RIght?)  ]dontknow[ ]banghead[
Title: Re: graphics extender
Post by: hadji4 on September 25, 2018, 03:45:38 PM
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.

Quote

All the same does not work
A 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.

Thank you for your work and understanding. I'm sorry.
Title: Re: graphics extender
Post by: hadji4 on September 25, 2018, 04:48:26 PM

(https://i.postimg.cc/RZ0qhchS/il2fb_2018-09-26_01-39-37.png) (https://postimg.cc/qz9pZ62S) Installed this version of il2ge-build_97619406 started but everything became very black
 
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 26, 2018, 03:36:39 AM
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?
Title: Re: graphics extender
Post by: slibenli on September 26, 2018, 06:18:39 AM
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?

ATM this would be be pointless as il2ge doesn't render the cirrus cloud layer.
I disabled it because it doesn't work well with the extended visibility.
Title: Re: graphics extender
Post by: whistler on September 26, 2018, 06:38:40 AM
The Random Skies Mod will be updated when 4.14 comes out. Just forget about it and keep up the awesome work slibenli!!
Title: Re: graphics extender
Post by: SpongeBob on September 26, 2018, 08:54:15 AM
Well, I've been thinking and testing, and I've realised that my weird encounter with the 'energy wall' in the Aleutians map has nothing to do with Slibenli's mod. I've tried the same map with Graphic Extender deactivated and flied towards the bottom right part of the map.
When I approached the map's border I finally saw the same barrier:

(https://i.postimg.cc/mrYtsvPV/2018.09.26_14-43-07.jpg) (https://postimg.cc/94fWPNtq)

It seems to be a map-related bug, nothing to do with the mod.

So, sorry for reporting a false bug. In fact, it was thanks to the expanded visibility provided by Graphic Extender that I was aware of the existence of this artifact hidden by the default mist.

Cheers,
Spongebob.
Title: Re: graphics extender
Post by: vonofterdingen on September 26, 2018, 10:09:58 AM
Right; this has nothing to do with the graphics extender. It is an old map bug. I remember this bug from Lonestar's Aleutians campaign. He posted a fix for the map but apparently it did not get propagated forward in time. The fix is here:  https://www.sas1946.com/main/index.php?topic=24942.0 (https://www.sas1946.com/main/index.php?topic=24942.0)
Title: Re: graphics extender
Post by: slibenli on September 29, 2018, 04:04:19 AM
New experimental feature: Autogenerated terrain.
Can you spot the map border?

(https://i.postimg.cc/RhLh5fvL/Sep_29_2018_10-00-40_AM.png) (https://postimg.cc/hQhcVXzX)
Title: Re: graphics extender
Post by: SAS~Ghost129er on September 29, 2018, 04:07:09 AM
Very interesting mod I've been following. I only wonder how much more it'll kill my GPU though since my 450 is seeming to die off slowly with mass particles and AI in the sky...

 
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 29, 2018, 04:20:04 AM
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
Title: Re: graphics extender
Post by: slibenli on September 29, 2018, 04:27:27 AM
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

Umh what? This hasn't been available.
Title: Re: graphics extender
Post by: PA_Willy on September 29, 2018, 05:13:23 AM
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.
Title: Re: graphics extender
Post by: BOYAN on September 29, 2018, 06:12:58 AM
New experimental feature: Autogenerated terrain.
Can you spot the map border?



OMG, already? How did you do it?
Title: Re: graphics extender
Post by: hguderian on September 29, 2018, 06:20:41 AM
Quote
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

Quote
No. Who has said you that is plain wrong.

You're right PA_Willy!

AFAIK from many years there's around a list of orders/parameters/flags messed up together: most of them are only
parameters already present in config and in .mat files. Others are only relics of developers work.

Actually the only two working voices are FogHaze 1-2-3-4 and FogLow 1-2 but only via the console cfg command.
In config neither these works.

If someone say that this mess "work" and improve graphics don't tell the truth. 

Regards.

P.s. slibenli great work!!!!
Title: Re: graphics extender
Post by: Sita on September 29, 2018, 08:56:22 AM
New experimental feature: Autogenerated terrain.
Can you spot the map border?




OH MY GOD!!  :D it's F$@#ing Awesome!!
Title: Re: graphics extender
Post by: SAS~Storebror on September 29, 2018, 09:22:12 AM
working voices are FogHaze 1-2-3-4 and FogLow 1-2 but only via the console cfg command
Would you mind to state the console cfg command which is used to set FogHaze and/or FogLow?

]cheers[
Mike
Title: Re: graphics extender
Post by: Sita on September 29, 2018, 09:33:01 AM
Slibenli, may be you also know some magical way to increase resolution of Map_t to get more smooth and natural looking roads?))
Title: Re: graphics extender
Post by: hguderian on September 29, 2018, 09:39:55 AM
@Storebror

For sure!

cfg FogHaze 1 (1 to 4 = from heavy foggy atmosphere to clear)

cfg FogLow 1 (1 to 2 = sincerely I'm not sure what does it...)

I've added in the rcu file these lines

@a k cfg FogHaze 4
@a j cfg FogLow 1

where k and j are letters of my choice to create a shortcut.

You could put also into the icons file (inside user folders) the same commands (cfg FogHaze+number) so they
are executed in automatic when the mission start.

Max
Title: Re: graphics extender
Post by: carsmaster on September 29, 2018, 09:58:57 AM
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
Title: Re: graphics extender
Post by: SAS~Storebror on September 29, 2018, 10:14:46 AM
Yes, in combination with your mod it starts making sense.
I was asking because the default game doesn't even know the "cfg" command, so without your mod, it's all just placebo.
With your mod, you get the well known settings plus "FogHaze", "FogLow" and "DrawCollisions" through the newly introduced "cfg" command.

Neither of these even remotely resemble what slibenli's IL-2 Graphics Extender does though. Nevertheless, thanks for the heads up regarding your "real time config" mod.
The ones trying to muck around with you using that old internal render flags list from 2003, pretending that any of these would work in conf.ini or on the IL-2 console, are doing so purely because of personal deficits.
Don't be fooled by such elements from the shallow end of the gene pool.

]cheers[
Mike
Title: Re: graphics extender
Post by: SpongeBob on September 29, 2018, 10:24:44 AM
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?

Congratulations!!! I'm following the development of this mod and it is a huge step forward.

Quote

See topic: https://www.sas1946.com/main/index.php/topic,18906.msg203459.html#msg203459

I tested only on a clean mods installation 4 09

Thank you for the link. I didn't know about it and it sounds very interesting.

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).

Title: Re: graphics extender
Post by: carsmaster on September 29, 2018, 10:27:27 AM
Neither of these even remotely resemble what slibenli's IL-2 Graphics Extender does though. Nevertheless, thanks for the heads up regarding y

Of course slibenli's IL-2 Graphics Extend works completely separate from the conf.ini game.
Title: Re: graphics extender
Post by: hguderian on September 29, 2018, 10:34:20 AM
@Storebror

Ops...too much mods in my @SAS  :P

I forgot to mention the Change Config in Real Time Mod by carsmaster.

Cheers
 
Title: Re: graphics extender
Post by: SAS~Storebror on September 29, 2018, 11:05:34 AM
Ops...too much mods in my @SAS  :P
No 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.
Your FogHaze/FogLow are working with carsmaster's mod, that's just fine (without it, the same flags are accessible to mission builders only).

That's much better than the bullshit being (intentionally?) spread elsewhere, with all those fancy "settings" from that 2003's render flags list which just got dug out of the grave again ;)

]cheers[
Mike
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 29, 2018, 11:39:30 PM
No offence meant guys but on the 'other' site its said that this has always been possible using render and the console.cmd? I am guessing thats not correct? So apologies for spreading false info
Title: Re: graphics extender
Post by: SAS~Storebror on September 30, 2018, 12:29:35 AM
I am guessing thats not correct?
Exactly. It's deliberately intended to mislead uncritical readers.
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.
If you want to be on the safe side, you better don't believe a single word from this guy. Even if he's saying that earth is a sphere, you better watch out not to tilt over the edge.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on September 30, 2018, 01:38:19 AM
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
Title: Re: graphics extender
Post by: hadji4 on September 30, 2018, 03:09:29 AM
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

 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 
Code: [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
gl error: GL_INVALID_OPERATION
-----------------------------------------------------------
Aborted.
current thread: 0x26b0
waiting for backtrace thread to finish ...
target thread: 0x26b0
Title: Re: graphics extender
Post by: sowercrowd on September 30, 2018, 03:22:31 AM
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

Works flawless and with good performance on my somewhat modded vpmedia install, even with smokedistance view 30k .Just tried it on the MTO map. This is a game changer, the autogen feature is insane !!!  Never expected something like that. Unbelievable !!!
Title: Re: graphics extender
Post by: slibenli on September 30, 2018, 03:31:59 AM
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.cpp

Quote

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.
Title: Re: graphics extender
Post by: slibenli on September 30, 2018, 03:35:58 AM
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 ;)
Title: Re: graphics extender
Post by: shardana on September 30, 2018, 03:49:13 AM
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
   Sorry 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?
Title: Re: graphics extender
Post by: carsmaster on September 30, 2018, 03:52:15 AM
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 !
Title: Re: graphics extender
Post by: slibenli on September 30, 2018, 03:58:01 AM
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
   Sorry 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?

Just create the file il2ge.ini in yout IL-2 folder.
Title: Re: graphics extender
Post by: slibenli on September 30, 2018, 04:04:31 AM
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.


Title: Re: graphics extender
Post by: carsmaster on September 30, 2018, 04:06:42 AM
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.

Perfectly!!
I will wait for this moment.
Thank you.
Title: Re: graphics extender
Post by: SAS~GJE52 on September 30, 2018, 05:41:19 AM
As this mod is being developed, (and I have to say as someone who is addicted to eye candy I am very impressed with the results), would it be possible to put  updated links to the latest/current version in the first post in this thread.

Cheers

 8)

G;


ps:

Regarding the ill informed criticism of this great mod and intentionally false information posted on "other sites" .... to quote one of our senior team members
Quote
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...  ;)
Title: Re: graphics extender
Post by: BOYAN on September 30, 2018, 06:47:47 AM
Quote
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.

Amazing! Is there a way to do the same thing with land and sea maps?
Title: Re: graphics extender
Post by: SpongeBob on September 30, 2018, 11:51:33 AM
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.cpp

Quote

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 very much Slibenli. As I told you, I'm not able to understand the details, but I've got an idea of what have you done here. Very clever!

I understand what you say about roads, too. It would be great to see smoother roads on your new landscape rendering, but it is a completely different story.

Thank you very much for your work. Trying now the latest release of your mod. :D
Title: Re: graphics extender
Post by: hadji4 on September 30, 2018, 02:32:23 PM
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.
Title: Re: graphics extender
Post by: SAS~Storebror on September 30, 2018, 10:24:41 PM
would it be possible to put  updated links to the latest/current version in the first post in this thread
Done.

]cheers[
Mike
Title: Re: graphics extender
Post by: PO_MAK_249RIP on October 01, 2018, 04:29:51 AM
Hi Slibenli still have the line problem after the latest build - this is the Okinawa map
Mick


(https://i.postimg.cc/gjQzmf5M/Okinawa.jpg) (https://postimages.org/)
Title: Re: graphics extender
Post by: SAS~GJE52 on October 01, 2018, 05:20:59 AM
Quote
Done.

Many thanks  ;).

G;
Title: Re: graphics extender
Post by: SpongeBob on October 01, 2018, 09:44:30 AM
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:
(https://i.postimg.cc/P5THFL4V/2018.10.01_15-16-17.jpg) (https://postimg.cc/bsC4Zw41)

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.

Many maps in IL2 show land and ocean portions at their borders. As I told you, I don't understand the programming details in Autogenerated Terrain algorithm, but could it be posible to create a program that used only the closest areas to the map borders to generate a similar landscape in the extended terrain? What I mean is that autogenerated terrain should generate oceans beyond map borders containing oceans, and new land beyond map borders containing land.

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).

Title: Re: graphics extender
Post by: slibenli on October 01, 2018, 12:32:56 PM
Hi Slibenli still have the line problem after the latest build - this is the Okinawa map
Mick
I know ;)
I still have to investigate this.

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.

Hehe - well, to be really useful this feature needs to be configurable on a per-map basis.

Quote
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).

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.
Title: Re: graphics extender
Post by: slibenli on October 01, 2018, 01:11:54 PM
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 -------------

Wrong log - I need il2ge.log/il2ge_all.log ;)
Title: Re: graphics extender
Post by: SpongeBob on October 01, 2018, 01:22:52 PM
Quote
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.

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!
Title: Re: graphics extender
Post by: slibenli on October 01, 2018, 10:54:21 PM
Attention: as of build 103604933 (https://gitlab.com/vrresto/il2ge/-/jobs/103604933/artifacts/download) all log is saved to il2ge.log (il2ge_all.log isn't used anymore).
Title: Re: graphics extender
Post by: slibenli on October 01, 2018, 10:57:39 PM
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.

Please run the latest build https://gitlab.com/vrresto/il2ge/-/jobs/103604933/artifacts/download and post your il2ge.log.


Quote
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.

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!

This would be optional of course and configurable for each individual map.
Fictional maps could still use an autogenerated height map.
Also I didn't mean to download the height data in-game but look for it in a local folder.
So you would need to manually download the data first.
Title: Re: graphics extender
Post by: slibenli on October 01, 2018, 11:24:07 PM
Can somebody suggest a good source for global height maps?
The resolution should be ~400m per pixel.
Title: Re: graphics extender
Post by: steven197106 on October 02, 2018, 10:45:26 AM
Keep getting CTD on the kyushu map or japan 1 with  graphics extender
Code: [Select]
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.
Title: Re: graphics extender
Post by: slibenli on October 02, 2018, 11:49:47 AM
Keep getting CTD on the kyushu map or japan 1 with  graphics extender
Code: [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.

I created a ticket: https://gitlab.com/vrresto/il2ge/issues/8
Title: Re: graphics extender
Post by: hadji4 on October 02, 2018, 02:26:42 PM
Please run the latest build https://gitlab.com/vrresto/il2ge/-/jobs/103604933/artifacts/download and post your il2ge.log. I installed this mod but unfortunately I can not. Thank you for your help
Code: [Select]
** 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 just don’t know which part of il2ge to post, it all has a lot of records ???
Title: Re: graphics extender
Post by: SAS~Storebror on October 02, 2018, 11:04:58 PM
I created a ticket: https://gitlab.com/vrresto/il2ge/issues/8

I take it that...
Code: [Select]
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...
Code: [Select]
"textures[i]->w() == texture_width"...fails on itawood4.tga.
That texture can be found here: https://www.mediafire.com/file/bxab88iea4zg0sb/itawood4.tga/file
The file is a 512x512 IMF texture, the internal file structure is fine.
What I'm wondering about is that according to the log, the same file just seems to have loaded successfully before (layer 3) but then failed on layer 4.
Or it's the other way around and that file was the last to load successfully.
In that case, the next file that gets loaded (and not logged anymore) would be maps/_Tex/TB_e0.tga, it can be found here: https://www.mediafire.com/file/9h2f6aixek3zckp/TB_e0.tga/file
That file is a bit different in that it has no alpha channel. It's 1024x1024 24bpp pure TGA.

I installed this mod but unfortunately I can not.
Code: [Select]
(...)
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
Where's that campaign coming from? Couldn't find it in my VP folder.

]cheers[
Mike
Title: Re: graphics extender
Post by: Stainless on October 03, 2018, 02:22:37 AM
Looking through the code I can see ....

Code: [Select]
  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);
  }

This code is throwing the assert.

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.


Title: Re: graphics extender
Post by: slibenli on October 03, 2018, 02:59:43 AM
Thanks SAS~Storebror and Stainless.

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.


It looks like a problem (I myself fell into that trap after looking at the code again after a while) -
But num_channels forces the number of channels in the output data.
actual_channels just reports the number of channels in the file.
Actually I don't know why I called it actual_channels.

This is the declaration of stbi_load_from_memory:
Code: [Select]
STBIDEF stbi_uc *stbi_load_from_memory   (stbi_uc           const *buffer, int len   , int *x, int *y, int *channels_in_file, int desired_channels);
And the documentation:
Code: [Select]
// 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.
Title: Re: graphics extender
Post by: slibenli on October 03, 2018, 03:06:25 AM
Actually I don't know why I called it actual_channels.

Fixed ;)
https://gitlab.com/vrresto/render_util/commit/62c0fe57f2a97361826cd7d96dbe858165d7836d

Edit: stupid me ;)
https://gitlab.com/vrresto/render_util/commit/93911df70dac3ce7bbbdadb888e6ca1c71326829
Title: Re: graphics extender
Post by: Stainless on October 03, 2018, 03:19:35 AM
 ;D

Sorry man, don't think it will compile if the diff is correct.

Code: [Select]
{
  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)


channels_in_file is undefined, you still have ...

Code: [Select]
     int actual_channels = 0;

But it's still before the caffeine has kicked in  :P


The problem is this line of code

Code: [Select]
    const int texture_width = textures[0]->w();

You then go on to assert
Code: [Select]
if textures[i]->w() != texture_width .

Effectively
Code: [Select]
if (textures[0]->w() != textures[i]->w() )
Forcing all textures in the array to be the same size.

This may or may not be true depending on the usage.

Title: Re: graphics extender
Post by: slibenli on October 03, 2018, 03:26:45 AM
;D

Sorry man, don't think it will compile if the diff is correct.


Yea, just found out the hard way  ;D


Quote
But it's still before the caffeine has kicked in  :P

You're correct, hehe.

--------

Aaaand fixed: https://gitlab.com/vrresto/render_util/commit/c1421fb948ea4688d8399702e5af96bccf762279

Build: https://gitlab.com/vrresto/il2ge/-/jobs/104142207/artifacts/download
Title: Re: graphics extender
Post by: PO_MAK_249RIP on October 03, 2018, 04:23:11 AM
Hi what do we do with the render_util ? Do we need to install somewhere?
Title: Re: graphics extender
Post by: slibenli on October 03, 2018, 04:27:14 AM
Hi what do we do with the render_util ? Do we need to install somewhere?

No, that was just for those interrested in the code.

You can use the normal build: https://gitlab.com/vrresto/il2ge/-/jobs/104142207/artifacts/download
Title: Re: graphics extender
Post by: slibenli on October 03, 2018, 04:39:27 AM
I just don’t know which part of il2ge to post, it all has a lot of records ???

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 will crash, but hopefully I can find the cause of the problem.
Title: Re: graphics extender
Post by: slibenli on October 03, 2018, 05:09:32 AM
Regarding terrain autogeneration - another possibility is to utilize a low-resolution parameter map, which in each pixel encodes information like:

WIP:

(https://i.postimg.cc/TYfSWt8G/narvik_coastline.png) (https://postimg.cc/s1HKk9D0)
(https://i.postimg.cc/HLXRyRLY/narvik_coastline2.png) (https://postimg.cc/t1RB0rPw)

This was achieved using this coast line map:

(https://i.postimg.cc/HLDbVPK9/land_generator.png) (https://postimages.org/)
Title: Re: graphics extender
Post by: hadji4 on October 03, 2018, 04:18:05 PM
Code: [Select]
[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 Red
Stars
https://pastebin.com/embed_js/giHDzbDH
Title: Re: graphics extender
Post by: SAS~Storebror on October 03, 2018, 10:50:01 PM
That's not il2ge.log, it's log.lst.
And the error...
Code: [Select]
java.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.
Looks like you've messed up your VP modpack installation.
Never seen it throwing that lot of errors before.

]cheers[
Mike
Title: Re: graphics extender
Post by: Sita on October 04, 2018, 03:50:47 AM
Regarding terrain autogeneration - another possibility is to utilize a low-resolution parameter map, which in each pixel encodes information like:
...

wow...  better and bettet with every step  !!!
Title: Re: graphics extender
Post by: Sita on October 04, 2018, 04:08:53 AM
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!
Title: Re: graphics extender
Post by: slibenli on October 04, 2018, 04:37:03 AM
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!

I don't understand what you mean with  "more near to globe".
Title: Re: graphics extender
Post by: Sita on October 04, 2018, 07:49:36 AM
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 ..
Title: Re: graphics extender
Post by: SpongeBob on October 04, 2018, 08:30:54 AM
Quote
Regarding 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
Title: Re: graphics extender
Post by: slibenli on October 04, 2018, 08:33:55 AM
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 ..

I just add some generated detail to the low resolution coast line.
A hight resolution map with less or no generated detail would work as well.

Quote
Regarding 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

I doubt there is any danger of that happening ;)
Simulating an actual sphere or even mutiple spheres in space goes way beyond applying some curvature to a flat map.
Title: Re: graphics extender
Post by: whistler on October 04, 2018, 09:39:52 AM
Simulating an actual sphere or even mutiple spheres in space goes way beyond applying some curvature to a flat map.

It was at this point, my dear grandson, when module #TBG (B.A.T. To Boldly Go 2046-And beyond) was born
Title: Re: graphics extender
Post by: Sita on October 04, 2018, 09:51:26 AM
oh))  i finaly got it)   i understand how you make it))  Thanks... sorry for misunderstanding)
Title: Re: graphics extender
Post by: slibenli on October 04, 2018, 12:52:21 PM
 Build 104829112 (https://gitlab.com/vrresto/il2ge/-/jobs/104829112/artifacts/download) fixes a crash when loading certain maps (e.g. Battle Of France).
Title: Re: graphics extender
Post by: hadji4 on October 04, 2018, 03:14:50 PM
https://pastebin.com/embed_js/giHDzbDH Thank you dear for your attention. Here still posted your il2ge
Title: Re: graphics extender
Post by: 4S_Vega on October 05, 2018, 06:28:58 AM
Just tested with new PC.....

Simply awesome.


(https://i.postimg.cc/g0KV7KYt/2018-10-05_at_12-25-25.jpg) (https://postimg.cc/VSd0rn0X)

(https://i.postimg.cc/507w4NQw/2018-10-05_at_12-26-36.jpg) (https://postimg.cc/XG5ZxW8J)

(https://i.postimg.cc/rsD5KX57/2018-10-05_at_12-26-42.jpg) (https://postimg.cc/zH1ycQtk)
Title: Re: graphics extender
Post by: BOYAN on October 05, 2018, 06:36:41 AM
Amazing! What are your PC specs vega?
Title: Re: graphics extender
Post by: SAS~Storebror on October 05, 2018, 08:23:38 AM
new PC
New PCs are always awesome 8)
Title: Re: graphics extender
Post by: 4S_Vega on October 05, 2018, 08:48:11 AM
Also without the graphics extender is another game....

With it i don't see any reason to play another sim  ;D
Title: Re: graphics extender
Post by: 4S_Vega on October 05, 2018, 02:16:49 PM
Amazing! What are your PC specs vega?

Asus notebook

Graphic card is NVIDIA GeForce 930MX, 2 Giga

Core is I7 7500U
Title: Re: graphics extender
Post by: 4S_Vega on October 06, 2018, 12:20:16 PM

I'm definitely in love with this mod

(https://i.postimg.cc/3Nr4DH27/2018-10-06_at_15-45-14.jpg) (https://postimg.cc/VrTL3p7H)

(https://i.postimg.cc/rygt2KLp/2018-10-06_at_15-45-26.jpg) (https://postimg.cc/z3bfnDvm)
Title: Re: graphics extender
Post by: slibenli on October 13, 2018, 08:17:49 AM
https://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.
Title: Re: graphics extender
Post by: hadji4 on October 13, 2018, 02:18:59 PM
https://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
Title: Re: graphics extender
Post by: slibenli on October 15, 2018, 05:43:34 AM
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.
Title: Re: graphics extender
Post by: hadji4 on October 15, 2018, 02:50:47 PM
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.
Title: Re: graphics extender
Post by: slibenli on October 15, 2018, 03:34:00 PM
Thanks 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
Title: Re: graphics extender
Post by: hadji4 on October 15, 2018, 03:44:23 PM
Thanks 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!
Thank you for helping me leave this mod for a while fails
Title: Re: graphics extender
Post by: PO_MAK_249RIP on October 18, 2018, 01:58:30 AM
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 !!
Title: Re: graphics extender
Post by: slibenli on October 27, 2018, 06:09:23 AM
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 !!

Yep, you can ignore the debug builds.
Title: Re: graphics extender
Post by: 4S_Vega on October 27, 2018, 09:43:07 AM
The night bug is fixed?
Title: Re: graphics extender
Post by: slibenli on October 27, 2018, 04:41:50 PM
The night bug is fixed?

What do you mean exactly?
Title: Re: graphics extender
Post by: 4S_Vega on October 28, 2018, 07:07:41 AM
In my game simply never becomes night  :)


Title: Re: graphics extender
Post by: SAS~Storebror on October 28, 2018, 07:23:19 AM
Arctic Summer 8)
Title: Re: graphics extender
Post by: danperin on October 28, 2018, 09:24:16 AM
In my game simply never becomes night  :)

+1!
Title: Re: graphics extender
Post by: SAS~Storebror on October 28, 2018, 11:26:07 AM
A night plus 1? That's two nights then.
Title: Re: graphics extender
Post by: danperin on October 28, 2018, 11:32:33 AM
A night plus 1? That's two nights then.

Extra dark, mate!  8)
Title: Re: graphics extender
Post by: SpongeBob on October 29, 2018, 07:53:44 AM
Okey, Vega is right.

I've got Graphic Extended on a BAT install.

These are two views over the Aleutians at 12:00 (daytime):

(https://i.postimg.cc/jjQ33C5w/2018-10-29-13-42-37.jpg) (https://postimg.cc/p9rBpWKR)

(https://i.postimg.cc/Wz32bQK8/2018-10-29-13-42-42.jpg) (https://postimg.cc/gXC9gBGL)


These are more or less the same views at 23:00 (it should be night):

(https://i.postimg.cc/fT1wDqv7/2018-10-29-13-40-16.jpg) (https://postimg.cc/SJ70Gr3j)

(https://i.postimg.cc/26HDJ06Z/2018-10-29-13-40-11.jpg) (https://postimg.cc/gX6QLq3z)

As you can see, the plane shows the typical night illumination, but the sky is as blue as during daytime.
I cannot tell if in the two last pictures we see the Moon or the Sun (I bet for the Sun), but it doesn't show the 'solar corona' as in the two first pictures.
Pay attention that the Sun is at the same location in both sets of pictures. I haven't checked yet, but it seems that it doesn't move along the day (I mean 'apparent movement', yes I know that it is the Earth what moves  :D).


Title: Re: graphics extender
Post by: PO_MAK_249RIP on October 29, 2018, 08:01:50 AM
Hi Slibeni have you got anywhere with the 'lines' visible on the terrain yet? Guessing a map tile issue?
Title: Re: graphics extender
Post by: WxTech on October 30, 2018, 08:36:40 PM
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.)
Title: Re: graphics extender
Post by: sowercrowd on November 02, 2018, 04:12:07 AM
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

Title: Re: graphics extender
Post by: slibenli on November 07, 2018, 03:14:58 AM
I remember there was some issue with the sun light direction - I'll have to look into that again.
The lines on the map aren't fixed yet.
I'm taking a break currently, so it might be some time until I get to do this.

I would like to use the issue tracker at gitlab (https://gitlab.com/vrresto/il2ge/issues) to keep track of everything.
Maybe somebody could help me out creating tickets for the open issues?
You would have to create an  account at gitlab.com - then I could give you access to the issue tracker.
Title: Re: graphics extender
Post by: slibenli on November 07, 2018, 03:17:10 AM
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 can't tell from the log for sure, since it's not complete, but to you have set water to 0 in conf.ini?
Title: Re: graphics extender
Post by: slibenli on November 07, 2018, 03:55:18 AM
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.

Yes, I suspect it has to do with map_c.

Quote
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.

The terrain is mapped to a sphere. The further away from the camera the stronger the distortion is.
But it's still small enough to not be noticed.
Since every vertex of the terrain is individually mapped to the sphere there should be no gaps.

Quote
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.)

Yep, is should be a dome that follows the Earth's curvature.
I guess there will be tiling effects because this dome needs to be much bigger.
Title: Re: graphics extender
Post by: WxTech on November 07, 2018, 01:59:22 PM
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.
Title: Re: graphics extender
Post by: KingTiger503 on November 21, 2018, 10:38:56 PM
With The Help of the Nvidia GeForce GTX 1050 TI, Everything is Perfect, But there is one Problem

The Midway Map has One Island, And Now thats Two Islands,

(https://i.postimg.cc/ncZby078/2018-11-21-13-52-40.jpg) (https://postimg.cc/Wt9HrmXS)

And the Desert Map is WIP, Right

Best Regards KT503
Title: Re: graphics extender
Post by: SAS~Storebror on November 21, 2018, 11:29:09 PM
Midway and Kure?
Title: Re: graphics extender
Post by: slibenli on December 03, 2018, 09:19:25 AM
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.

Of course the polygons (triangles to be specific) of the terrain stay flat.
I don't know - maybe we are talking past each other here.
I have yet to look deeper into how gnomonic projection works.
It's possible that, unknowingly, I'm already using it.

Title: Re: graphics extender
Post by: GTAIVisbest on December 06, 2018, 01:50:11 PM
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?
Title: Re: graphics extender
Post by: slibenli on December 06, 2018, 03:12:17 PM
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 your IL-2 Selector at least version 3.4.2 ?
Title: Re: graphics extender
Post by: GTAIVisbest on December 06, 2018, 09:07:01 PM
That did it, downloaded latest IL-2 selector and fixed water=0... it looks very pretty!

is it normal that loading map and starting missions takes a looot of time? From ~5 seconds to ~35 seconds

is it normal for FPS to be stagnant around 30 on an i7 and a gtx 960M?

Just curious to know so I can make the best out of it.

Great mod!
Title: Re: graphics extender
Post by: SAS~Storebror on December 06, 2018, 10:37:24 PM
is it normal that loading map and starting missions takes a looot of time? From ~5 seconds to ~35 seconds
Can't confirm.
Under which condition do you get 5 seconds and what exactly triggers the load time increase to 35 seconds?
Please triple-check before reporting this as an il2ge issue.

is it normal for FPS to be stagnant around 30 on an i7 and a gtx 960M?
Yes.
Did you ever get more?
Please specify.

]cheers[
Mike
Title: Re: graphics extender
Post by: GTAIVisbest on December 07, 2018, 12:04:49 AM
Hey Mike,

I'm not sure if this reflects in any logs, but basically the load time when loading a new map in Full Mission Editor used to be around 4 seconds, it's now around 25-30 seconds.

Playing a scenario used to go from 0% to 100% pretty quickly (5-6 seconds), now it's stuck at 0% for 25 seconds before finally loading.

It may be an issue with updating my IL-2 selector, but I'm not sure about that. I didn't try removing IL2GE yet to test that... mostly curious to know if others are having the same issue.

As for FPS, it's not that bad, 30fps in a flight sim isn't super noticeable... I like the extended view distance, looks awesome!

On a side note, does anyone know what mod will make the first person camera more "realistic" like in the first seconds of this IL2GE showcase video?

https://youtu.be/c7aV8XOpZCQ

Thanks again for all your help!
Title: Re: graphics extender
Post by: SAS~Storebror on December 07, 2018, 12:28:45 AM
Steven uses TrackIR apparently.
Map loading times vary a lot. Only few manage to get up within 4 seconds on my systems, il2ge or not.
"Playing a scenario" - no idea what you mean.
Disabling il2ge is a piece of cake, just rename il2ge.dll to e.g. "-il2ge.dll" and make a comparative test.

If you still see noticeable differences, a log would be helpful.

]cheers[
Mike
Title: Re: graphics extender
Post by: PO_MAK_249RIP on December 07, 2018, 03:21:12 AM
I'm guessing 'playing a scenario' is loading a mission from the QMB? I can confirm what Mike says map loading times vary greatly depending on its/detail size and static objects used on it. I have noticed no increase or decrease in map/mission loading times since using il2GE so the issue must be at your end?

Title: Re: graphics extender
Post by: Dreamk on December 08, 2018, 08:42:11 AM
I must say that I quite agree with GTAIV.
The best selector, to my mind, was the 3.1.4 - very fast loading of the game, aircraft maps and objects, very smooth running.
The 3.4.2 is surprizingly low in loading the game and still more when loading maps and objects - resulting sometimes in unexpected and ununderstood crashes (with strange logs as if the game "got mad" - I remember a case when loading a plane in Bat/#waw3., it crashed, the log showing as reason for the crash....the impossibility to load a tga referring to a ww1 plane totally unrelated with the plane I tried to load, and another case where the load "para" caused a crash, while in 3.1.4 this same aircaft run smoothy with this"para" loadout.).
Loading a large number of objects seems especially low with this selector.
Title: Re: graphics extender
Post by: SAS~Storebror on December 08, 2018, 10:31:10 AM
What's wrong with you Dreamk?
Got up on the wrong side of the bed?
Drank too much on todays X-Mas party?
Or did you just think that it'd be time to post a bunch of complete bullshit in a totally unrelated thread?

(https://i.postimg.cc/1tYd4kxd/thats-the-pun-memes.jpg)

]cheers[
Mike
Title: Re: graphics extender
Post by: Dreamk on December 08, 2018, 01:25:52 PM
(https://i.postimg.cc/d0Rq0LFN/Woah-take-it-easy.jpg) (https://postimages.org/)
Title: Re: graphics extender
Post by: SAS~Storebror on December 09, 2018, 02:52:48 AM
Exactly what I'm trying to say:

(https://i.postimg.cc/5tP8JgVn/let-me-advise-you-to-calm-your-tits.jpg) (https://postimg.cc/06wzdprw)

I might have needed to calm down if there was anything in your post I'd need to take serious.
Now that there isn't, who cares?
If you really want to get anything across concerning the Selector:

Since you've missed each and every point of the list...
(https://i.postimg.cc/BQ1pCr0s/ad998fc9e4544eb7807c8cdfc6bb1df8.jpg)

]cheers[
Mike
Title: Re: graphics extender
Post by: PO_MAK_249RIP on December 12, 2018, 07:44:02 AM
Just a quickie - how do you know which version you have? Noticed theres no way of knowing? Or is it just me?
Title: Re: graphics extender
Post by: SAS~Storebror on December 12, 2018, 08:29:51 AM
The first post holds the link to the always-latest version.
In doubt you can always re-download it, that's no big deal.
Other than that, usually different versions have different filesize and/or date/time.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on December 13, 2018, 02:54:26 AM
Just a quickie - how do you know which version you have? Noticed theres no way of knowing? Or is it just me?

The build number may be shown in the file properties dialog of i2ge.dll - depending in your Windows version.
In any case you can find it at the start of il2ge.log.
Title: Re: graphics extender
Post by: Fishyyy on December 13, 2018, 03:51:26 PM
I made my first video using the Graphics Extender. The FPS-impact is quite hard, but I deliberately tested it with a big mission. Having to record everything in half speed cannot stop me anyway 8)

The video is monetized, I hope you guys don't mind  :-[

https://www.youtube.com/watch?v=2dgeclsac_M

Title: Re: graphics extender
Post by: SAS~Storebror on December 13, 2018, 11:04:33 PM
Well done Fishyyy, nice video, thanks for sharing!

]cheers[
Mike
Title: Re: graphics extender
Post by: PO_MAK_249RIP on December 14, 2018, 05:30:19 AM
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?
Title: Re: graphics extender
Post by: slibenli on December 16, 2018, 07:04:22 AM
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?

Yes, that's intended. I'm not yet doing versioned releases.
The downloads are development snapshots which can be identified by their build number.
On Win10 the build number will likely not be shown in the file properties.
Title: Re: graphics extender
Post by: slibenli on December 19, 2018, 10:06:49 AM
Ok, I've started documenting the map viewer/editor: https://il2ge.gitlab.io/map_viewer.html

Download: https://gitlab.com/vrresto/il2ge/-/jobs/artifacts/master/download?job=map_viewer_build
Installation: Extract map_viewer.exe into your IL-2 folder.

I would be happy to hear questions/feedback/suggestions.


I'm not yet sure if I should continue to work on height-map auto-generation or make it easier for map makers to import (real world) height data.
Suggestions welcome ;)
Title: Re: graphics extender
Post by: Stainless on December 20, 2018, 01:43:20 AM
I have written a tool to get SRTM data for any location.

The process for me is....



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.

Title: Re: graphics extender
Post by: SkyHigh on December 20, 2018, 10:53:57 AM
Fishyyy,

Thanks for the video. It presents, to me at least, a tremendous appearance of height and depth, combined with a striking clarity. It is understandable that fps would take a hit-everything comes with a price; but it seems well worth paying if this graphic quality is achievable.
Title: Re: graphics extender
Post by: slibenli on December 21, 2018, 01:47:02 AM
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.


Thanks, I would love to take a look at your tool :)
No hurry though ;)
I only need a resolution of 200m (which Il-2 uses). Even 400m would be good enough I guess.
Title: Re: graphics extender
Post by: slibenli on December 21, 2018, 01:55:15 AM
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: https://gitlab.com/vrresto/il2ge/-/jobs/136799292/artifacts/download
With improvements: https://gitlab.com/vrresto/il2ge/-/jobs/137239688/artifacts/download
Title: Re: graphics extender
Post by: Stainless on December 21, 2018, 02:24:00 AM
Hmmm 200 M

Okay I would have to do some changes for you. I work in latitude , longitude and only come down to metres when I render.

The trouble is as latitude increases, the size in metres of one degree of longitude changes. At the pole it is literally 0 metres per degree longitude, at the equator roughly 111,317 metres.

So one degree would vary from 0 pixels to about 550 pixels.

I will come up with a nice projection that handles these issues and put you something together.
Title: Re: graphics extender
Post by: rollnloop on December 21, 2018, 06:44:01 AM
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.
Title: Re: graphics extender
Post by: SkyHigh on December 22, 2018, 08:19:03 AM
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.

I have it working on my HSFX7 set-up. Be sure to have your Il-2 Selector (and I think 3.4.2 is required) set to HSFX/Classic Mod Game and save the settings.
Title: Re: graphics extender
Post by: rollnloop on December 22, 2018, 09:48:15 AM
Works !!!!!

Thanks a lot Skyhigh
Title: Re: graphics extender
Post by: Rostic on December 25, 2018, 11:43:08 AM
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

Hello, slibenli!
First I whant to say: THANK YOU! For your great mod!
Second, I had done some test. Screenshots with my settings and results are saved in archive.
 
https://drive.google.com/open?id=1JhxFODRYi9_YG-N_l1aHmK94i1Zl3SoV

1) Performance tests. In total I can say that build 137239688 is much faster then 136799292. And latest build 138104114 is good as 137239688 or even better.
My PC spec is: Intel Core i7 8700K 3.7Ghz, DDR4 16Gb 2666Mhz, Asus Prime Z370-A, ADATA XPG SX8200 240Gb (PCIe Gen3x4), GTX 660 2Gb <- Videocard is dinosaur  ;D

2) I have problems with lightning of ground at daytime from 20-00 to 03-00. Screenshots in archive.
3) Watch screenshot 06-00.jpg in folder "2-BUG-daytime-lightning". Objects in FOG look wr0ng in compare to land, or may be land looks worng in compare to objects in FOG.

Anyway, thank you for your work! And sorry for my English, it is not my native language.
Title: Re: graphics extender
Post by: slibenli on January 02, 2019, 09:19:01 AM
Thanks for your tests Rostic!
1) The changes should be more apparent, the higher the number of visible objects is.
2) This is a current limitation, as mentioned in the readme.

3) This looks like a known bug described earlier in this thread.
I'm intercepting
Code: [Select]
com.maddox.il2.engine.Sun.setNative() to obtain the sun direction.
I'm currently interpreting the first 3 parameters to be the components of a vector pointing into the sun's direction.
I have no idea what the other parameters are for.
Maybe someone can help me out there (SAS~Storebror?).
Title: Re: graphics extender
Post by: Stainless on January 02, 2019, 11:16:47 AM
Have you looked at public void setAstronomic(int i, int j, int k, float f, float f1)

Looking at the code it seems ....

iAltitudeAngular height of sun above the horizon in degrees
jAzimuth partLooks like the compass direction of the sun, 0 = north,3 =east
kAzimuth partLooks like the detail part of the azimuth
fTime of dayUsed for lunar cycle
f1Cloud 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!
Title: Re: graphics extender
Post by: Kashmiro on January 02, 2019, 02:43:27 PM
hi, amazing work, any1 knows if this can work in 4.10 up3rc4?
Title: Re: graphics extender
Post by: PO_MAK_249RIP on January 03, 2019, 05:56:19 AM
Hi Slibenli I notice the latest builds are only 85kb in size is this normal?
HAPPY NEW YEAR!!
Title: Re: graphics extender
Post by: slibenli on January 03, 2019, 06:19:18 AM
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.
Title: Re: graphics extender
Post by: slibenli on January 03, 2019, 06:32:30 AM
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.

Fixed! :)
Title: Re: graphics extender
Post by: slibenli on January 04, 2019, 02:09:10 AM
Have you looked at public void setAstronomic(int i, int j, int k, float f, float f1)

Looking at the code it seems ....

iAltitudeAngular height of sun above the horizon in degrees
jAzimuth partLooks like the compass direction of the sun, 0 = north,3 =east
kAzimuth partLooks like the detail part of the azimuth
fTime of dayUsed for lunar cycle
f1Cloud 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!

I haven't looked at it in detail, but at least I figured out that the remaining parameters to setNative are ambient, diffuse, specular, red, green, blue.
And apparently setNative is used for both sun and moon, depending on the time of day.
But I figured out that the vectors to sun and moon are both passed to Landscape.cPreRender() - so that's what I'm using now.

->  Now it's pitch dark at night :)

Title: Re: graphics extender
Post by: Rostic on January 04, 2019, 03:30:53 PM
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

(https://i.postimg.cc/GtN56fZ9/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screensho.png) (https://postimg.cc/tn3kxBRH)
Title: Re: graphics extender
Post by: WxTech on January 04, 2019, 06:18:29 PM
I'm an amateur astronomer, with my own guesswork after looking at 4.09 code in Sun.java...

It looks to me that setAstronomic(i, j, k, l, i1, j1) variables are:
year, month, day, hour, minute and second.

(j * 30 + k) - 80) * DEG2RAD

means month number times 30 plus day of month to get number of days since beginning of year.

The subtraction of 80 would seem to be the number of days from start of year to vernal equinox (~Mar 21). This is when the Sun is crossing the equator going north, and is a useful fiducial because the Sun's declination range of +-23.5 degrees uniformly straddles this. So in this case the 'astronomical' year effectively begins on Mar 21.

This result is then converted to radians. But this seems weird, in that there is no apparent determination of the *fraction* of the 365-day-year elapsed since the vernal equinox, which necessarily involves dividing the number of days by 365. Only when the *fractional* year is determined can conversion to an angle proceed.

The later appearance of 22.5 is a little odd, and I wonder if it's supposed to be 23.5, or the inclination of the ecliptic (Sun's path across the sky) w.r.t. the celestial equator.

The value of 29.53 is the lunar month duration in days, or the interval between successive New moons (or Full Moons).

The value of 6.283185 is the number of radians in a 360 degree circle.



Just a few pointers that hopefully can lead to some progress.

I know that the Moon position code is a bit buggered. There are times where it *clearly* lies far from the ecliptic plane, with the result that the phase is notably incongruent with the angular separation from the Sun, and the azimuth is well out of whack.

I might point out that I've written star charting code (in BASIC) to generate maps for the illustrations I've published in books and magazines. As well as having been involved with a commercial software Sky charting product. Not to mention an active involvement in amateur astronomy since 1975.
Title: Re: graphics extender
Post by: WxTech on January 04, 2019, 08:08:32 PM
Looking a bit more closely, it seems the first element (i) in setAstronomic could be the fraction of the year expressed in degrees. For instance, June 1 would be 180.

I just altered two lines of code that I suspected had overlooked to convert to the fractional year. One is for the Sun and the other for the Moon. They are identical:

(j * 30 + k) - 80) * DEG2RAD

Becomes

((j * 30 + k) - 80) / 365) * DEG2RAD

With this the Moon now has a much better position relative to the Sun, the ecliptic and the horizon!

For example (and in 4.08)...

Previously, with the MTO map load.ini month set to 5, and the game time set to 18:00 (Sun still up, low in the west), the gibbous Moon--*PAST full!--was positioned *above* the horizon to the *NE* (!). For that phase angle, the Moon should be *below* the horizon and nearer to E.

After my little code changes, now the moon at that time is invisible, rising in the E well after sunset, just as expected.

Now, one thing the code does not seem to do is orient the Moon image correctly. In reality, the mean lunar terminator is perpendicular to the great circle containing the Sun and Moon. In the game this orientation can be notably violated. But at least having a more correct placement in the sky is a good step forward.
Title: Re: graphics extender
Post by: WxTech on January 05, 2019, 02:40:14 AM
I had some further thoughts, but closer examination raised more questions, and so deleted my scribblings.

Based on a couple of assumptions, running code in a spreadsheet and graphing results gives pretty decent concordance with expectations. But in-game Sun/Moon positioning differ, and so my assumptions must be wrong.

I need to determine with certainty what the setAstronomic() variables are.
Title: Re: graphics extender
Post by: slibenli on January 05, 2019, 09:03:16 AM
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

I'm not yet taking moonlight into account.
Stars would be nice of course, but that's not a priority for me ATM.

@WxTech: I can't really contribute anything in terms of astronomical calculations.
Something to consider is that, with the earth's curvature modeled, the viewer's horizon depends on his altitude.
Unless you meant the astronomical horizon ;)
Title: Re: graphics extender
Post by: ACDCdrfc123 on January 08, 2019, 09:10:32 AM
Will this work with the VP modpack?
Title: Re: graphics extender
Post by: slibenli on January 08, 2019, 03:02:28 PM
Will this work with the VP modpack?

Yes.
Title: Re: graphics extender
Post by: KingTiger503 on January 09, 2019, 04:15:08 AM
Slibenli, can you make a Star and the Moon during the Night. I know you do your best.

Best Regards KT503
Title: Re: graphics extender
Post by: slibenli on January 09, 2019, 09:42:45 AM
Slibenli, can you make a Star and the Moon during the Night. I know you do your best.

Best Regards KT503

See my post above - it's currently not a priority.
Title: Re: graphics extender
Post by: sowercrowd on January 10, 2019, 04:52:50 AM
Hi Slibenli,
just tried out the lastest build 143773471. Gives me ctd at 100% mission load.
Log seems to be incomplete, but still may contain some hints  ?

_Java_com_maddox_il2_engine_Landscape_cRender0@12
WARNING: ***( GL error: 0x0500 (SetData0)
creating shader program: invisible
invisible: num fragment shaders: 1
invisible: num vertex shaders: 0
-----------------------------------------------------------
Assertion failed: wgl_wrapper::isMainContextCurrent()
File: /builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp:180
-----------------------------------------------------------
Aborted.
current thread: 0xb60
waiting for backtrace thread to finish ...
target thread: 0xb60
-----------------------------------------------------------

Error occurred on Thursday, January 10, 2019 at 12:12:01.

Registers:
eax=00000000 ebx=5614f940 ecx=00000000 edx=00000000 esi=00000000 edi=00000000
eip=77bd1d2d esp=0018f5d8 ebp=0018f648 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
77BD1D2D 00000130 000006A4 FFFFFFFF  C:\Windows\SysWOW64\ntdll.dll!NtSignalAndWaitForSingleObject
560E7583 562116C0 0018F6CE 00000001  E:\IL-2 _4.12.m_VPmedia\il2ge.dll!abort  [/builds/vrresto/il2ge/common/exception_handler.cpp @ 221]
560E78C5 56213F00 56213EA0 000000B4  E:\IL-2 _4.12.m_VPmedia\il2ge.dll!_assert  [/builds/vrresto/il2ge/common/exception_handler.cpp @ 340]
560DF5BC 00000000 00000000 00000200  E:\IL-2 _4.12.m_VPmedia\il2ge.dll!wrap_glViewport  [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp @ 180]
100BA273 12C01A90 00AADD88 00000000  E:\IL-2 _4.12.m_VPmedia\il2_corep4.dll!Java_com_maddox_il2_engine_CfgFlagsEngine_Set
100DBDB8 00AADE0C 0018F860 00000000  E:\IL-2 _4.12.m_VPmedia\il2_corep4.dll!Java_com_maddox_il2_engine_Landscape_cRender0
560E9276 00AADE0C 0018F860 00000000  E:\IL-2 _4.12.m_VPmedia\il2ge.dll!cRender0  [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_Landscape.cpp @ 53]
044D4F47 00000000 0018F894 044D459B
044D4D8B 00000000 80F3B640 00AAD998
044D459B 81C439C8 80F2F110 0018F8CC
044D42B1 81C439C8 80F2F110 0018F8B4
00C9A082 81C439C8 00000780 81C43AA8
04222732 80F31788 80EDC2D8 00000001
042215A7 80F31788 00AADD88 00AAF6EC
0423E46B 00000000 80F44920 0018F968
0420D9D7 80F44920 80F5A158 F0CD01A0
0420D79C 80F44920 80F5A158 EF0467B8
0420D1E2 80F44920 80F5A158 0018F9A8
0420CB52 80F44920 80F5A158 00000001
0420C6EB 80F5A158 00000000 00000000
042091F1 80F2F640 EF7B4108 00AADD88
6D4DB41C 0018FB08 0018FC64 0000000A  E:\IL-2 _4.12.m_VPmedia\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0018FBCC  E:\IL-2 _4.12.m_VPmedia\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0018FC5C 0018FBB4  E:\IL-2 _4.12.m_VPmedia\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 00AADE0C 0018FC5C 00000000  E:\IL-2 _4.12.m_VPmedia\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 00AADD88 00AADF4C 0F2E4028  E:\IL-2 _4.12.m_VPmedia\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 00AADE0C 00AADF4C 0F2E4028  E:\IL-2 _4.12.m_VPmedia\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 77BE3436 77CA0412 00000000  E:\IL-2 _4.12.m_VPmedia\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
77BE3407 77CA0412 00000000 027201CC  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77BE3436 02720150 77CA0432 02720178  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77BE3407 025B79B0 025B8E88 025B8E68  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77BDE0C3 02720000 00000000 025B79B0  C:\Windows\SysWOW64\ntdll.dll!RtlFreeHeap
75C814AD 02720000 00000000 025B79B0  C:\Windows\syswow64\kernel32.dll!HeapFree
00411B76 00000000 00000000 0040F731  E:\IL-2 _4.12.m_VPmedia\il2fb.exe!RTS_free
0040F7D7 FFFDE000 0018FFD4 77BE9802  E:\IL-2 _4.12.m_VPmedia\il2fb.exe!Java_com_maddox_rts_TrackIRWin_nGetAngles
75C8343D FFFDE000 77CA0612 00000000  C:\Windows\syswow64\kernel32.dll!BaseThreadInitThunk
77BE9802 00412829 FFFDE000 00000000  C:\Windows\SysWOW64\ntdll.dll!RtlInitializeExceptionChain
77BE97D5 00412829 FFFDE000 00000000  C:\Windows\SysWOW64\ntdll.dll!RtlInitializeExceptionChain

...and yes, Water=1 was set in config.ini.
Best regards
Title: Re: graphics extender
Post by: slibenli on January 10, 2019, 06:36:10 AM
Fixed in the latest build https://gitlab.com/vrresto/il2ge/-/jobs/144039097.
Anyway, I suggest using Water=0 not 1.

Edit: there is another crash with the newest build ... looking into it.
Edit: fixed that one too (https://gitlab.com/vrresto/il2ge/-/jobs/144045906), but there are still more crashes when using Water=1 - bottom line: use Water=0 ;)
Title: Re: graphics extender
Post by: PO_MAK_249RIP on January 13, 2019, 04:29:15 AM
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.
Title: Re: graphics extender
Post by: slibenli on January 14, 2019, 06:03:26 AM
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.

Yep, I can confirm that.
There are also other issues with the FMB.
For now I suggest disabling il2ge when using the FMB.

For the java guys: Is there an easy way to check whether the FMB is currently running?
Title: Re: graphics extender
Post by: whistler on January 14, 2019, 10:40:21 AM
[...] Is there an easy way to check whether the FMB is currently running?

As far as I understand FMB works as a perpetually 'paused' mission. For as long as (Time.current() == 0L) is true, you are in FMB. There probably is a better way to detect it, though.
Title: Re: graphics extender
Post by: slibenli on January 16, 2019, 05:12:06 PM
I'm now using com.maddox.il2.game.Main.state().id() to detect if the FMB is running, and disable the graphics extender in that case.

BTW is some familiar with JNI and wants to review my code - especially regarding resource leaks (and maybe threading issues)?
https://gitlab.com/vrresto/il2ge/blob/4e896c93c31e5a832b445e6ce06dda67a4e3ea18/core_wrapper/core/core.cpp#L61
https://gitlab.com/vrresto/il2ge/blob/4e896c93c31e5a832b445e6ce06dda67a4e3ea18/core_wrapper/core/core.cpp#L233
https://gitlab.com/vrresto/il2ge/blob/4e896c93c31e5a832b445e6ce06dda67a4e3ea18/core_wrapper/core/core.cpp#L242

Title: Re: graphics extender
Post by: PO_MAK_249RIP on January 17, 2019, 05:23:34 AM
Hi Slibenli can confirm the black maps issue in FMB has been resolved with the latest build
Title: Re: graphics extender
Post by: slibenli on January 19, 2019, 10:01:49 AM
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
Title: Re: graphics extender
Post by: hadji4 on January 19, 2019, 02:49:37 PM
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!
Title: Re: graphics extender
Post by: PA_Willy on January 19, 2019, 11:42:48 PM
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

Thank you Sir.
Title: Re: graphics extender
Post by: slibenli on January 27, 2019, 04:26:32 AM
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!

Sorry, I can't help you without il2ge.log.
Title: Re: graphics extender
Post by: slibenli on January 27, 2019, 04:29:06 AM
Working on object shaders ...
(https://i.postimg.cc/k52kv2S9/Jan-27-2019-11-25-01-AM.png) (https://postimg.cc/QBr4XxSn)

Getting closer ...
(https://i.postimg.cc/JhrmLrSB/Jan-27-2019-11-55-51-AM.png) (https://postimg.cc/cvbP7Sxs)

Almost there ... but what's up with the shadows?  ;D
(https://i.postimg.cc/jdGzqX0y/Jan-27-2019-12-46-50-PM.png) (https://postimg.cc/ppJ9qKdd)
Title: Re: graphics extender
Post by: Rostic on January 27, 2019, 04:54:43 AM
Working on object shaders ...

Happy to see that work is going on  :)
What exectly do you whant to get in the end?
Title: Re: graphics extender
Post by: SAS~Storebror on January 27, 2019, 07:19:57 AM
Self shadowing apparently.
Cool bananas 8)
Title: Re: graphics extender
Post by: slibenli on January 27, 2019, 08:03:36 AM
Some progress:

(https://i.postimg.cc/3xYdhgXx/Jan-27-2019-3-00-47-PM.png) (https://postimg.cc/fJqwjSqG)
Title: Re: graphics extender
Post by: LambdaNorth on January 30, 2019, 01:02:48 PM
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,
Title: Re: graphics extender
Post by: BT~wasted on January 30, 2019, 03:17:00 PM
Amazing results!

Looking forward to try new version  :)
Title: Re: graphics extender
Post by: PO_MAK_249RIP on January 30, 2019, 10:42:07 PM
Lamda
Just a thought are you using the latest selector here

https://www.sas1946.com/main/index.php/topic,16403.msg176304.html#msg176304
Title: Re: graphics extender
Post by: slibenli on January 31, 2019, 03:47:01 AM
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,

Hi LambdaNorth,
which il2ge build were you running? It's printed at the beginning of the log.
Title: Re: graphics extender
Post by: LambdaNorth on January 31, 2019, 04:19:28 AM
@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.
Title: Re: graphics extender
Post by: slibenli on January 31, 2019, 04:35:40 AM
@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.

Hmm, might be something specific to your configuration - could you post your Render_OpenGL section?
Title: Re: graphics extender
Post by: LambdaNorth on January 31, 2019, 04:42:49 AM
I'm not sure which part of the log you're specifially referring to, but this looks close enough.

Code: [Select]
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 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: 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/]
Title: Re: graphics extender
Post by: slibenli on January 31, 2019, 05:29:02 AM
I meant Render_OpenGL in conf.ini.
Title: Re: graphics extender
Post by: LambdaNorth on January 31, 2019, 05:46:23 AM
Sorry for the confusion. Here's the Render_OpenGL section.
Code: [Select]
[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/]
Title: Re: graphics extender
Post by: slibenli on January 31, 2019, 06:07:09 AM
Thanks. What's yout IL-2 version?
Title: Re: graphics extender
Post by: LambdaNorth on January 31, 2019, 06:13:06 AM
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
Title: Re: graphics extender
Post by: Vihurah on January 31, 2019, 10:20:49 AM
my. GOODNESS
This is pretty incredible work Slib! it like im playing a new game!



(https://i.postimg.cc/Qxt5YBBS/Jan-31-2019-4-59-41-AM-3.png) (https://postimg.cc/3WsddxFD)
Title: Re: graphics extender
Post by: slibenli on January 31, 2019, 12:55:35 PM
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

The log indicates that you have the intro video activated - you might want to try disabling it (Intro=0 in conf.ini).
Title: Re: graphics extender
Post by: LambdaNorth on January 31, 2019, 01:29:08 PM
Intro=0 set. Game still crashes at 100% when loading a QMB mission. For the record, if it helps, the intro runs just fine at start up.

Here's the il2ge log.
https://pastebin.com/3EVDCXpv

And conf.ini
https://pastebin.com/AcbYR5V5
Title: Re: graphics extender
Post by: fatty_finn on January 31, 2019, 05:18:22 PM
re post #409:  wow! 
time I got into this new mod more seriously. 
Congrats to Slibenli for the wonderful job he's done.
Q: does the latest Il2 GE build work in the latest  BAT version, "out of the box" ?
f_f 
Title: Re: graphics extender
Post by: SAS~Storebror on February 01, 2019, 12:34:18 AM
@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
Title: Re: graphics extender
Post by: LambdaNorth on February 01, 2019, 04:20:29 AM
@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

Hello Storebror!

I took a look at the settings you linked me to and carried them over into the config. Unfortunately, that still doesn't seem to solve the issue. Game still crashes at 100% while loading a Quick mission builder flight.
Here's the il2ge log - https://pastebin.com/8qXr3pTD

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 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.
Title: Re: graphics extender
Post by: slibenli on February 01, 2019, 04:57:09 AM
I'm working on something which might solve your problem.
Title: Re: graphics extender
Post by: bomberkiller on February 01, 2019, 06:11:26 AM
Hello Lano,

Make a right click on your "conf.ini" and pay attention to the properties.

Maybe the "conf.ini" is protected from overwriting.

Good luck, Gerhard  :)
Title: Re: graphics extender
Post by: LambdaNorth on February 01, 2019, 07:44:04 AM
@Slibenli
Thanks, Slib! Let's hope it does.

@bomberkiller
That doesn't appear to be the problem. Any edits made are saved and do show up when I open up the config again. It just doesn't happen to carry over into the game. Regardless though, thanks for the suggestion.
Title: Re: graphics extender
Post by: slibenli on February 01, 2019, 02:38:43 PM
I fixed some possibly problematic code: https://gitlab.com/vrresto/il2ge/-/jobs/155116832/artifacts/download
Not sure if that helps though.
Title: Re: graphics extender
Post by: LambdaNorth on February 01, 2019, 03:13:35 PM
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.
Title: Re: graphics extender
Post by: slibenli on February 01, 2019, 03:54:10 PM
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.

That's really strange. The log indicates that object reflections were being rendered, which shouldn't be the case when water=0.
Title: Re: graphics extender
Post by: SAS~Storebror on February 02, 2019, 12:26:48 AM
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 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.
That really needs to be sorted out first.
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:

]cheers[
Mike
Title: Re: graphics extender
Post by: LambdaNorth on February 02, 2019, 06:52:09 AM
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 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.
That really needs to be sorted out first.
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

Settings changed accordingly and il2ge removed for testing. The game runs fine and loading a QMB mission works now, but the resolution remains at 1280x960. The dimensions set for width and height in the conf.ini have no effect, and setting them via the in game options menu once again causes the game to crash, although it does briefly load in the correct resolution before doing so.

I get the impression that il2ge might not be the problem here, or rather, might be acting on something else that is wrong with my IL-2 install. Should I move this issue to another thread somewhere else?

EDIT: A log.lst isn't generated either, despite the parameters for it in conf.ini being set.
Title: Re: graphics extender
Post by: SAS~Storebror on February 02, 2019, 07:59:28 AM
Yep, I see.
Your game is installed under the "C:\Program Files (x86)" tree.
That's a special protected tree where apps need special permissions to edit files.
Copy the whole game folder "IL-2 Sturmovik 1946" to another location outside the "C:\Program Files (x86)" tree, e.g. to "C:\IL2".

]cheers[
Mike
Title: Re: graphics extender
Post by: LambdaNorth on February 02, 2019, 12:01:17 PM
All issues resolved!
Turns out that the location of my install was the problem all along.!


(https://i.postimg.cc/SxnYvsKL/il2fb-2019-02-02-19-57-45-60.png) (https://postimg.cc/YvwS4tYj)

Thanks you, Slib and Storebror for helping me get this mod running! Resolution problems are solved as well!
Title: Re: graphics extender
Post by: Flying H on February 02, 2019, 01:30:15 PM
@Storebror, Shouldn´t there be a text somewhere on top of everything else telling newcomers "DO not extract your game into "C/Program Files! ever" (or something like that) It seems that we have quite a few new players  ( and some not so new) who doesn´t know about the program files problem. Just a thought from an oldie.  8) ;)
Title: Re: graphics extender
Post by: SAS~Storebror on February 03, 2019, 12:35:32 AM
Now that the very first thread in the "New Member Safety Area", the very top pinned one, in the very first post of it already states that the first thing you should do when modding IL-2 is to copy the whole IL-2 game folder to some other location outside of that critical area... what else should we do?

]cheers[
Mike
Title: Re: graphics extender
Post by: Flying H on February 03, 2019, 10:06:02 AM
Maybe hope that newcomers really read the "NMSA" carefully! But I think many of them disregard that and try first then jump directly into the helpsections! You remember  what we wrote years ago, "RTFM".
Title: Re: graphics extender
Post by: SAS~Storebror on February 03, 2019, 11:17:33 AM
Yep, probably we need a "new members package" shipped to anyone who signs up on the forums.
It should include a spoon (for us to feed them with) and a coupon for one month of free 24/7 support on site.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on February 04, 2019, 06:55:28 AM
The latest build improves water appeareance: https://gitlab.com/vrresto/il2ge/-/jobs/155903328/artifacts/download

Title: Re: graphics extender
Post by: shardana on February 04, 2019, 07:14:26 AM
I’m sure a stupid question but do you think one day we could have this impressive mod capable of running with water=4? I use flybies Sounds from Tiger and they run only with this setting in conf
Title: Re: graphics extender
Post by: slibenli on February 04, 2019, 08:02:03 AM
Just checked it - yes it's possible!

But why do sounds require a specific water setting?
Title: Re: graphics extender
Post by: shardana on February 04, 2019, 09:26:08 AM
Just checked it - yes it's possible!

But why do sounds require a specific water setting?
  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....
Hope to be able to do it one day, meanwhile thanks for your incredible work!
I know that
Title: Re: graphics extender
Post by: slibenli on February 04, 2019, 09:45:43 AM
As I said - I don't get crashes any more with water=4.
Go try it! ;)
Title: Re: graphics extender
Post by: shardana on February 04, 2019, 09:59:29 AM
Done thanks!!!!!! I'll post some pictures soon!! Thanks again!!!!!
Title: Re: graphics extender
Post by: Rostic on February 06, 2019, 11:54:17 AM
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).
Title: Re: graphics extender
Post by: slibenli on February 06, 2019, 12:05:25 PM
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).

Later - if I find the time ;)
The difference isn't that big.
I fixed a bug in lighting and reflection calculation.
Also the the bigger waves now travel slower.

Edit:

Old
(https://i.postimg.cc/zXRXKK6f/before.png) (https://postimg.cc/1fsQZn9x)

New
(https://i.postimg.cc/t4N1nFnx/after.png) (https://postimg.cc/rDzyv0JV)
Title: Re: graphics extender
Post by: slibenli on February 06, 2019, 01:27:00 PM
Also I'm still working on object shaders ...

Old:
(https://i.postimg.cc/3N3f7P6q/Feb-4-2019-8-11-15-PM.png) (https://postimg.cc/KksDDsm7)

With object shaders:
(https://i.postimg.cc/CKDc8hpt/Feb-4-2019-8-11-19-PM.png) (https://postimg.cc/XZjKS0Jc)
Title: Re: graphics extender
Post by: SAS~Storebror on February 06, 2019, 10:53:47 PM
It keeps getting better and better, really great show slibenli!

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on February 07, 2019, 08:32:31 AM
In case anybody has noticed that the terrain texture size was limited to 1024x1024 so far - this isn't the case any more.
Title: Re: graphics extender
Post by: Rostic on February 07, 2019, 03:41:46 PM
Great result with object shaders! It's unbelievable!
Title: Re: graphics extender
Post by: BT~wasted on February 08, 2019, 03:19:53 AM
Looks just wonderful!

A question: is it possible to tune colors of the haze and overall temperature? It it would be great to change them depending on the time of day and season. To my eye it looks too cold and contrast now, but maybe it is my PC related.

Thanks again for your amazing work! It will bring another life into our beloved sim!
Title: Re: graphics extender
Post by: slibenli on February 08, 2019, 03:50:06 AM
Anything is possible (well, not really ;)) if I find the time.
But reworking lighting (including haze color) is on my todo list.
Title: Re: graphics extender
Post by: whistler on February 08, 2019, 04:02:01 AM
Many thanks slibenli for your continued work on this ground-breaking project.

How about increasing the default object rendering distance bubble? Is this something your magic wand is (theoretically) capable of? Having trees rendered from a longer distance would definitively improve immersion big time. Not to talk about populated areas. A fps-hit is of course expected, I will take care of such complaints :P
Title: Re: graphics extender
Post by: slibenli on February 08, 2019, 05:34:52 AM
I think the rendering distance for objects (vehicles / buildings / collidable trees / etc.) is controlled by java code - so outside of il2ge's scope.
Regarding (non-collidable) trees: not without lots of work  :(

Title: Re: graphics extender
Post by: whistler on February 08, 2019, 05:51:45 AM
If it was a Java thing we would have had that mod years ago, I want to believe. If it was a object thing, many objects would have been converted already, I want to believe. Some objects have a particularity that allows a longer rendering distance (ie airfield plates, carriers, effects). I have no idea how it works but there seems to be this 5km radius bubble impacting trees and ground objects in a similar way.

In any case, thanks for listening!
Title: Re: graphics extender
Post by: slibenli on February 08, 2019, 06:03:58 AM
In that case it's the same as for the non-collidable trees: even more work   :-X
I would have to re-write the rendering (and animation) routines from scratch as well as loading meshes and materials from file.
Maybe I could reuse code from Stainless for that (?)
Title: Re: graphics extender
Post by: whistler on February 08, 2019, 06:13:28 AM
Collecting inputs from experienced modders (personal/common knowledge) are the very first step before proceeding any further. I am afraid there is nothing else I can add.
Title: Re: graphics extender
Post by: PO_MAK_249RIP on February 08, 2019, 06:44:31 AM
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.
Title: Re: graphics extender
Post by: slibenli on February 09, 2019, 01:17:27 PM
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.

IL2GE isn't directly impacted by the setting.
I have hard-coded the the filtering to trilinear, which is equivalent to TexMipFiler=2.
I will make this configurable to allow anisotropic filtering (TexMipFiler=3).
Since IL2GE only renders terrain, the setting still impacts everything that IL2GE doesn't render.
So overall the setting could make a difference.
Title: Re: graphics extender
Post by: slibenli on February 09, 2019, 01:22:57 PM
I couldn't resist to investigate whether it is feasible to re-implement the effect-system.

(https://i.postimg.cc/HWyXgCH3/Feb-9-2019-7-44-51-PM.png) (https://postimg.cc/fkMJcpV0)

Looks good so far :)
Title: Re: graphics extender
Post by: slibenli on February 10, 2019, 07:49:47 AM
(https://i.postimg.cc/8zpvJrRy/Feb-10-2019-2-45-28-PM.png) (https://postimg.cc/YhP0T0yg)

Wind speed and direction is still hardecoded.
Title: Re: graphics extender
Post by: SAS~Storebror on February 10, 2019, 07:52:24 AM
looks interesting 8)
Title: Re: graphics extender
Post by: Sita on February 10, 2019, 02:32:16 PM
Ilcraft)
Title: Re: graphics extender
Post by: BT~wasted on February 11, 2019, 03:43:02 AM
Ilcraft)

 :D :D :D
Title: Re: graphics extender
Post by: rollnloop on February 11, 2019, 01:31:37 PM
I'm hitting F5 on this thread 10 times a day, I shall see a doctor  ::(

Can't wait for buildings/trees shaders rework  8)
Title: Re: graphics extender
Post by: slibenli on February 15, 2019, 10:10:07 AM
Ilcraft)

 :D :D :D

Hmm, I'm not sure I get this one   :-[
Title: Re: graphics extender
Post by: slibenli on February 15, 2019, 10:22:10 AM
(https://i.postimg.cc/52BkLpNc/Feb-15-2019-5-13-21-PM.png) (https://postimg.cc/RW0Rz7HG)

(https://i.postimg.cc/HkFXWCCd/Feb-15-2019-5-17-21-PM.png) (https://postimg.cc/75MfXd6W)
Title: Re: graphics extender
Post by: whistler on February 15, 2019, 10:40:18 AM
One look is worth a thousand words - they say

Are you minecrafting '46? :D

Seriously though, what is it and why it matters! human wants to know.
Title: Re: graphics extender
Post by: slibenli on February 15, 2019, 11:04:45 AM
Ok you've got me  :P
I was always bothered by IL2 not being more minecraft-like.
So that's what I'm working on.
Next I will extend the pilot walk-around functionality with the ability to dig into terrain.

OK, on a serious note - what I'm working on is re-implementing the effects system just like I did with the terrain.
Currently particles are displayed as blocks (no it's not supposed to stay like this :D).
The benefits will (hopefully) be better performance and the integration of the effects into the same shader framework as terrain and objects.
The effects are probably one of the bottlenecks of the engine because they are rendered using legacy drawing functions of OpenGL.
Using modern OpenGL functionality should at least theoretically improve performance.
The same goes for dynamic lighting btw - there is a lot of room for improvement.

Title: Re: graphics extender
Post by: slibenli on February 16, 2019, 02:26:33 PM
Looking how many particles per effect I can handle.
The effect for the big smoke column has nParticles=8000.

(https://i.postimg.cc/Mp4Qt2h3/Feb-16-2019-9-20-07-PM.png) (https://postimg.cc/G4FthN3v)
Title: Re: graphics extender
Post by: vonofterdingen on February 16, 2019, 10:59:10 PM
Looking better and better...
Title: Re: graphics extender
Post by: Stainless on February 17, 2019, 01:28:17 AM
Looks like you just need to get alpha blending working
Title: Re: graphics extender
Post by: Rostic on February 17, 2019, 03:31:05 AM
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?
Title: Re: graphics extender
Post by: BT~wasted on February 20, 2019, 04:31:22 AM
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.
Title: Re: graphics extender
Post by: slibenli on February 20, 2019, 08:33:23 AM
Looks like you just need to get alpha blending working

It works now, to some degree:

(https://i.postimg.cc/Pqf2h2z8/Feb-20-2019-3-17-57-PM.png) (https://postimg.cc/68SdfVP9)
(https://i.postimg.cc/wjgkc0rb/Feb-20-2019-3-18-53-PM.png) (https://postimg.cc/Xp1Fnc4w)

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?

No, at least not recently.

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.

Is it possible - yes. But not in the near future.
But instead of bumpH I would use normal maps.
Title: Re: graphics extender
Post by: slibenli on February 20, 2019, 03:52:33 PM
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.
Title: Re: graphics extender
Post by: slibenli on February 21, 2019, 02:18:12 AM
Fire looks better now:

(https://i.postimg.cc/6QKqwf6n/Feb-21-2019-9-15-25-AM.png) (https://postimg.cc/jD8t4N7S)

Build: https://gitlab.com/vrresto/il2ge/-/jobs/165128653/artifacts/download
Title: Re: graphics extender
Post by: Dogbert on February 21, 2019, 03:53:56 AM
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.
Title: Re: graphics extender
Post by: Rostic on February 21, 2019, 08:59:01 AM
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.

So where is "il2ge.ini"?
Title: Re: graphics extender
Post by: slibenli on February 21, 2019, 09:03:53 AM
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.

You can't and don't need to enable it in JSGME - it should run out of the box.
If it doesn't, please post the contents of il2ge.log (if it exists) and initlog.lst.
il2ge.ini doesn't exist by default - you'll have to create it.
Also keep in mind that the new effects don't yet look as good as the original ones.
Title: Re: graphics extender
Post by: Dogbert on February 21, 2019, 09:48:39 AM
Thanks for the info buddy.

So how and where do i install it please ?

Thanks very much,
Mike.
Title: Re: graphics extender
Post by: slibenli on February 21, 2019, 10:12:11 AM
Thanks for the info buddy.

So how and where do i install it please ?

Thanks very much,
Mike.

As the readme says: the contents of the subfolder install in the zip file go directly into your il2 folder.
So the folder structure of the installation should look like this:
Code: [Select]
il2-folder\
  il2ge.dll
  il2ge\
    shaders\
Title: Re: graphics extender
Post by: Dogbert on February 21, 2019, 10:26:22 AM
Apologies i didn't see the readme.   :(

I have it in the correct location anyway.  8)

C:\game install folder\#SAS\il2ge\

C:\game install folder\il2ge\

                             \il2ge.dll\

Sorry to be a nuisance but what stands out in regards graphics quality.

Just so i can check if it is working or not.

Thanks very much for taking the time to reply.

Mike.
Title: Re: graphics extender
Post by: PO_MAK_249RIP on February 21, 2019, 11:19:26 PM
This topic is now crying out for some before and after shots??
Title: Re: graphics extender
Post by: rollnloop on February 22, 2019, 12:01:41 AM
Like those on page 1 or page 6 of the thread ?
Title: Re: graphics extender
Post by: PO_MAK_249RIP on February 22, 2019, 04:34:43 AM
I'll give you the 2 on page 6 - I'm thinking more of comparison shots on the first page. The shots there arent before and afters!
Title: Re: graphics extender
Post by: rollnloop on February 22, 2019, 08:35:35 AM
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  :)

Title: Re: graphics extender
Post by: slibenli on February 22, 2019, 09:52:50 AM
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 ?

The new effects are not yet optimised, so that is to be expected.
Basically everything is still WIP ;)
The issue here is time, not so much whether it is possible or not.

Quote
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)

That won't be an issue anymore when object shaders are done.

Quote
2/black sky in rear mirror

Yes, noticed that too. I will look into it eventually, but it's not a priority atm.

Quote
3/pitch black night (no star)

Thanks again for this fantastic addition  :)

Same as above ;)



Title: Re: graphics extender
Post by: rollnloop on February 22, 2019, 10:21:41 AM
Thanks for these infos and all your work  :)
Title: Re: graphics extender
Post by: slibenli on February 22, 2019, 10:57:01 AM
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.
Title: Re: graphics extender
Post by: rollnloop on February 22, 2019, 04:17:36 PM
No crash and much better fps as intended, well done  :)

edit: core I5 760 (2010)
Title: Re: graphics extender
Post by: erafitti on February 23, 2019, 05:28:31 AM
 Intel i7-770K, 32GB RAM,  NVIDIA Geforce GTX 1080, Windows 10.]thumbsup[

Un saludo.
Title: Re: graphics extender
Post by: Rostic on February 23, 2019, 03:19:55 PM
Yes, FPS is very much increased!
Tested on il2ge-build_166208048

i7-8700k, GTX660 2Gb
Title: Re: graphics extender
Post by: Rostic on February 24, 2019, 06:37:46 AM
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
Title: Re: graphics extender
Post by: slibenli on February 27, 2019, 08:22:23 AM
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

Any funny appeareance of effects is accidental ;)
Also I don't yet handle animated textures, so in that case you will see rects.
And I've so far only implementd the TParticlesSystems effect type - the other types aren't rendered at all.
Title: Re: graphics extender
Post by: slibenli on February 27, 2019, 01:07:15 PM
It appears that my recent changes made the autogenerated terrain feature crash.
So for now I've disabled the feature - until I get to fix it.
Title: Re: graphics extender
Post by: sowercrowd on March 05, 2019, 04:05:21 PM
Ah! Thanks for clearing that up. I thought i had something weird in my install. Looking forward to your next steps. Please keep up the great work :) Best regards
Title: Re: graphics extender
Post by: slibenli on March 13, 2019, 08:16:45 AM
I worked a bit on lighting.

Before/after sunrise:

(https://i.postimg.cc/tgNkGrDK/Mar-13-2019-1-50-38-PM.png) (https://postimg.cc/p9yzDJwC)

(https://i.postimg.cc/yxky97BK/Mar-13-2019-1-48-19-PM.png) (https://postimg.cc/rR242XKZ)

Also object shaders are now enabled by default.
You may still disable them by setting EnableObjectShaders=0 in il2ge.ini.

Current bugs:
Title: Re: graphics extender
Post by: BT~wasted on March 13, 2019, 08:37:02 AM
WOW!   :o :o :o :o
Title: Re: graphics extender
Post by: rollnloop on March 13, 2019, 04:51:41 PM
I have either a 3% or 7% CTD.

Here's my log:

Code: [Select]
-----------------------------------------------------------
*** 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 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
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)

Previous build still works perfectly, I hope it's not a user error and easy to fix.

Your screenshots are amazing, looking forward to get it working.

Thanks a bunch   :)
Title: Re: graphics extender
Post by: slibenli on March 13, 2019, 10:11:14 PM
Your log is missing some output (not your fault) - I first need to fix that ...
Title: Re: graphics extender
Post by: slibenli on March 14, 2019, 09:05:45 AM
Your log is missing some output (not your fault) - I first need to fix that ...

Please try the newest build.
Title: Re: graphics extender
Post by: rollnloop on March 14, 2019, 11:24:19 AM
Here we go  :)

Code: [Select]
-----------------------------------------------------------
*** 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)


Title: Re: graphics extender
Post by: Dreamk on March 14, 2019, 11:28:05 AM
Till From build version il2ge-build_158128633 (dated 10/2/2019) included, it worked quite fine on my PC.
Since version il2ge-build_164924635 (dated 20/2/2019) (and all other builds after this date) i get a crash when loading the game, with the following error in the il2ge.log:
Code: [Select]
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

and this is the hs_err_pid12428.log:
Code: [Select]
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)
#
Title: Re: graphics extender
Post by: Rostic on March 14, 2019, 11:35:13 AM
My game is crashing too...
Latest tested build is: 177760793

Last working build is: 166208048

il2ge.log
Code: [Select]
-----------------------------------------------------------
*** 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
Title: Re: graphics extender
Post by: slibenli on March 14, 2019, 03:43:44 PM
There was still some log output missing, which should be fixed  in the latest build.
Title: Re: graphics extender
Post by: rollnloop on March 15, 2019, 01:05:05 AM
I hade to use pastebin since text is now too long (thanks Gerax for your PM tutorial   :) )

https://pastebin.com/srhvPWaX
Title: Re: graphics extender
Post by: Dreamk on March 15, 2019, 01:52:51 AM
This is my crash log with the latest build (il2ge-build_177990314)
I cut the beginning of it as the log exceeds 50000 characters and therefore cannot be posted here as code or text:
Code: [Select]
-----------------------------------------------------------
*** 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
Title: Re: graphics extender
Post by: slibenli on March 15, 2019, 07:21:19 AM
Ok, there are different problems.
@rollnloop - I've added debug output specific to your crash: https://gitlab.com/vrresto/il2ge/-/jobs/178396316/artifacts/download
@Rostic @Dreamk - Could you please 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. This will give a more precise backtrace. I'm not sure yet if it will help. EDIT: more debug output specific to your crash: https://gitlab.com/vrresto/il2ge/-/jobs/178420213/artifacts/download
Title: Re: graphics extender
Post by: rollnloop on March 15, 2019, 08:38:19 AM
https://pastebin.com/aSHarXUv
Title: Re: graphics extender
Post by: slibenli on March 15, 2019, 08:44:00 AM
https://pastebin.com/aSHarXUv

Thanks. It appears that you are using HSFS HSFX - does it also crash with other modpacks or without mods?
Title: Re: graphics extender
Post by: rollnloop on March 15, 2019, 09:10:30 AM
Crashes only with build post 22/2/19, I can play with our without mods, with our without this last working build.
Title: Re: graphics extender
Post by: slibenli on March 15, 2019, 10:05:40 AM
Crashes only with build post 22/2/19, I can play with our without mods, with our without this last working build.

Does it also depend on the map,  whether the crash occurs?
Title: Re: graphics extender
Post by: rollnloop on March 15, 2019, 10:31:26 AM
I tried at least two maps, I can try more.

Edit: it seems not to be map related atm.
Title: Re: graphics extender
Post by: slibenli on March 15, 2019, 11:06:13 AM
And all the crashes are because of the same error - (Assertion failed: fract(pos) == dvec2(0)) ?

Title: Re: graphics extender
Post by: slibenli on March 15, 2019, 11:16:59 AM
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
Title: Re: graphics extender
Post by: rollnloop on March 15, 2019, 12:42:41 PM
1st build:

https://pastebin.com/JUBcyQYr

2nd build doesn't crash, so far, and look gorgeous  8)

Thanks a lot sibenli  ]blob9[

Title: Re: graphics extender
Post by: slibenli on March 15, 2019, 12:48:52 PM
1st build:

https://pastebin.com/JUBcyQYr

Weird, I would have rather expected the second one to crash - but let's ignore that for now ;)

Quote
2nd build doesn't crash, so far, and look gorgeous  8)

Thanks a lot sibenli  ]blob9[

Good to hear :)
Title: Re: graphics extender
Post by: Rostic on March 15, 2019, 04:15:03 PM
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

Both are working for me. I got much higher FPS with build 178576591
Tested on stock 4.13.4 and also on HSFX7.0.3
Title: Re: graphics extender
Post by: gemgi on March 15, 2019, 05:36:00 PM
2nd build doesn't crash :D
Title: Re: graphics extender
Post by: Dreamk on March 16, 2019, 11:25:32 AM
il2ge-build_178576591 crashes:
Code: [Select]
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]



Title: Re: graphics extender
Post by: Dreamk on March 16, 2019, 11:31:05 AM
il2ge-build_178565309 crashes also:
Code: [Select]
-----------------------------------------------------------
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
Title: Re: graphics extender
Post by: Dreamk on March 16, 2019, 11:33:20 AM
after copying the file bin/mgwhelp.dll to my IL-2 directory, il2ge-build_178565309 crashes and here's the log:
Code: [Select]
.....
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


Title: Re: graphics extender
Post by: Rostic on March 17, 2019, 04:32:29 AM
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...
https://youtu.be/RUtbgZjA_TE
Title: Re: graphics extender
Post by: slibenli on March 18, 2019, 11:20:45 AM
@Dreamk - please run https://gitlab.com/vrresto/il2ge/-/jobs/178420213/artifacts/download and post the full log.

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...

Thanks for spotting that ;)

I just discovered another issue:

(https://i.postimg.cc/NGNhj8qF/Mar-18-2019-3-34-35-PM.png) (https://postimg.cc/K4gp9MYh)

And how it should look:

(https://i.postimg.cc/3NNcv65R/Mar-18-2019-3-34-36-PM.png) (https://postimg.cc/dZM6M50P)

I suspect that my grey value -> height mapping is faulty.
These are the values I currently use:
https://gitlab.com/vrresto/il2ge/blob/master/common/map_loader/height_table

Could somebody point me to a file containing the correct values (or a formula for calculating these) ?
Chrisang posted a spreadsheet for that in https://www.sas1946.com/main/index.php/topic,57964.0.html, but the link is now dead.
Title: Re: graphics extender
Post by: Dreamk on March 18, 2019, 01:06:33 PM
Thanks for the time your invest in helping us to enjoy this fantastic mod. It's really commitment. I deeply appreciate.
So, I run as told the il2ge-build_178420213
It also crashes but the log now shows a different type of error
Here is the full log (in two parts due to its length):
First part:
Code: [Select]
*** 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
-----------------------------------------------------------
Title: Re: graphics extender
Post by: Dreamk on March 18, 2019, 01:07:03 PM
second part:
Code: [Select]
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
Title: Re: graphics extender
Post by: slibenli on March 18, 2019, 02:23:41 PM
Which game version are you using?

It appears as if some mod changed the java class il2.engine.Actor and removed the field name.
Does the crash also happen with an unmodded game?
Title: Re: graphics extender
Post by: Dreamk on March 18, 2019, 04:12:49 PM
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)
Title: Re: graphics extender
Post by: WxTech on March 19, 2019, 01:23:59 AM
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

Title: Re: graphics extender
Post by: PO_MAK_249RIP on March 19, 2019, 03:20:35 AM
Hi Slibenli
I havent noticed with the latest builds that my rear view mirrors are all black with no terrain visible?
Title: Re: graphics extender
Post by: slibenli on March 19, 2019, 06:57:42 AM
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)

OK, asked the other way round: Is anybody able to successfully run the latest build with BAT?

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

Thanks, my values are in fact based on that .dbf file, but I'm using the MAX value of the range, while it's the MIN values which are erroneous.
The problem of yourse is, that the actual value in the game could be anywhere in the range.

Hi Slibenli
I havent noticed with the latest builds that my rear view mirrors are all black with no terrain visible?

Yep, it's a known issue.
Title: Re: graphics extender
Post by: rollnloop on March 19, 2019, 01:26:20 PM
I cannot run latest build in BAT.

It does not crash, just doesn't work at all. Been like this since late february. Didn't pay attention too much at the time because I was flying exclusively HSFX (It used to work before late february, carmaster water was needed).

https://pastebin.com/7eHPG6PJ

One important thing, if any new comer can't get it to work, is that, at least for me, carmaster water is a mandatory, without it HSFX crashes with GE activated.

carmaster off/ GE off = HSFX works
carmaster off/GE on= HSFX crashes at mission loading
carmaster on/GE on= beautiful HSFX with GE !
Title: Re: graphics extender
Post by: PO_MAK_249RIP on March 19, 2019, 02:01:11 PM
Ok not just me then😁 of course i should have said 'have' instead of 'havent' - d'oh!
Title: Re: graphics extender
Post by: Dreamk on March 19, 2019, 03:51:39 PM
Yes, the last working version with my BAT install was the il2ge-build_158128633 from February 7.
The problems began on February 21 with the release of the il2ge-build_164924635.
Title: Re: graphics extender
Post by: slibenli on March 20, 2019, 09:48:57 AM
This is really stange. I'm not so sure anymore that it's because of the wrong grey value -> height mapping.


(https://i.postimg.cc/KvWmHDX0/Mar-20-2019-2-59-13-PM.png) (https://postimg.cc/PPmGLZ5D)

(https://i.postimg.cc/N06YLhKn/Mar-20-2019-3-01-50-PM.png) (https://postimg.cc/Ty3BH4qj)

The red areas are il2ge's terrain where it differs from the original.
Title: Re: graphics extender
Post by: Sita on March 20, 2019, 10:07:34 AM
oh... interesting view))
Title: Re: graphics extender
Post by: Alex840 on March 30, 2019, 12:46:45 PM
For BAT users, make sure you are running BAT with the lastest version (3.4.2) of SAS Selector. I had the same trouble people are reporting here (Il2ge not working at all with BAT), until I realized that the readme of il2ge requires the 3.4.2 version of the SAS Selector, and BAT comes, "in the box", with the 3.1.4 version of the selector. So i replaced the original BAT selector with version 3.4.2 selector and Il2ge worked fine in BAT.

This mod is one of the most superb addons i had seen in this game. It definitively turns Il-2 1946 into another game, in pair with the most modern releases like Il2 Great Battles or DCS in terms of graphics. I'm really looking forward for the final version of this masterpiece. This mod is a revolution to the Il-2 1946 world.
Title: Re: graphics extender
Post by: Dreamk on March 30, 2019, 03:59:36 PM
Running BAT with the current (and latest) version of the selector 3.5.0 - the same problem still occurs: the last working version with my BAT install is the il2ge-build_158128633 from February 7.
Title: Re: graphics extender
Post by: fatty_finn on March 30, 2019, 07:11:06 PM
regarding Il2Ge &  Selector version, etc:
I'm running Selector 3.4.2.0 in BAT 3.5, with Il2GE build 178706737. Seems to work well.
And maybe there's one additional good thing about Il2GE ??
First image shows Il2GE enabled, 2nd with it not enabled.
These 2 images show the same desert scene at noon. Without Il2GE [2nd image], the yellowish tones of the desert tend to flare, and fail to blend with the other colours. When making an il2 desert map, it was difficult to get different textures to integrate well, throughout the day. While they can often look OK at dawn or dusk, they dont blend well in the middle of the day.  Il2Ge may have fixed this.  Great if it has.
f_f


(https://i.postimg.cc/Y0b1V1QP/il2fb-2019-03-31-11-15-22-68.png) (https://postimg.cc/9wwRww8P)

(https://i.postimg.cc/m2kMk1Yb/il2fb-2019-03-31-11-40-38-09.png) (https://postimg.cc/XpMXDJ1h)
Title: Re: graphics extender
Post by: slibenli on April 12, 2019, 09:43:37 PM
The issue of objects sinking into the ground should be fixed in the lastest builld.
Also the the unlit objects reported by Rostic are fixed.
Title: Re: graphics extender
Post by: Rostic on April 13, 2019, 01:53:37 AM
Well done. Everything works fine for me.
Thank you!
Title: Re: graphics extender
Post by: SAS~Storebror on April 14, 2019, 12:50:42 AM
Build 196024206 looks absolutely cool to me, works with BAT 3.6 "The Blitz":

(https://i.ibb.co/XLv7N5f/2019-04-14-06-47-39.jpg)

]cheers[
Mike
Title: Re: graphics extender
Post by: Dreamk on April 14, 2019, 06:26:10 AM
Yes, indeed, the combination of Build 196024206 with the BAT 3.6 runs very nicely. This has solved the problem I have with the last builds.
Title: Re: graphics extender
Post by: BT~wasted on April 14, 2019, 08:19:38 AM
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!
Title: Re: graphics extender
Post by: shardana on April 14, 2019, 05:40:43 PM
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......
Title: Re: graphics extender
Post by: resistor on April 14, 2019, 08:30:07 PM
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......

I just opened a thread in the tech help section...same as you. White splotches on teh water surface. Is it il2ge thats doing it?
Title: Re: graphics extender
Post by: rollnloop on April 15, 2019, 03:49:11 PM
I'm glad to say that this latest build works great with BAT here too, while previous versions did not since february.

Great job !
Title: Re: graphics extender
Post by: BT~wasted on April 16, 2019, 01:22:19 PM
Hello slibenli!

Is it only me or the night is waaaaay to dark?

(https://i.ibb.co/RBt625n/2019-04-16-16-56-44.jpg)
(https://i.ibb.co/hggCcgF/2019-04-16-16-56-31.jpg)

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.

Title: Re: graphics extender
Post by: slibenli on April 16, 2019, 10:22:55 PM
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.

Il2ge regenerates some cache files after it has been installed/updated, but that should happen only once.

Quote
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!

I guess with overcast you mean the cirrus cloud layer at ~7000m that il2ge currently doesn't render?
Regarding colors: At some point I want to overhaul the shader code - maybe I'll add some settings in that process.

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.


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?
Title: Re: graphics extender
Post by: BT~wasted on April 17, 2019, 05:32:45 AM
Thanks for the reply!

Quote
Il2ge regenerates some cache files after it has been installed/updated, but that should happen only once.

Yes, now everything works as usual.

Quote
I 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.

Quote
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?

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:
Quote
BTW: 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?
Title: Re: graphics extender
Post by: slibenli on April 18, 2019, 01:15:06 AM
Thanks for the reply!

Quote
Il2ge regenerates some cache files after it has been installed/updated, but that should happen only once.

Yes, now everything works as usual.

Quote
I 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.


Doesn't the cirrus layer stay the same irrespective of the weather?

Quote
Quote
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?

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

Of course, depending on the moon phase it could still be completely dark.
I could "cheat" a bit and always add a fixed amount of ambient light.

Quote
EDIT:
Quote
BTW: 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 didn't mean you should set it. From the screenshot it just looked to me like it was set.
If il2ge.conf il2ge.ini doesn't exist in your IL2 folder, defaults are used - in this case ObjectShaders=1 which looks best.
Sorry for the confusion.

EDIT: il2ge.ini not il2ge.conf  :-[
Title: Re: graphics extender
Post by: vpmedia on April 18, 2019, 03:18:11 AM
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.
Title: Re: graphics extender
Post by: slibenli on April 18, 2019, 03:31:52 AM
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.

Thanks - I'll look into it.
Title: Re: graphics extender
Post by: WxTech on April 18, 2019, 05:44:54 PM
Do later game versions still handle the high cirrus layer by treating it as a very gently curved dome, in order to integrate with the stock nearby visibility limit? Years ago I made a simple grid texture for experimentation, in order to understand how the high cloud texturing was performed. It was immediately clear that the height of the layer was highest at one's location, sloping down to a considerable degree in all directions therefrom, in order to 'merge' more properly with the artificially very nearby (and hence angularly depressed) horizon. If not for that, there would be a considerable gap, or band between the *apparent* horizon and the cirrus cloud layer; it would look odd.
Title: Re: graphics extender
Post by: BT~wasted on April 19, 2019, 11:32:42 AM
...
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!
Title: Re: graphics extender
Post by: slibenli on April 19, 2019, 01:25:18 PM
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.

I know what you mean, I'll have to look what can be done about that.

Quote
Also it would be great to reduce visibility according to mission weather settings.

Cheers, and thank you!

Currently looking into that ;)
Title: Re: graphics extender
Post by: Rostic on April 22, 2019, 10:23:14 AM
I found new bug on version il2ge-build_196024206.zip
Game version 4.12.4 HSFX 7.0.3
Do not know map name... one of summer versions of Channel.

As you can see it is water rendered but ground must be.
May be track can help: https://drive.google.com/open?id=1PhhgebJODSOjmHNzmngOD8io7aE4IQRy

Also I can add that
1) I played this mission on much early version of GE without this problem.
2) When I watched the replay I saw that water rendered even on different ground height.

(https://i109.fastpic.ru/big/2019/0422/51/_cfb57b1859269b545e7c49bae074d351.jpeg?noht=1)
Title: Re: graphics extender
Post by: slibenli on April 22, 2019, 11:28:32 AM
Is this close to the map border?
If yes, it's a known bug.
Title: Re: graphics extender
Post by: slibenli on April 25, 2019, 05:42:52 AM
WIP: haze layer

(https://i.postimg.cc/XYS9HDyc/haze.png) (https://postimg.cc/JGxytxxG)

(https://i.postimg.cc/XYSDfLjt/haze2.png) (https://postimg.cc/RNdR9cnT)
Title: Re: graphics extender
Post by: PO_MAK_249RIP on April 25, 2019, 05:59:04 AM
Looks great! Nice to see this thread finally pinned
Title: Re: graphics extender
Post by: BT~wasted on April 25, 2019, 06:42:21 AM
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.  :)
Title: Re: graphics extender
Post by: Rostic on April 25, 2019, 09:19:54 AM
Is this close to the map border?
If yes, it's a known bug.

Yes, that was close to the map border.
Thanks for the reply.
Title: Re: graphics extender
Post by: chameleon on April 27, 2019, 08:28:44 PM
Your work are really cool.
Maybe, later of course, you can add some details for landscape mesh? I know, what resolution of height map 200 m/pixel, but maybe - as this paper  https://habr.com/ru/post/111538/, for example, by diamond-square method - your code generate more detalisation on load or on render landscape mesh (i don't know, what is better)? With visible resolution 10 or even 1 m/pixel...
Title: Re: graphics extender
Post by: Kashmiro on April 28, 2019, 01:19:24 AM
Hi gents. Do u think it will somehow work with up3rc4 4.10? Thanks
Title: Re: graphics extender
Post by: SAS~Storebror on April 28, 2019, 01:34:42 AM
It does.
Title: Re: graphics extender
Post by: FL2070 on May 03, 2019, 07:04:40 PM
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 3.4.2.

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.
Title: Re: graphics extender
Post by: steven197106 on May 04, 2019, 05:57:14 AM
Use  SAS Selector v3.4.2, https://www.sas1946.com/main/index.php/topic,16403.0.html
Title: Re: graphics extender
Post by: slibenli on May 04, 2019, 07:38:29 AM
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 that's a bug in il2ge - it has nothing to do with IL-2 Selector.
Title: Re: graphics extender
Post by: FL2070 on May 04, 2019, 10:02:09 AM
I'm assuming that there was a syntax error somewhere in the code of il2ge/shaders/main.frag, but I'm not familiar enough with whatever language it's written in to find it and attempt to fix it myself.

I know I've gotten this mod working before, and the graphics are absolutely amazing compared to standard IL-2 graphics, so I'm waiting with baited breath for this to be fixed.
Title: Re: graphics extender
Post by: FL2070 on May 04, 2019, 10:13:02 AM
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.
Title: Re: graphics extender
Post by: slibenli on May 04, 2019, 03:15:35 PM
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.

I looked into the GLSL specification: input is indeed a reserved word - normal isn't.
Interesting that only you had this problem. Do you use an AMD GPU?

Anyway it is also fixed now in the current build.
Title: Re: graphics extender
Post by: slibenli on May 04, 2019, 03:29:20 PM
More WIP:


(https://i.postimg.cc/xTpsKy3F/May-4-2019-12-39-24-PM.png) (https://postimg.cc/6yRLKZSd)

(https://i.postimg.cc/d3H9jwrT/May-4-2019-12-42-46-PM.png) (https://postimg.cc/p5j82N02)

(https://i.postimg.cc/02jn2K1G/May-4-2019-12-45-38-PM.png) (https://postimg.cc/N5hmdMML)

(https://i.postimg.cc/0j2fSbMs/May-4-2019-12-56-07-PM.png) (https://postimg.cc/DJHLkfPj)

(https://i.postimg.cc/66YzXLg5/May-4-2019-12-56-22-PM.png) (https://postimg.cc/MXf10Rzh)
Title: Re: graphics extender
Post by: slibenli on May 04, 2019, 04:13:14 PM
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.  :)

The thing is - I plan to use more physically accurate light calculations in the future.
Which means that the resulting color is determined by the physical properties of the environment.
These could be made configurable of course.

What I want to make configurable in the near future is haze layer density and height.
I could also add a java interface for more fine control of those settings at run time - if that's useful for modders.

Edit: Is there currently any way to control ground fog, or is this dependent only on the time of day?
Title: Re: graphics extender
Post by: SAS~Poltava on May 04, 2019, 05:00:31 PM
Jawdropping!  :P :P :P :P

When this gets fully implented it will the biggest facelift EVER for this game! Keep it up!
Title: Re: graphics extender
Post by: hguderian on May 05, 2019, 07:40:00 AM
Hello!

After this
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.

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
Title: Re: graphics extender
Post by: slibenli on May 05, 2019, 08:16:15 AM
Hello!

After this
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.

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

Please try this: https://gitlab.com/vrresto/il2ge/-/jobs/207331936/artifacts/download
Title: Re: graphics extender
Post by: hguderian on May 05, 2019, 08:55:15 AM
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.
Title: Re: graphics extender
Post by: slibenli on May 05, 2019, 08:59:37 AM
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.

Ok, that build was with all optimisations disabled - now we have to find which optimisation caused the crash ...
I'll prepare another test build later.
Title: Re: graphics extender
Post by: hguderian on May 05, 2019, 09:03:31 AM
Ok...I'll wait.
Title: Re: graphics extender
Post by: Pequod on May 05, 2019, 01:04:53 PM
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).

Title: Re: graphics extender
Post by: slibenli on May 06, 2019, 05:41:10 AM
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).

Please post your full il2ge.log.
Title: Re: graphics extender
Post by: slibenli on May 06, 2019, 06:04:36 AM
Ok...I'll wait.

Does the latest build work for you?
Title: Re: graphics extender
Post by: Pequod on May 06, 2019, 11:02:20 AM
Quote
Please post your full il2ge.log.

mediafire.com/file/qf0cgy2ex98y8aw/il2ge.log/file
Title: Re: graphics extender
Post by: slibenli on May 07, 2019, 02:16:18 AM
Quote
Please post your full il2ge.log.

mediafire.com/file/qf0cgy2ex98y8aw/il2ge.log/file

The log is inconclusive unfortunately.
Maybe the debug build will produce a better log: https://gitlab.com/vrresto/il2ge/-/jobs/207331936/artifacts/download
Title: Re: graphics extender
Post by: hguderian on May 07, 2019, 06:52:36 AM
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.

 
Title: Re: graphics extender
Post by: slibenli on May 08, 2019, 03:08:07 AM
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.

Yes it's normal :(
I have a similar framerate drop.
Title: Re: graphics extender
Post by: Pequod on May 12, 2019, 10:10:50 AM
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?
Title: Re: graphics extender
Post by: chameleon on May 13, 2019, 10:15:02 PM
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.

(https://i.postimg.cc/QCkjB7QL/2019-05-13-23-41-22.png) (https://postimg.cc/QKt2wHYS)

(https://i.postimg.cc/d1CsYpDV/2019-05-14-00-26-38.png) (https://postimg.cc/1n9h0Wpk)

(https://i.postimg.cc/t4R4xBvB/2019-05-14-10-17-50.png) (https://postimg.cc/0b3vg0sS)

IL2GE.Log:
https://www.mediafire.com/file/r6219hh0uld2s2l/il2ge.log/file
Title: Re: graphics extender
Post by: slibenli on May 15, 2019, 06:06:56 AM
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?

I still can't see what the exact problem is, but I have a vague idea what it could be.
I have a possible fix in the works.

About self shadowing: The question isn't really whether it is possible at all, but how much effort/time it takes.
I doubt that I can do this on my own.
Title: Re: graphics extender
Post by: slibenli on May 15, 2019, 06:36:30 AM
Do you read my previous message? I may have errors in my english (russian my native lang)

I'm sorry - I forgot to answer your previous message. 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).

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.

Yes, there are some long standing bugs concerning map_c, I will take a look at those eventually.
Title: Re: graphics extender
Post by: carsmaster on May 16, 2019, 04:05:55 AM
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.
Title: Re: graphics extender
Post by: chameleon on May 16, 2019, 05:16:44 AM
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

About 200-m resolution in hard-code... I have a sources of 4.09 version, and i see in it 200.0f (implied meters) in different places and constant in Landscape.java
Code: [Select]
public  static  final  float  PixelSize =200.0f;
 public  static  final  float  PixPerMeter =0.0050f;
I don't know more about it.
Probably you're right.

PS And what about road rendering? May be is it possible to smooth road turns?

Quote
Yes, there are some long standing bugs concerning map_c, I will take a look at those eventually.

I wish you success, luck and pleasure from this business. :)
Title: Re: graphics extender
Post by: slibenli on May 16, 2019, 05:42:38 AM
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.

So what would be needed is:
 
Title: Re: graphics extender
Post by: slibenli on May 16, 2019, 06:06:53 AM
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


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.

Quote
PS And what about road rendering? May be is it possible to smooth road turns?

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 ;)
Title: Re: graphics extender
Post by: chameleon on May 16, 2019, 11:14:54 PM
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.

I say about
I think that sometimes there was a big difference. but it is not so important. Because...

Quote
Of course it is possible to add additional detail, autogenerated or manually, but I consider that low priority.

Deepest respect to you for this  :)

Quote
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 ;)

OK :)

Quote
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:
    • runways
    • roads
    • trees
    I don't know in what file format those are saved - msh?


Roads and railways are textures on terrain, if i understand correctly.
Trees are more difficult objects, may be mesh(msh).
I see il2 sources and game and try to answer you.
Title: Re: graphics extender
Post by: Alex840 on May 17, 2019, 12:25:24 PM
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.
Title: Re: graphics extender
Post by: slibenli on May 19, 2019, 05:01:38 AM
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.
Title: Re: graphics extender
Post by: chameleon on May 19, 2019, 09:56:06 AM
In the latest build tree shadows are back  :)

Not run =( I try again.

Quote
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.

Quote
In extremely clean air in Arctic or mountainous areas, the visibility can be up to 240 km
And normal - 50-100 km visibility distance...
Maybe disable it?
Title: Re: graphics extender
Post by: WxTech on May 19, 2019, 03:07:45 PM
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.

With Storbror's time acceleration mod which goes to 256X, it's weird to see the Moon drift across the sky while the stars remain fixed in place. Even if the star field is not accurate, at least having them revolve about the sky would be a step forward.
Title: Re: graphics extender
Post by: slibenli on May 20, 2019, 04:54:52 AM
In the latest build tree shadows are back  :)

Not run =( I try again.

Quote
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.

Quote
In extremely clean air in Arctic or mountainous areas, the visibility can be up to 240 km
And 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.

I'm simulating two haze/fog layers:

A thinner layer that extends roughly up to 3km height.
This could be could be configured depending on IL2s weather mode (clear/cloudy/hazy/etc.).

And a thicker ground fog layer which extends to 300m height.
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.
Title: Re: graphics extender
Post by: slibenli on May 20, 2019, 07:41:08 AM
BumpH experiments:

(https://i.postimg.cc/66VvJNNB/May-20-2019-1-38-59-PM.png) (https://postimg.cc/jC55Pm51)


Hmm this will be more complicated than I hoped ...

Original:
(https://i.postimg.cc/9MxmY17w/May-20-2019-1-46-17-PM.png) (https://postimg.cc/TLDvRVQT)

IL2GE:
(https://i.postimg.cc/HL6Dqnsf/May-20-2019-1-46-16-PM.png) (https://postimg.cc/PLvRZtD4)

In the original the terrain bumps also cast shadows.
Title: Re: graphics extender
Post by: shardana on May 20, 2019, 07:42:21 AM
WoW!!


Inviato dal mio iPhone utilizzando Tapatalk
Title: Re: graphics extender
Post by: Kashmiro on May 20, 2019, 07:47:52 AM
This looks really nice mate
Title: Re: graphics extender
Post by: chameleon on May 20, 2019, 10:17:19 AM
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 wrong

Quote
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.

May be, use parameters of map load.ini (for example, Lapland map):
Code: [Select]
DECLIN = 72
PRESSURE    = 745
TEMPERATURE = 10
I'm not sure, that the fog parameters can be calculated from this data, but maybe ...
Title: Re: graphics extender
Post by: slibenli on May 20, 2019, 01:37:38 PM
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

Fixed now.

Quote
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 wrong

Quote
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.

May be, use parameters of map load.ini (for example, Lapland map):
Code: [Select]
DECLIN = 72
PRESSURE    = 745
TEMPERATURE = 10
I'm not sure, that the fog parameters can be calculated from this data, but maybe ...

That's not enough data I would say.
EDIT: I don't know - maybe some of the fog parameters might be derived from it.
Title: Re: graphics extender
Post by: SAS~Storebror on May 20, 2019, 11:13:39 PM
Sorry for coming up with an issue on a less popular game version.
I've tested the latest builds on BAT and all work fine.
On Ultrapack however I'm having a problem with all builds and the log doesn't really help me much there:
https://pastebin.com/raw/EjTDkTfi

The relevant part seems to be this:
Code: [Select]
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

From the log I understand that il2ge fails in this method:
Code: [Select]
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".
That method exists, it's in il2_core.dll.

No idea how to proceed from here on...

]cheers[
Mike
Title: Re: graphics extender
Post by: bomberkiller on May 21, 2019, 02:12:16 AM
Hallo Mike,

blöde Frage (ich habe kein B.A.T.):

Was passiert wenn Du die il2_core.dll von B.A.T. ins UP3.2 verfrachtest.

Gruß, Gerhard  :)

Title: Re: graphics extender
Post by: SAS~Storebror on May 21, 2019, 02:49:21 AM
Schon probiert, ändert nix.
Title: Re: graphics extender
Post by: slibenli on May 21, 2019, 03:28:50 AM
Found the culprit:
Code: [Select]
LoadLibrary: E:\IL2\Ultrapack 3\il2corSSE4.dll
I didn't take that library name into account, so il2ge misses il2_core.dll being loaded.
I will add il2corSSE*.dll to the list of il2_core.dll aliases.

Or is there maybe a better mechanism for this?
I also find it interesting that this isn't a problem with BAT - evidently il2corSSE*.dll is never utilized here.
Title: Re: graphics extender
Post by: SAS~Storebror on May 21, 2019, 03:40:58 AM
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
Title: Re: graphics extender
Post by: slibenli on May 21, 2019, 05:10:05 AM
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


OK.
Shouldn't it also be il2_corep4 instead of il2coreP4?
Title: Re: graphics extender
Post by: SAS~Storebror on May 21, 2019, 05:25:59 AM
Yes, absolutely.
It should and will be:
Code: [Select]
public static String engineDllName() {
if (CLASS.ser() != 0) return (Cpu86ID.getVendor() == 1 && Cpu86ID.isSSE2()) ? "il2_coreP4":"il2_core";
Cpu86ID.getVendor();
return "il2_server";
}

]cheers[
Mike
Title: Re: graphics extender
Post by: Marisa on May 21, 2019, 08:00:00 AM
I can not get this to work at all.
I have extracted the contents of the install folder into my IL-2 folder, set water=0 and made sure obengl is being used.
I use the IL-2 selector 3.4.2.
The game is not installed into C:\Program Files (x86).
The worst thing is that not even a log gets created even though I put the dbghelp.dll into the IL-2 folder.
Any ideas?
Title: Re: graphics extender
Post by: SAS~Storebror on May 21, 2019, 09:19:00 AM
Any ideas?
With logfiles maybe.

]cheers[
Mike
Title: Re: graphics extender
Post by: Marisa on May 21, 2019, 09:22:42 AM
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?
Title: Re: graphics extender
Post by: slibenli on May 21, 2019, 09:29:19 AM
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?

Yes!
Title: Re: graphics extender
Post by: Marisa on May 21, 2019, 09:34:35 AM
Seems like I can't post links so have to dump the log here, sry.

Code: [Select]
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
Title: Re: graphics extender
Post by: SAS~Storebror on May 21, 2019, 09:59:13 AM
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
Title: Re: graphics extender
Post by: Marisa on May 21, 2019, 10:11:45 AM
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

The problem was indeed the Selector. For some reason it was an older version even though I was sure I installed the newest one.
It works now, thank you.
Title: Re: graphics extender
Post by: slibenli on May 24, 2019, 06:23:26 AM
Experimental BumpH support added - enable with:
il2ge.ini:
Quote
EnableBumpH=1

BumpH files are converted to normal maps and cached in il2ge/cache/bumph/.
If the original BumpH files are changed you will have to delete the folder il2ge/cache/bumph for the changes to take effect.

I've tried it with the high-resolution map by carsmaster (https://www.sas1946.com/main/index.php/topic,60802.0.html) - unfortunately I ran out of video memory (2GB).

EDIT:
There is no self shadowing from the terrain bumps, so it looks different from the original.
Title: Re: graphics extender
Post by: Cafs on May 25, 2019, 12:15:16 PM
Working flawless on my 4.12.2 CUP. Great improvement to our old game.

Thx a lot slibenli.

Carlos.
Title: Re: graphics extender
Post by: fatty_finn on May 25, 2019, 05:52:13 PM
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

Title: Re: graphics extender
Post by: hamilton_p on May 26, 2019, 06:10:48 AM
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:


Quote
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)


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!
Title: Re: graphics extender
Post by: slibenli on May 26, 2019, 08:39:04 AM
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


You have to create it manually in your IL2 folder.
Title: Re: graphics extender
Post by: slibenli on May 26, 2019, 08:50:12 AM
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:


Quote
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)


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!


It looks like your OpenGL driver supports less texture units than il2ge uses.
Title: Re: graphics extender
Post by: hamilton_p on May 26, 2019, 09:47:17 AM
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.

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?

Thank you again!
Title: Re: graphics extender
Post by: slibenli on May 26, 2019, 09:52:50 AM
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!

I will change the code to give a more informative message - but it's possible that this is just a limitation of your GPU/driver.


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?

Is it the same il2ge build?

EDIT: In the latest build the maximum number of texture units that the driver supports is logged.
Title: Re: graphics extender
Post by: FL2070 on May 26, 2019, 11:07:30 AM
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.
Title: Re: graphics extender
Post by: slibenli on May 26, 2019, 11:16:00 AM
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.

The only way I can think of, is a script that always downloads the lastest build - but I'm worried that this would cause excessive traffic.
Title: Re: graphics extender
Post by: FL2070 on May 26, 2019, 01:51:39 PM
Would this script run every time the game started, or... ? If so, there could be an entry in il2ge.ini to list when the last update happened, say something like:

Code: [Select]
lastUpdate = 05262019
And if the current date isn't the same as this entry, then il2ge updates itself and sets this value to today's date.
Title: Re: graphics extender
Post by: slibenli on May 27, 2019, 08:57:49 AM
The problem with updating at a fixed interval is that might be either to often or not enough.

Gitlab has an API for things like that https://docs.gitlab.com/ee/api/.
The problem is that most functions require an authentication token.

Title: Re: graphics extender
Post by: chameleon on May 27, 2019, 11:14:11 AM
Shouldn't it use the same OpenGL driver, since I did not change anything OpenGL-wise?

Maybe OpenGL ReShade?
https://reshade.me/
Title: Re: graphics extender
Post by: slibenli on May 27, 2019, 11:21:40 AM

(https://i.postimg.cc/mDj4ctXq/May-27-2019-5-08-50-PM.png) (https://postimg.cc/0MzFF2qd)

(https://i.postimg.cc/RZtz7Ppw/May-27-2019-5-13-42-PM.png) (https://postimg.cc/pmP7xBHd)

(https://i.postimg.cc/MKNSjk5W/May-27-2019-5-14-12-PM.png) (https://postimg.cc/hfLwH5Nw)
Title: Re: graphics extender
Post by: hamilton_p on May 27, 2019, 01:24:47 PM

Maybe OpenGL ReShade?

Ok, I'll give a try....
Title: Re: graphics extender
Post by: chameleon on May 27, 2019, 09:55:09 PM

Maybe OpenGL ReShade?

Ok, I'll give a try....

Don't remember replace it (opengl32.dll) in winecfg  ;)
Title: Re: graphics extender
Post by: hguderian on May 28, 2019, 06:33:33 AM
slibenli...beautiful...cirrus clouds...
Title: Re: graphics extender
Post by: FL2070 on May 28, 2019, 09:19:19 AM
Seconded, hguderian. Those are some real good looking clouds.
Title: Re: graphics extender
Post by: Dimlee on May 28, 2019, 09:20:35 AM
Looking at those screenshots I feel tempted (again) to invest into new hardware. But I should keep my budget discipline and avoid impulse buying? Or should I...
Ah, modders you wizards, what have you done to me. Decisions, decisions...
 ]sad11[
Title: Re: graphics extender
Post by: hamilton_p on May 28, 2019, 01:27:55 PM
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:
Quote
Is 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.
Title: Re: graphics extender
Post by: chameleon on May 29, 2019, 06:03:05 AM
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).


Hello hamilton_p

I use wine 4.5 in ubuntu.
I insert libs in winecfg
(https://i.postimg.cc/JzNPqCjM/2019-05-29-19-58-26.png) (https://postimages.org/)
Oh, sorry - сторонняя as native and встроенная as built-in

And run game from IL-2 Selector.exe
Only on this way i successful run BAT :) (and with il2ge, of course)
Title: Re: graphics extender
Post by: Cafs on May 29, 2019, 10:57:25 AM
Excellent clouds and very realistic too.

Like a picture from a plane's window.     :D  :D
Title: Re: graphics extender
Post by: hamilton_p on May 29, 2019, 12:31:19 PM

[/quote]
Hello hamilton_p

I use wine 4.5 in ubuntu.
I insert libs in winecfg
(...)
And run game from IL-2 Selector.exe
Only on this way i successful run BAT :) (and with il2ge, of course)
[/quote]

Hi Chameleon,
Thanks for you kind help, but your configuration doesn't work for me (I changed both the wine engine and the DLLs according to your instructions).
Same as before: the il-2 main window flashes and disappears while the app enters the loop, as in the previous logs.

Thanks anyway...
Title: Re: graphics extender
Post by: TXZCJSP on June 01, 2019, 05:00:16 AM
The rear view mirror does not show whether the terrain problem can be solved

thanks
Title: Re: graphics extender
Post by: slibenli on June 01, 2019, 04:18:04 PM
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:
Quote
Is 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.

In case Reshade was active when il2ge.log was produced - could you post the log with Reshade disabled?
Title: Re: graphics extender
Post by: slibenli on June 01, 2019, 04:19:46 PM
The rear view mirror does not show whether the terrain problem can be solved

thanks


It's a current limitation - I might fix it in the future.
Title: Re: graphics extender
Post by: rollnloop on June 02, 2019, 03:26:18 PM
Using nav lights darkens aircraft skin.

Not so visible by good weather, but in stormy weather the skin turns almost black.

Reproduce switching nav lights on/off in stormy weather by day.
Title: Re: graphics extender
Post by: chameleon on June 04, 2019, 02:27:29 AM
(https://i.postimg.cc/MK1vRHj7/2019-06-04-10-10-48.png) (https://postimg.cc/ppXWM2Cr)


(https://i.postimg.cc/0NXBXnF7/2019-06-04-19-34-47.png) (https://postimg.cc/67Rcyr9Q)
Title: Re: graphics extender
Post by: <Gunny> on June 04, 2019, 11:32:03 AM
I have been trying this Mod out...I think. Does this picture look like I have installed it right ?
Thank for your help....
(https://i.postimg.cc/bNwyKhTM/2019-06-04-03-36-12.jpg)
Title: Re: graphics extender
Post by: rollnloop on June 04, 2019, 12:48:45 PM
Nope, when installed colors are much brighter.

Purple sky=not installed
Title: Re: graphics extender
Post by: <Gunny> on June 04, 2019, 01:26:42 PM
Ok if you have the time walk me thru the install....
Title: Re: graphics extender
Post by: rollnloop on June 04, 2019, 03:59:42 PM
For a start, you need the latest mod activator, it's the most common install fail.

Then it depends on which mod you try to install it.
Title: Re: graphics extender
Post by: max_thehitman on June 04, 2019, 04:01:29 PM
I have this mod working really good in my game version 4.12 - VPMedia-Modpack  ;)

In some maps, the nice effects will not show so good. Some maps are small and you will notice
a square-shape all around, and not the infinite landscape which may appear on some other maps.

On some maps the landscape is not detailed and those maps look very bad looking down from such high places.

I cannot give you a list of which maps are best, because I am still testing this in my personal game also.
But some cool and very detailed maps to fly are WestFront40, North_Korea, eastfront_Leningrad, OnlineDesert (Redko retextured).
I only tested these so far. 
I will start posting which maps I use in the screenshots section , when I post my screenshots  ]cheers[

Title: Re: graphics extender
Post by: <Gunny> on June 04, 2019, 04:25:31 PM
Well I use 4.12.2 + Mad Act 5.3 ... Will get a new selector ...Thanks
Title: Re: graphics extender
Post by: max_thehitman on June 04, 2019, 04:48:26 PM
Well I use 4.12.2 + Mad Act 5.3 ... Will get a new selector ...Thanks

Ok, good. I use that too.

1 - install this MOD "graphics extender" from the first page as in instructions. Just let it overwrite any other files if you which.

2 - Then download and install this new selector... https://www.sas1946.com/main/index.php/topic,16403.msg626272.html#msg626272
SAS Selector v3.4.2
 Just let it overwrite any other files if you which.

Now keep in mind that NOT ALL maps are good for using this mod. Simply because some maps are small in size, or have
some old skins.
Some of the newer maps are very large and have much better skin details. On some maps, like "WesternFront44 (summer)" and "EastFront_Leningrad"
the landscape is so well created , that you would think that it is REAL.
The view goes on for miles and miles... almost to infinity  :D  - This is only possible if you choose the maximum altitude the game uses.
At lower altitudes it is just the same game as usual.

I discovered that flying at night is impossible or with some heavy cloudy skies. So only select NO clouds or just a few,  and the best time to
fly is around 07:00 until 18:00 hours on some maps. So use if for day flying or for sunrise or sunset time.  ;)

Also keep in mind, that NOT ALL airplanes are flyable at such high altitudes. Because it is just too high for their engines. So test the airplanes
you fly,  if it is possible.
Title: Re: graphics extender
Post by: <Gunny> on June 04, 2019, 05:23:58 PM
Thanks Max ... I noticed my Alb D3 just did not get the job done.......LOL
Title: Re: graphics extender
Post by: slibenli on June 05, 2019, 05:15:06 AM
I've created a dedicated thread for bug reports: https://www.sas1946.com/main/index.php/topic,61653.0.html
Title: Re: graphics extender
Post by: slibenli on June 06, 2019, 12:08:10 PM

(https://i.postimg.cc/gJw5nd8X/screenshot-2019-06-06-20-06-12.png) (https://postimg.cc/mzsV5vdB)
Title: Re: graphics extender
Post by: Cafs on June 06, 2019, 12:11:57 PM
WOW, nice sunset.   :D
Title: Re: graphics extender
Post by: victor639514 on June 06, 2019, 12:12:44 PM
If this is ingame, I'm going to melt from excitement
Title: Re: graphics extender
Post by: slibenli on June 06, 2019, 12:13:51 PM
If this is ingame, I'm going to melt from excitement

Grab the latest build ;)
Title: Re: graphics extender
Post by: hguderian on June 06, 2019, 01:06:57 PM
 8)
Title: Re: graphics extender
Post by: steven197106 on June 06, 2019, 02:03:29 PM
Which Build has the cirrus clouds :P
Title: Re: graphics extender
Post by: slibenli on June 06, 2019, 02:10:14 PM
Which Build has the cirrus clouds :P

Still WIP ;)
Title: Re: graphics extender
Post by: squiffy on June 06, 2019, 05:58:27 PM
That looks outstanding.  You're killing it slibenli!
Title: Re: graphics extender
Post by: E69_Haukka on June 08, 2019, 10:41:04 AM
Thank you very much for your effort, time and dedication, Slibenli: your mod is one of the most incredible things that are happening in IL2 1946. I am testing the il2ge on HSFX, 4.13.4, UP3.2 and BAT 6.3.2 with no problems. There are some oddities with textures on some maps, but nothing that has not been reported so far. Thank you again!

This image is from the Ultrapack 3.2 with il2ge-build_226765521

(https://i.imgur.com/zPFvqu9.png)

Title: Re: graphics extender
Post by: slibenli on June 14, 2019, 06:17:53 PM
(https://i.postimg.cc/ThMvtkxZ/screenshot-2019-06-15-01-42-54.png) (https://postimg.cc/XB8PJkp8)

(https://i.postimg.cc/cJ9HFNb2/screenshot-2019-06-15-01-43-35.png) (https://postimg.cc/LqP2sGR3)

(https://i.postimg.cc/9fF0PfJy/screenshot-2019-06-15-01-44-58.png) (https://postimg.cc/YvZtMtcS)

(https://i.postimg.cc/rwTKmj4n/screenshot-2019-06-15-01-46-37.png) (https://postimg.cc/kBjnYxfK)

(https://i.postimg.cc/25zrpXWY/screenshot-2019-06-15-01-49-28.png) (https://postimg.cc/VJH3ng4Z)


(https://i.postimg.cc/RCb7NkCP/screenshot-2019-06-15-02-19-27.png) (https://postimg.cc/kDK6Hhb8)

(https://i.postimg.cc/02T7C7wD/screenshot-2019-06-15-02-19-29.png) (https://postimg.cc/fJv3zt5R)

(https://i.postimg.cc/sg57H1Y8/screenshot-2019-06-15-02-19-40.png) (https://postimg.cc/K1v1RGsr)

(https://i.postimg.cc/0jr7Vfnd/screenshot-2019-06-15-02-19-42.png) (https://postimg.cc/y34Jd0wk)

(https://i.postimg.cc/bJpT9k43/screenshot-2019-06-15-02-19-48.png) (https://postimg.cc/cKkwsgxn)
Title: Re: graphics extender
Post by: max_thehitman on June 14, 2019, 06:28:40 PM

Cool shots slibenli  8)

What map?
and what time you set them to?

Title: Re: graphics extender
Post by: danperin on June 14, 2019, 07:14:42 PM
OMG...This...is...Beautiful...
Title: Re: graphics extender
Post by: TXZCJSP on June 14, 2019, 07:56:36 PM
O! M! G !
Title: Re: graphics extender
Post by: shardana on June 15, 2019, 02:29:50 AM
Just amazing!!! is it already in the last build?
Title: Re: graphics extender
Post by: slibenli on June 15, 2019, 07:18:48 AM

Cool shots slibenli  8)

What map?
and what time you set them to?

Slovakia winter. I don't know the exact time as I made those screenshots in my test program where I can directly control the sun direction.

Just amazing!!! is it already in the last build?

Nope ;)
Title: Re: graphics extender
Post by: slibenli on June 15, 2019, 08:05:11 AM
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 methods getNumCommands getNumCommandNames 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.
Title: Re: graphics extender
Post by: TheIdiot on June 21, 2019, 09:17:23 PM
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?)
Title: Re: graphics extender
Post by: slibenli on June 22, 2019, 02:54:42 AM
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?)

Autogenerated terrain doesn't work currently.

Possible settings and their defaults are:

EnableGE=1 (to enable/disable the graphics extender)
EnableEffects=0 (experimental new effects implementation)
EnableObjectShaders=1
Title: Re: graphics extender
Post by: SAS~tsisqua on June 25, 2019, 10:28:12 AM
This is . . . just awesome! Thank you, so much. No more mountains, crawling out of the 4th dimension. I can take popup trees and houses, but the distant mountains have always been an annoyance. I can see them! I'm so happy :) !
Title: Re: graphics extender
Post by: steven197106 on July 04, 2019, 08:20:32 AM
Lastest Build il2ge-build_245214463 does not load,  I get a black screen.
Title: Re: graphics extender
Post by: MOUSQUITO on July 04, 2019, 11:13:37 AM
hello Slibeni,
I get a black screen too with latest build...
Title: Re: graphics extender
Post by: Artiglio on July 05, 2019, 05:10:24 AM
hello Slibeni,
I get a black screen too with latest build...

Idem...
Title: Re: graphics extender
Post by: slibenli on July 06, 2019, 05:41:29 PM
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 methods getNumCommands getNumCommandNames 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.

BTW  - I figured out how to do it:

Code: [Select]
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();
  }
}

Title: Re: graphics extender
Post by: slibenli on July 07, 2019, 03:05:14 PM

(https://i.postimg.cc/wxLQ5ZP9/2019-07-07-15-34-48.jpg) (https://postimg.cc/vD8nbqbK)
Title: Re: graphics extender
Post by: rollnloop on July 07, 2019, 04:36:16 PM
Top secret soviet stealth technology, How dare you showing this material to the public ?

Direct to gulag Da ! Bistro !  ]cussing[
Title: Re: graphics extender
Post by: SAS~Storebror on July 07, 2019, 10:55:44 PM
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
Title: Re: graphics extender
Post by: slibenli on July 08, 2019, 02:15:26 AM
Top secret soviet stealth technology, How dare you showing this material to the public ?

Direct to gulag Da ! Bistro !  ]cussing[

 ;D

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


I haven't thought about that - it should be quite easy to add a shortcut to toggle cockpit-transparency.

The actual purpose is better shadow colors:

(https://i.postimg.cc/sx7JLhx6/2019-07-07-20-46-35.jpg) (https://postimg.cc/n9V7jMvB)

(https://i.postimg.cc/gJwsv5WP/2019-07-07-20-48-08.jpg) (https://postimg.cc/34T2htNL)

It's not perfect yet ...

(https://i.postimg.cc/mgxvhY7D/2019-07-08-00-17-49.jpg) (https://postimg.cc/fJK2r02n)

(https://i.postimg.cc/8Pr81KJ9/2019-07-08-00-23-39.jpg) (https://postimg.cc/4mZ2P11Q)
Title: Re: graphics extender
Post by: slibenli on July 08, 2019, 05:18:12 AM
That's better:

(https://i.postimg.cc/1RwNnvck/2019-07-08-11-12-20.jpg) (https://postimg.cc/BtZvRczp)

Note how the shadow on the ground matches the unlit side of the aircraft in color - as opposed to the previous look:

(https://i.postimg.cc/Fsc1zp3Y/2019-07-08-11-59-08.jpg) (https://postimg.cc/TpdTHrkx)

It becomes more apparent when setting the texture color to white:

(https://i.postimg.cc/FRY9YMTX/2019-07-08-12-09-10.jpg) (https://postimg.cc/G810N50X)

(https://i.postimg.cc/43N4g7td/2019-07-08-12-39-20.jpg) (https://postimg.cc/MnNJ0G92)


(https://i.postimg.cc/nrD5Z6yc/2019-07-08-11-20-45.jpg) (https://postimg.cc/V0z4WHs3)
Title: Re: graphics extender
Post by: shardana on July 08, 2019, 07:43:23 AM
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!!
Title: Re: graphics extender
Post by: slibenli on July 08, 2019, 02:25:45 PM
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!!

Let's do it this way: If I don't explicitly mention that it's included in the latest build, it's safe to assume that it isn't ;)
Title: Re: graphics extender
Post by: shardana on July 08, 2019, 04:26:15 PM
Yeah! I thought the same! Thanks!!


Inviato dal mio iPhone utilizzando Tapatalk
Title: Re: graphics extender
Post by: rollnloop on July 09, 2019, 04:57:57 PM
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 ?  :)
Title: Re: graphics extender
Post by: slibenli on July 11, 2019, 07:27:52 AM
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 ?  :)

For the status of features see this thread: https://www.sas1946.com/main/index.php?topic=61539.msg677182#msg677182
I'll keep the first post of it up to date to summarize the state.
The first post in this thread now also has a link to it.
Title: Re: graphics extender
Post by: rollnloop on July 11, 2019, 10:24:37 AM
rgr that, thanks a bunch :)
Title: Re: graphics extender
Post by: KingTiger503 on July 15, 2019, 06:09:00 AM
Very Cool Dude, Very Cool


Best Regards KT503
Title: Re: graphics extender
Post by: slibenli on August 02, 2019, 03:31:35 AM
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?)

Update: il2ge.ini is now automatically created/updated when il2ge runs.
Title: Re: graphics extender
Post by: steven197106 on August 06, 2019, 12:36:27 PM
Latest build get game gets to %100 then  does not respond, il2ge-build_266200224.
Title: Re: graphics extender
Post by: slibenli on August 06, 2019, 01:03:17 PM
Should be fixed now.
Title: Re: graphics extender
Post by: steven197106 on August 06, 2019, 01:41:57 PM
working nicely :D
Title: Re: graphics extender
Post by: Danziger on August 09, 2019, 06:01:07 AM
Hello everyone! I have been hooked on Great Battles for the last few years. I saw on their forum the BAT version and had to come and check it out. After an embarrassing wasting of Mike's time, I got the old girl up and running on my Windows 10 gaming laptop. I've installed BAT up to the latest patch and got that running fine. I wanted to try this graphic extender out. I am sure I have read the instructions correctly but what I see in game tells me I have done something wrong. The water looks strange with blue worms all over it and the horizon is still covered by haze like before. I have water=0 and unzipped contents of the Install folder into my main folder. The only thing I am not sure about is the Carsmaster's Water mod. This is included in BAT, right?

initlog.lst
Code: [Select]
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.



conf.ini
Code: [Select]
[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
Title: Re: graphics extender
Post by: rollnloop on August 10, 2019, 07:01:25 AM
I don't run the very latest build of GE (mine works so I wait for next features before breaking it with a new install), but with mine I need to add carmaster's water in addition or I get the strange water. I run water=4.  Hope that helps Dan.
Title: Re: graphics extender
Post by: slibenli on August 10, 2019, 08:54:05 AM
Hi Danziger, I will need the following: il2ge.log, log.lst and a screenshot.
Title: Re: graphics extender
Post by: Danziger on August 10, 2019, 09:23:05 AM
I followed Mike's procedure from a few pages back. I am running BAT and added the 4.12 water texture. Then added Carsmaster's water. This seems to fix the problem with the water but it seems like the horizon is still hazy. I did notice that when the mission is loading it says that it is loading textures from il2ge so something has to be working.

(https://i.postimg.cc/6Q0jrr1W/2019-08-10-15-08-50.jpg) (https://postimg.cc/zLyF5gr6)


(https://i.postimg.cc/gjwgbfcj/2019-08-10-15-09-14.jpg) (https://postimg.cc/vxsrW2Vw)

il2ge.log
https://www.mediafire.com/file/0ys2q14tajjwxq5/il2ge.log/file

log.txt (I changed mine to output to a txt file)
https://www.mediafire.com/file/geynhmlzskw7dq3/log.txt/file
Title: Re: graphics extender
Post by: rollnloop on August 10, 2019, 09:55:29 AM
It is working.
Title: Re: graphics extender
Post by: slibenli on August 10, 2019, 03:22:34 PM
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.
Title: Re: graphics extender
Post by: Danziger on August 10, 2019, 03:31:57 PM
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.

Ok that's good! I was looking through the log files and thinking something wasn't working properly but I have no idea what most of that stuff actually means. Thanks for all the help and making these mods to begin with! I can't wait to see how this graphic extender progresses.
Title: Re: graphics extender
Post by: Danziger on August 12, 2019, 06:26:56 AM

(https://i.postimg.cc/MHD69KTR/2019-08-12-12-03-37.jpg) (https://postimg.cc/hQXRjnVP)

(https://i.postimg.cc/SQ7xSVrs/2019-08-12-12-04-09.jpg) (https://postimg.cc/rzskg17X)

(https://i.postimg.cc/gkgcRJ1b/2019-08-12-12-06-28.jpg) (https://postimg.cc/rKtL288f)

(https://i.postimg.cc/ZKbKC37L/2019-08-12-12-12-09.jpg) (https://postimg.cc/xqZSZkSk)
Title: Re: graphics extender
Post by: slibenli on August 12, 2019, 12:09:37 PM
Experimental cirrus cloud rendering has been added - enable with:
il2ge.ini:
Code: [Select]
EnableCirrusClouds=1
(https://i.postimg.cc/c4ZZMybG/2019-08-12-18-14-40.jpg) (https://postimg.cc/7bBpwc4K)
Title: Re: graphics extender
Post by: BlackAce7727 on August 12, 2019, 12:31:04 PM
Really wish I could get this to work....it looks amazing!
Title: Re: graphics extender
Post by: TXZCJSP on August 13, 2019, 06:56:22 AM
The target aircraft will suddenly disappear through the cirrus

Thank you for everything you have done
Title: Re: graphics extender
Post by: slibenli on August 13, 2019, 07:26:15 AM
The target aircraft will suddenly disappear through the cirrus

Thank you for everything you have done

I know ;)
Title: Re: graphics extender
Post by: slibenli on September 12, 2019, 03:00:47 AM
I worked a bit on the cirrus clouds.

The target aircraft will suddenly disappear through the cirrus

Thank you for everything you have done

This should be fixed now.


There may still be artifacts when the camera is near the cloud layer.

Feedback welcome.
Title: Re: graphics extender
Post by: hguderian on September 12, 2019, 05:53:44 AM
Hi slibenli,

I've tried your last release but it crash the game...the game not even start.

Here the il2ge_full.log https://pastebin.com/ngVk8uDF (https://pastebin.com/ngVk8uDF)

the il2ge_crash.log https://pastebin.com/cNTzC24i (https://pastebin.com/cNTzC24i)

and the il2ge_log https://pastebin.com/3VqPniCR (https://pastebin.com/3VqPniCR)

I've disabled in .ini only the effects.

The last build I'm happily using is 270884995.

Many thanks in advance.
Title: Re: graphics extender
Post by: slibenli on September 12, 2019, 07:22:59 AM
Are you using ReShade?
Title: Re: graphics extender
Post by: hguderian on September 12, 2019, 07:33:00 AM
Yes. Could it be the problem?
Title: Re: graphics extender
Post by: steven197106 on September 12, 2019, 12:25:58 PM
working ok with ReShade on build_293622357
Title: Re: graphics extender
Post by: hguderian on September 13, 2019, 03:09:52 AM
Report:

on BAT 3.7.2 works ok w/o reshade 4.2.1.

With it activated no way, as I said the game don't start.
Title: Re: graphics extender
Post by: slibenli on September 13, 2019, 07:37:26 AM
Build 294870515 should now work with reshade.
https://gitlab.com/vrresto/il2ge/-/jobs/294870515/artifacts/download

Are cirrus clouds working?
Title: Re: graphics extender
Post by: hguderian on September 13, 2019, 12:54:44 PM
Ok now it's working. Thank you.

About cirrus it seems to me that only some planes disappear in front of them but not others.
It seems to me that happen only with ugraded planes from Barnesy (I'm not so sure of this but
for example BAT's bf109s don't disappears suddenly as the others)

What if it's just a problem with Lods or with 2048-size skins?

Cheers.
Title: Re: graphics extender
Post by: slibenli on September 15, 2019, 10:48:37 PM
My guess is that it's related to the transparency setting of the model.
Do you have a link for one of those planes?
Title: Re: graphics extender
Post by: hguderian on September 16, 2019, 12:10:09 AM
Willingly as far as I'm concerned...but I don't remember if it's allowed to post here directly links to them.
You'll find them at the freeIl2modding site.
Title: Re: graphics extender
Post by: SAS~Ghost129er on September 17, 2019, 08:33:36 AM
Hi Sib,

Testing this on UP 3.2, and finally switched to OpenGL mode instead of Direct X, seems like I was missing that out.

Quick question however, when I'm looking at the sky from under the aircraft, all is good, but is IL2GE supposed to absolutely chew up and hog the FPS..? I'm running an i5 2500k with a GTS 450 from nVidia and not sure whether my config is incorrect or the settings are too high... Running 1360*768 as my resolution also.

Using il2ge-build_294870515

Thanks in advance.
Title: Re: graphics extender
Post by: slibenli on September 19, 2019, 12:07:05 AM
How about some concrete numbers - "absolutely chew up and hog the FPS" is a bit vague ;)
Title: Re: graphics extender
Post by: SAS~Ghost129er on September 20, 2019, 11:06:16 PM
From 60 fps (vsync) to about below 30 fps (25). Will have to test with fraps for numbers. Just wanted to ask if it was cause of my potato PC
Title: Re: graphics extender
Post by: slibenli on September 21, 2019, 06:52:02 AM
I get an average of 30 FPS on the black death track - with an i5-4670S and a Nvidia Quadro K2000.
Title: Re: graphics extender
Post by: SAS~Ghost129er on September 21, 2019, 07:30:57 AM
Seems to be a Hardware bottleneck then from the GPU side of mine since we have almost somewhat same spec cards but cant remember if mine is 1 or 2 gb. Thanks for the info and work on IL2GE though.   8)
Title: Re: graphics extender
Post by: Rostic on September 23, 2019, 09:25:20 AM
My performance on TheBlackDeath track is FPS(avg: 127 min:34 max: 274)

Tested with "il2ge-build_301158431" and IL-2 (4.13.2) without mods.
PC spec: Intel Core i7 8700K 3.7Ghz, DDR4 16Gb 2666Mhz, Asus Prime Z370-A, ADATA XPG SX8200 240Gb (PCIe Gen3x4), RTX 2060 6Gb

il2ge.ini lloks like this:
Code: [Select]
# 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

Title: Re: graphics extender
Post by: SAS~Ghost129er on September 25, 2019, 03:27:50 AM
nice flex of the pecks m9
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 25, 2019, 04:31:44 AM
Hi Slibenli I notice the new builds are prefixed 'bisect' instead of the usual 'master' - are they ok to install?
Title: Re: graphics extender CLOUDS
Post by: xxxautoxxx on September 25, 2019, 08:12:59 AM
Wow !....just tried this mod and it is quite stunning change to the standard vis in the game !

'Had to use Carmaster's WATER mod to fix the freaky 'waves' glitch, but smooth as silk now in the seas.
ONE little thing/question , however - the CLOUDS seem to be 'edgy'-and not very smooth or wispy as in in normal vers?
Is there anythin/fix i have missed to alter or correct that small caveat?

Otherwise AMAZE work and thank you all again !

xxAxx
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 28, 2019, 12:58:02 AM
Hi Slibenli getting a 404 page not found error on your gitlab page?
Title: Re: graphics extender
Post by: slibenli on October 01, 2019, 05:10:57 AM
Hi Slibenli I notice the new builds are prefixed 'bisect' instead of the usual 'master' - are they ok to install?

No - please use only master.

Hi Slibenli getting a 404 page not found error on your gitlab page?

I'm sorry - it's because the last build is broken.
Please use the build before that for now: https://gitlab.com/vrresto/il2ge/-/jobs/294870515/artifacts/download

ONE little thing/question , however - the CLOUDS seem to be 'edgy'-and not very smooth or wispy as in in normal vers?

Screenshot?
Title: Re: graphics extender
Post by: Atoka220 on October 14, 2019, 06:31:47 PM
I am speechless and awe-struck!

This is absolutely fantastic and beautiful. One of my Il-2 deams coming true
I'm almost on the edge of crying of joy ;D

Unfortunately life's goin hard for me now and i don't have even a decent pc to play on (hence why i'm online very rarely nowadays).
But these screens..Really looking forward to get a new pc and fly right away with this.

Man....
Just no words. Sitting, lookin at the monitor with my jaw on the floor, like holy s-cow... Thank you
Keep up the fantastic work!
Title: Re: graphics extender
Post by: fatty_finn on October 15, 2019, 07:25:07 PM
with reference to xxIxx's post above [#717]
he said:'Had to use Carmaster's WATER mod to fix the freaky 'waves' glitch, but smooth as silk now in the seas."
I have the same wavy glitch, but I cant fix it, even tho I do have Carsmaster's water installed.
Can someone explain in detail, exactly how to implement Carsmaster's water, in order to fix this "glitch" ?
ta
Title: Re: graphics extender
Post by: TXZCJSP on October 26, 2019, 06:43:25 AM

(https://i.postimg.cc/bvgM0099/QQ-20191026204253.png) (https://postimg.cc/B88M4Kyj)
Title: Re: graphics extender
Post by: slibenli on October 26, 2019, 07:26:13 AM
It's a known problem. Also this belongs into the bugs thread.
Title: Re: graphics extender
Post by: rollnloop on October 30, 2019, 08:02:30 AM
Been away from the game for some time, just tested latest version.

Works great with BAT, nice cirrus clouds.

Can't wait for stars at night and sky in rear mirror.  8)
Title: Re: graphics extender
Post by: PO_MAK_249RIP on November 04, 2019, 06:17:56 AM
Hi Slibenli notice theres been no updates for a month? You ok? Or have you finished with it now?
Title: Re: graphics extender
Post by: slibenli on November 05, 2019, 01:52:13 AM
I'm ok ;) - I just don't have much time recently.
But there are several features I'm working on.

Title: Re: graphics extender
Post by: KingTiger503 on November 05, 2019, 05:05:46 AM
Yo, only 64-Bits OS can Full texture.


Best Regards KT503
Title: Re: graphics extender
Post by: slibenli on November 06, 2019, 03:13:42 AM
Yo, only 64-Bits OS can Full texture.


Best Regards KT503

?
Title: Re: graphics extender
Post by: slibenli on November 06, 2019, 03:33:52 AM
I've created an experimental installer:
https://gitlab.com/vrresto/il2ge-experimental/-/jobs/343101556/artifacts/raw/il2ge-installer.exe

It will backup your existing il2ge installation into the subfolder il2ge-installer-backup.

Feedback welcome!
Title: Re: graphics extender
Post by: Clint Watters on November 06, 2019, 01:15:09 PM
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 !
Title: Re: graphics extender
Post by: resistor on November 06, 2019, 02:19:53 PM
Worked fine for me. First launch was a little slow but its ok now.
Title: Re: graphics extender
Post by: slibenli on November 07, 2019, 01:34:40 AM
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 !


Just delete il2ge.dll and the folder il2ge.

Edit: if you post il2ge.log I might figure out why it doesn't work for you  ;)
Title: Re: graphics extender
Post by: slibenli on November 07, 2019, 04:08:18 AM
One more update of the installer:
https://gitlab.com/vrresto/il2ge-experimental/-/jobs/344322849/artifacts/raw/il2ge-installer.exe

This installs everything (including il2ge.dll) into the subfolder il2ge.
Title: Re: graphics extender
Post by: slibenli on November 07, 2019, 04:24:55 AM
I updated/edited the original post a bit and moved all the important information to the beginning.
Title: Re: graphics extender
Post by: HeGa on November 07, 2019, 01:13:13 PM
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!
Title: Re: graphics extender
Post by: Stainless on November 08, 2019, 02:46:56 AM
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.

Title: Re: graphics extender
Post by: slibenli on November 08, 2019, 05:58:30 AM
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 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 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!

I've made the the first steps to support cockpit self-shadowing - not sure yet if anything will come out of it.

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.

My approach would involve doing an extra rendering pass of the cockpit from the sun's perspective.
I think you mean self-illuminating instruments. I'm already handling these in a shader more or less well (I need to apply some hacks to determine if a material is supposed to be self-illuminating).
https://gitlab.com/vrresto/il2ge/blob/master/object_shaders/VAObjectsL0_cockpit.frag#L54



Title: Re: graphics extender
Post by: Stainless on November 08, 2019, 08:32:58 AM
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 ........
Title: Re: graphics extender
Post by: HeGa on November 08, 2019, 08:55:08 AM
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.

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

I've made the the first steps to support cockpit self-shadowing - not sure yet if anything will come out of it.

This is very good news! I can't wait to see that, I hope it works!

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.
Title: Re: graphics extender
Post by: slibenli on November 08, 2019, 09:34:36 AM
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 ........

Well, it only works for greenish instrument lighting ;)


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

Autogenerated terrain had some issues.
Endless world is not correct btw. - the generated terrain was about 2000x2000 km IIRC.
I would prefer a hybrid approach between auto-generation and manual map making, which would involve at least setting some parameters (e.g. what textures to use).
Any news on your heightmap creation tool Stainless?

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.

Not at this stage - for this a new object renderer would need to be implemented.
Title: Re: graphics extender
Post by: Stainless on November 09, 2019, 03:02:31 AM
Quote
Any news on your heightmap creation tool Stainless?

Actually yes.

I am using a new system.

It starts with QGis, a free download. then connect to to ArcGisWorldMapServer (for free) and select the area of interest from anywhere in the world.

(https://i.postimg.cc/XYQZ7xsp/Desktop-Screenshot-2019-11-09-09-37-34-08.png) (https://postimg.cc/pm5VsQbH)

I then run the SRTM downloader plugin (again free) which will grab the height data from Nasa.

(https://i.postimg.cc/tgWLNv8g/Desktop-Screenshot-2019-11-09-09-40-08-01.png) (https://postimg.cc/WDpW28NR)

Then I run the QMetaTile plugin to get surface textures. It downloads satellite imagery for the selected region at a range of magnifications.

You end up with a bunch of directories , one per magnification level, with a bunch of textures in each.

At the moment I am trying to figure out the naming convention for these textures.

Once I have done that I can modify my existing tool to use this data.

The question is what do you need?

Do you want something that matches the existing map data format. So scan the data and generate a type map?  Or do you want what I am doing for myself, a heightmap and a texture set?

At the moment my code is very fragile and not very good. I just tried to generate an IL2 map from within my tool. It ended up 11112765 by 13224444 pixels and ran out of memory :)



Title: Re: graphics extender
Post by: slibenli on November 09, 2019, 05:58:11 AM
I'm looking for a solution to extend existing IL-2 maps.
Not so much for actually flying over the extended area - just to avoid that sudden end of the map.
For height data that should be relatively easy: the original height map and the extended one can be blended together at the borders.
Of course both maps need to use the same projection for this to work.
As for textures, I would like to use some kind of type map. Either the same format as IL-2 uses or something else.
I don't think satellite images would blend well with existing IL-2 maps.
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.
Title: Re: graphics extender
Post by: PO_MAK_249RIP on November 10, 2019, 12:40:03 AM
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 😊
Title: Re: graphics extender
Post by: Stainless on November 10, 2019, 02:06:26 AM
Quote
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.

 :) yes there is.

Though you do get problems with transients


(https://i.postimg.cc/VLR4vzD9/Desktop-Screenshot-2019-11-10-09-03-07-66.png) (https://postimg.cc/gnx3Bb9r)


(https://i.postimg.cc/K8pN7JXR/Desktop-Screenshot-2019-11-10-09-03-29-100.png) (https://postimg.cc/5XvLb52V)


However if that's what you want, I will see what I can do.


Title: Re: graphics extender
Post by: slibenli on November 10, 2019, 04:53:44 AM
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 😊

That one would only be necessary for a feature which I never activated  :)
Title: Re: graphics extender
Post by: slibenli on November 10, 2019, 05:10:56 AM
Quote
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.

 :) yes there is.

Though you do get problems with transients

However if that's what you want, I will see what I can do.

But there are building and tree shadows  :(

Anyway, just a height map would be a good starting point. Until there is a better solution I can use the type map generation code that I already have.
And a coast line and river map would be handy - although not necessary (using terrain elevation <= 0 as an approximation instead).
Title: Re: graphics extender
Post by: Stainless on November 17, 2019, 03:22:07 AM
So my code at the moment has a couple of bugs in it.


The height mapping from meters to byte is wrong, I need guidance from you guys for that.

The tool was designed for huge maps, it is too easy to generate an IL2 map that is too big and the app just runs out of memory.

The type map is a bit of an issue as well. the best I can get is 0.1 arc degrees

(https://i.postimg.cc/Tw4TJV1j/Render-Data.png) (https://postimg.cc/YGQcpm1j)

My code works very differently. I takes one degree SRTM data and generates 1 minute textures.

Three textures for each minute. Height, Normal, and Diffuse.  Encoded into the diffuse is the distance from the nearest sea for wave generation.

So I end up with something like this, the rendering needs work but you get the idea.



(https://i.postimg.cc/284MGQXQ/Desktop-Screenshot-2019-11-17-10-17-12-83.png) (https://postimg.cc/svgTDhzx)


So if you can decide what you want for height encoding (or just tell me exactly how IL2 maps height), tell me what limits you want for sizing the maps,  and show me your type encoding code, we might be able to create something.


Title: Re: graphics extender
Post by: slibenli on November 17, 2019, 04:33:18 AM
I'm thinking of a height map / etc. that is read exclusively by il2ge, in addition to the proper IL-2 map.
It would then blend those together.
So the the restrictions for IL2 maps in terms of size and height encoding don't apply.
I'd favor the height being encoded in meters (e.g. 16-bit TIFF could do that).
As for the map size - the bigger the better I'd say ;) - 3000x3000 km would be nice.

Edit:
So with a resolution of 200 meter per pixel that would be a 16384*16384 image.
Hmm, maybe a bit too big.
Tiles instead of a single file would also work.

Edit 2:
I'd leave the type map problem for later.
The code dealing with that is a bit scattered across the source tree ;)
As for generating a type map from height data:
https://gitlab.com/vrresto/il2ge/blob/master/common/map_loader/map_generator.cpp#L66
But that's just a pretty random quick hack  ;)

Title: Re: graphics extender
Post by: Stainless on November 17, 2019, 11:58:33 AM
So we need to talk about a couple of issues.

1) Coordinate system.

     I use latitude and longitude. Each 1 degree square is a directory which contains the textures for each 1 minute square of terrain. So 60 * 60 terrain patches for each degree of latitude and longitude.
     This doesn't fit with IL2 at all. So for me to generate something you can use I need to know the projection used by IL2.

     The reason this is so important is 1 degree of longitude is not a constant distance, it varies depending on latitude.

     So if you say to me you want a map from latitude, longitude 4096 pixels by 4096 pixels with a fixed size of 200m per pixel I can do it, but adding anything to the map based on latitude, longitude is going to be a nightmare.. :)  I can give you functions to take latitude and longitude deltas and convert to another coordinate set as long as you define the coordinate set for me.


2) Type textures

    We have 16 terrain textures to play with if I recall the map system correctly.
    So If we agree an arrangement of these textures I can merge the land type date and terrain data to generate a type map.
    water - > sand -> grass -> rock -> city      gives us something like 3 textures per terrain type.


Let me know what you want


     
Title: Re: graphics extender
Post by: slibenli on November 17, 2019, 02:59:26 PM
1) That's indeed a problem.
IL2 itself doesn't use any projection - one pixel on the height map = 200x200 m in the game. AFAIK latitude/longitude isn't used anywhere in the game.
So it comes down to what projection was used to create the height map - which probably varies between maps. I have to look into this.

2) It's 32 textures (https://gitlab.com/vrresto/il2ge/blob/master/common/map_loader/map_loader.cpp#L81).
But a type map with less types would be still be useful - I would take care of mapping these types to IL2 specific textures.





Title: Re: graphics extender
Post by: WxTech on November 18, 2019, 12:42:51 AM
IL2 maps are essentially of the Mercator projection, or a variation thereof. That's why everywhere on a map north is oriented exactly up, even for a large map located at a high latitude. In other words, all IL2 maps treat lines of latitude and longitude as always straight and orthogonal. The SRTM data we build our terrain upon is built is typically presented as something like a Mercator projection.

If one desires a map covering considerable area, especially at a high latitude, and have minimal distortion at the same time, there would then have to be a way to handle the unavoidable non-parallelism of lines of longitude. And of course the curving parallels, or lines of latitude.
Title: Re: graphics extender
Post by: Stainless on November 18, 2019, 02:57:07 AM
Yes, what i do at the moment is treat the height data as a virtual texture.

For example, say the height data is 1000 elements wide and represents 1 degree of longitude. I calculate the width in meters of one degree of longitude at the current latitude.

Then when I am building the IL2 map, I index in with the distance in meters instead of the pixel index.

This way if the sample point is in between two data points , I can interpolate the height value and get something more sensible. I can also handle high latitudes easily as i can just go off the end of the data into a different height data file.

The key thing is this would be a pain in the proverbial if you needed to use latitude and longitude to place something like a map marker or an airport
Title: Re: graphics extender
Post by: slibenli on November 18, 2019, 06:15:48 PM
If existing IL2 maps use a Mercator like projection (I checked the Banff-Narvik map and it looks like Mercator, but others might use an Equirectangular projection) then distortion is an issue already anyway.
In any case - to extend an existing map, the same projection has to be used.
So I would be nice to be able to select a projection for the generated map.

As for the map size - 3000x3000 km might be excessive. It should simply be enough that you can fly near the proper IL2 map border and not see the border of the extended map.
How big are the biggest IL2 maps currently?

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



Title: Re: graphics extender
Post by: slibenli on November 20, 2019, 02:36:22 AM
I forgot to mention: the latest builds have a new feature which can be enabled with
Code: [Select]
EnableTransparentShader=1 in il2ge.ini.

Expect a FPS drop.

Before:
(https://i.postimg.cc/LX2QfHjc/2019-11-17-08-46-33.jpg) (https://postimg.cc/06XC11Wn)

After:
(https://i.postimg.cc/d3889dvn/2019-11-17-08-46-35.jpg) (https://postimg.cc/ctLgxvv8)

Before:
(https://i.postimg.cc/mgwyqKJ4/2019-11-17-08-55-59.jpg) (https://postimg.cc/Snn9Y1m1)

After:
(https://i.postimg.cc/90bfVthD/2019-11-17-08-56-03.jpg) (https://postimg.cc/WqDVwZtV)
Title: Re: graphics extender
Post by: Stainless on November 21, 2019, 03:11:26 AM


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.





Title: Re: graphics extender
Post by: slibenli on November 22, 2019, 04:08:13 AM

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.

A header (also including the attributes 1-5) can't hurt.
Or you could output the attributes to a separate text file - either would be good for me.
I guess more than 1 meter height resolution isn't needed - probably not worth the effort.
Title: Re: graphics extender
Post by: Stainless on November 23, 2019, 08:46:53 AM
https://www.sas1946.com/main/index.php/topic,62825.0.html (https://www.sas1946.com/main/index.php/topic,62825.0.html)
Title: Re: graphics extender
Post by: rollnloop on November 23, 2019, 05:54:35 PM
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[
Title: Re: graphics extender
Post by: Stainless on November 24, 2019, 05:57:35 AM
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.
Title: Re: graphics extender
Post by: slibenli on November 24, 2019, 05:59:37 PM
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[

In general there is room for improvement in the shaders. When/if I will work on that is another story ;)


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.


No, I haven't. Thanks for the suggestion :)
Title: Re: graphics extender
Post by: Stainless on November 25, 2019, 03:09:03 AM
I will help with the shaders for you
Title: Re: graphics extender
Post by: slibenli on November 25, 2019, 07:06:29 AM
Thanks man!
I'm sorry that the shaders are among the messiest pieces of code in il2ge  :-[

Among the improvable things are:
Title: Re: graphics extender
Post by: FsMaster2018 on December 07, 2019, 06:11:35 PM
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
Title: Re: graphics extender
Post by: zeke2122 on December 08, 2019, 08:47:31 AM
Will this work with the SAS Modact 5.30?
Title: Re: graphics extender
Post by: slibenli on December 08, 2019, 09:37:59 AM
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

ATM the only way to change it, is to fiddle with the shader code yourself: il2ge/shaders/atmosphere.frag.

Will this work with the SAS Modact 5.30?

No Idea - just try it out ;)
You may uninstall it again by deleting the folder il2ge inside your IL2 folder.
Title: Re: graphics extender
Post by: FsMaster2018 on December 08, 2019, 03:01:30 PM
Hi I changed some settings in the Atmosphere.Frag file. The settings I used removed all the haziness from the sky. Here are my setting. And some pics of the results.

 // const float atmosphereVisibility = 1000000.0;
// const float atmosphereVisibility = 1000000.0;
const float atmosphereVisibility = 1000000.0;
// const float atmosphereVisibility = 1000000.0;

// const float hazyness = 0.0;
// const float hazyness = 0.05;
const float hazyness = 0.0;

const float HAZE_VISIBILITY = 1000000;
const float GROUND_FOG_HEIGHT = 300;
const float GROUND_FOG_DENSITY_SCALE = 0;
const float MIE_PHASE_COEFFICIENT = 0.7;


url=https://postimg.cc/XrFmb37v](https://i.postimg.cc/Qdn3cx2c/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screensho.png)[/url]

url=https://postimg.cc/jwvBFXqQ](https://i.postimg.cc/tJHy7SLf/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screensho.png)[/url]
Title: Re: graphics extender
Post by: david1948 on December 24, 2019, 11:27:40 AM
The installer never works for me, it fails to install il2ge.dll and closes
Title: Re: graphics extender
Post by: slibenli on January 07, 2020, 09:17:13 AM
The installer never works for me, it fails to install il2ge.dll and closes

This belongs to the bugs thread:
https://www.sas1946.com/main/index.php/topic,61653.msg694167.html#msg694167
Title: Re: graphics extender
Post by: Red Orchestra on January 17, 2020, 05:39:53 AM
where to put :  system dll

where to put :

documentation java
lib
obejct
shaders




THX for help.This is the latest WIP Version.
Title: Re: graphics extender
Post by: slibenli on January 18, 2020, 03:03:51 AM
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.
Title: Re: graphics extender
Post by: Red Orchestra on January 18, 2020, 07:54:17 PM
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.

Nice is inside.I did it.

How do I know in the game that the graphics MOD are on there?How do I know it's active on?

Thank you


Title: Re: graphics extender
Post by: slibenli on January 20, 2020, 07:12:44 AM
How do I know in the game that the graphics MOD are on there?How do I know it's active on?

Does the file il2ge.log exist?
Title: Re: graphics extender
Post by: 3runMan on January 22, 2020, 08:03:37 PM
Hey, slibenli!

Great work man! But I've got a curious question: right now "self-shadowing" in your mode is actually a land drop shadow thing and that's t for now... And some kind of simple shadowing. But is there any chance to have full and like proper shadowing in the game? Shadow from the plane wing on a fuselage; buildings shadows on walls etc. Is there any shaders of that in the game? Because proper shadowing is one of the most important things in a visual understanding of size and depth. That's why I am praying for this feature. It could entirely change the way we see and feel the picture.
Title: Re: graphics extender
Post by: Stainless on January 23, 2020, 03:25:19 AM
I don't think you should ask him to do a full shadowing solution, it's a lot of work and because of the nature of a flight sim, shadows are a nightmare. You just run out of precision in the depth buffer.

Having said that, if we can get access to the depth buffer, then a simple fullscreen SSAO might be possible.

That will give you most of the effects you really care about without the expense and hard work required to do a full shadowing solution.

Title: Re: graphics extender
Post by: slibenli on January 23, 2020, 07:31:03 AM
Like Stainless said, it's a lot of work. I'm afraid praying won't help ;)
What would help though is more programmers (C++ and/or GLSL).

I've done some initial work on cockpit self shadowing, but that's on the back burner for now.
Title: Re: graphics extender
Post by: 3runMan on January 23, 2020, 08:37:41 AM
Thank both of you bois for the answers. Really appreciate that. And your work!
It's just amazing how the game looks now. Well if one day it'll have full shadowing (even with the lightning we have right now) it's gonna be breathtaking!
Title: Re: graphics extender
Post by: fatty_finn on January 24, 2020, 08:39:15 PM
re: "I don't think you should ask him to do a full shadowing solution, it's a lot of work  ...."
I'll second that!!   
And who needs it anyway?  A sim cant be reality.
Perfectly acceptable alternative I find is just to pretend you are flying on a "hazy" day
- so all shadows are muted
f_f
ps & slibenli's ge mod is already fantastic
Title: Re: graphics extender
Post by: slibenli on January 25, 2020, 08:09:17 AM
New experimental feature:

I integrated the atmospheric light scattering shader by Eric Bruneton (https://ebruneton.github.io/precomputed_atmospheric_scattering).

It can be enabled by the setting "Atmosphere" in il2ge.ini.
Code: [Select]
# 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

Edit: There is now also the complementary option "RealisticShadowColor".
Code: [Select]
# experimental
RealisticShadowColor=1

Build: https://gitlab.com/vrresto/il2ge/-/jobs/414916967/artifacts/raw/il2ge-installer.exe?inline=false
Build: https://gitlab.com/vrresto/il2ge/-/jobs/414956744/artifacts/raw/il2ge-installer.exe?inline=false

(https://i.postimg.cc/d1GBLXbB/Jan-25-2020-4-01-22-PM.png) (https://postimg.cc/wyTJrWTy)


(https://i.postimg.cc/wTqVjw0X/Jan-25-2020-3-44-47-PM.png) (https://postimg.cc/qgFnmxfq)


(https://i.postimg.cc/0NGGv4L1/Jan-25-2020-4-26-03-PM.png) (https://postimg.cc/6734LMWM)



(https://i.postimg.cc/8zn1Xky7/Jan-25-2020-4-51-19-PM.png) (https://postimg.cc/qNyVzrHr)

(https://i.postimg.cc/28tH6Pys/Jan-25-2020-5-03-45-PM.png) (https://postimg.cc/HVQ0vvQz)

(https://i.postimg.cc/bw2m232s/Jan-25-2020-5-06-01-PM.png) (https://postimg.cc/Xr4fRKLb)
Title: Re: graphics extender
Post by: Rostic on January 25, 2020, 01:00:16 PM
Great update! Thanks!  :o

1) Got some lighting artifacts with gunfire effects and other lights like aeronautical lights, but after set 'DynamicalLights=0' in il2conf.ini problem gone.

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
Title: Re: graphics extender
Post by: Squashman on January 25, 2020, 05:11:15 PM

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?


Title: Re: graphics extender
Post by: Mission_bug on January 26, 2020, 02:29:03 AM
This utility is a game changer Slibenli, every time I add a update the sim improves in leaps and bounds, thank you very much, really appreciated. 8)


Wishing you all the very best, Pete. ;D
Title: Re: graphics extender
Post by: slibenli on January 26, 2020, 03:17:23 AM
2) Check bombsights, now black space around scope looks strange (color changed from white to grey-blue with angle change).
https://prnt.sc/qsu0zc

Confirmed. Also happens with Atmosphere=default.

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).
Title: Re: graphics extender
Post by: slibenli on January 26, 2020, 03:21:51 AM

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
Title: Re: graphics extender
Post by: Squashman on January 26, 2020, 04:02:26 AM

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

Thanks Slibenly - the installer updated the il2ge.ini successfully  ;D

Title: Re: graphics extender
Post by: Squashman on January 26, 2020, 05:21:42 AM
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?
Title: Re: graphics extender
Post by: Foghorn on January 26, 2020, 11:48:35 AM
How do you fix the water
Title: Re: graphics extender
Post by: slibenli on January 26, 2020, 04:22:51 PM
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?

RGBA = color + alpha channel. The texture name has nothing to do with it. The Clouds256.tga I'm using is a greyscale image.
I'm not sure from where i got it - I think VP Modpack.
Title: Re: graphics extender
Post by: slibenli on January 26, 2020, 05:57:56 PM
I restructured the configuration a bit:

Code: [Select]
# 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

Note the setting RealtimeSingleScattering.SampleCount.
It defaults to 10 - setting it to 50 achieves the same accuracy as with RealtimeSingleScattering=off.

Why would you want to use RealtimeSingleScattering=on at all?
To avoid this sudden change of color at horizon height. It's most visible when the sun is low.
(https://i.postimg.cc/tR3vxWpk/2020-01-27-00-42-00.png) (https://postimg.cc/z3fkmLLH)


Build: https://gitlab.com/vrresto/il2ge/-/jobs/415426627/artifacts/raw/il2ge-installer.exe?inline=false

Title: Re: graphics extender
Post by: whistler on January 27, 2020, 01:52:46 AM
slibenli,

Quote from: https://www.sas1946.com/main/index.php/topic,58926.msg695669.html#msg695669
The 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.
Title: Re: graphics extender
Post by: rollnloop on January 27, 2020, 03:01:56 AM
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.
Title: Re: graphics extender
Post by: slibenli on January 27, 2020, 04:37:48 AM
slibenli,

Quote from: https://www.sas1946.com/main/index.php/topic,58926.msg695669.html#msg695669
The 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.

Thanks, thinking about it, it would be trivial to randomly select a random cloud texture in il2ge at run time.


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.

The way IL2 implements dynamic lights just doesn't work well with il2ge.
I will update the readme about that.
Title: Re: graphics extender
Post by: whistler on January 27, 2020, 05:05:51 AM
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!
Title: Re: graphics extender
Post by: slibenli on January 27, 2020, 05:15:06 AM
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!

I meant that il2ge could do what Random Skies is doing, but while the game is running and without copying textures around.
Title: Re: graphics extender
Post by: whistler on January 27, 2020, 05:30:10 AM
That would be most interesting! The ideal solution would be the dynamic cirrus layer, but that's too much asking for (yet).

Desert maps shouldn't have overcast skies, for the most part, hence the dilemma on how to implement the random sky. By reading the map *.ini perhaps?

It would be great to decommission the Random Skies mod. That would mean we finally have a perfect sky environment in IL-2!
Title: Re: graphics extender
Post by: slibenli on January 27, 2020, 05:41:10 AM
I would prefer it though, if the logic for texture selection would run on the java side and just call into il2ge to set the texture sfs path.

I did some experiments with procedurally generated cirrus clouds, but didn't really like the result.
I can make it available if someone is interested.
Title: Re: graphics extender
Post by: whistler on January 27, 2020, 06:00:41 AM
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?
Title: Re: graphics extender
Post by: slibenli on January 27, 2020, 06:09:37 AM
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.
Title: Re: graphics extender
Post by: whistler on January 27, 2020, 08:09:41 AM
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.

Not the slightest idea.

I would add a new method GraphicsExtender.setCirrusTexture() to enable java code to control the texture.

Why not. It would be a first step that shouldn't have an effect on anything else.
Title: Re: graphics extender
Post by: marcost on January 27, 2020, 01:28:06 PM
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?

Hi Whistler,

I looked too, for a long time and never found it. Suspect it is outside of the moddable class structure. If I remember correctly, what I did find was that once the game has loaded the sky texture, it was not possible to 'force' a reload of that texture (i.e. to change it before the next mission). I think the game 'freezes' access to some files during first loading, so a classfile-level swap would not work. Could be wrong!

If it were possible to change it, it would easy to put a bit of code in Mission.class to load the sky from the .mis file

Regards,

M
Title: Re: graphics extender
Post by: slibenli on January 30, 2020, 06:29:47 AM
Volumetric fog experiments ...

(https://i.postimg.cc/G2xYxQqV/volumetric-fog.png) (https://postimg.cc/njMCHv8G)

(https://i.postimg.cc/9QqvF8mG/fog2.png) (https://postimg.cc/CRSvc4f1)

(https://i.postimg.cc/G3X0MTgs/fog3.png) (https://postimg.cc/F1knzz49)
Title: Re: graphics extender
Post by: rollnloop on January 30, 2020, 12:16:52 PM
 8)Pretty strange with such a blue and bright sky above, but fog itself looks nice
Title: Re: graphics extender
Post by: SAS~Storebror on January 30, 2020, 11:18:16 PM
Not really strange.
I remember a couple of flights when we took off with our trusty rusty Seaking from Kiel Holtenau and once we got out of ground fog, is was absolutely bright blue skies.
Looking back at the Kiel Fjord, we could see the funnels of the scandinavia ferries moving through the fog (and the ferries themselves on our radar of course).
It was funny to see how everything was bright blue skies for us, and at the same time you knew that the captain down there on the ferry couldn't see sh*t 5 meters in front of him.

]cheers[
Mike
Title: Re: graphics extender
Post by: vpmedia on January 31, 2020, 02:26:00 AM
(https://www.idokep.hu/keptar/users/szabea93/szabea93-t4.jpg-2020-01-26-08-40-55.jpg.webp)
Title: Re: graphics extender
Post by: Foghorn on January 31, 2020, 04:57:26 PM
Hi I have used the water fix 4.12.2 water texture folder, works in BAT WAW but not Jetwars CTD 3%  some help please I have no mods in the folder.


  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
Sound: Native library (build 1.1, target - P IV) loaded.

*** Looking for Advanced CPU Instructions...


Maximum texture size : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
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
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.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 8.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - enabled [buffers : 128]
Extensions  - enabled :
  EAX ver. 1 [X]  - enabled
  EAX ver. 2 [X]  - enabled
  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_Channel43/BAT_Channel43rednone00.mis...
Y=1940 / M=6 / H= 11 , Temperature - 0m = 14.0 .
Loading map.ini defined airfields:
Title: Re: graphics extender
Post by: slibenli on February 01, 2020, 05:49:01 AM
This is the wrong log - I need il2ge.log. It's all explained in the first post.
Title: Re: graphics extender
Post by: Foghorn on February 01, 2020, 08:29:49 AM
Thank you slibenli
Title: Re: graphics extender
Post by: Foghorn on February 01, 2020, 08:32:52 AM
my log
Code: [Select]
-----------------------------------------------------------
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)
Title: Re: graphics extender
Post by: slibenli on February 03, 2020, 11:19:38 AM
my log

Continued here: https://www.sas1946.com/main/index.php/topic,61653.msg696613.html#msg696613
Title: Re: graphics extender
Post by: slibenli on February 03, 2020, 11:35:56 AM
The latest build includes an in-game menu for fine tuning some parameters of the new atmosphere shader:
https://gitlab.com/vrresto/il2ge/-/jobs/424429876/artifacts/raw/il2ge-installer.exe?inline=false

Also needed are these java classes:
https://www.mediafire.com/file/5gwfubeglysnsri/il2ge_classes.zip/file

And you will need to assign a hotkey for for showing the menu in conf.ini:
Code: [Select]
[HotKey game]
Shift F8=GraphicsExtender.ShowMenu


The most useful of these parameters are:

This screenshot was taken with the default settings:
(https://i.postimg.cc/DzXz8P13/2020-02-04-00-31-13.jpg) (https://postimg.cc/mcT4nMdm)

And here exposure was increased and brightness_curve_exponent decreased:
(https://i.postimg.cc/SNcF21vr/2020-02-04-00-30-10.jpg) (https://postimg.cc/GH3S6Kr8)
Title: Re: graphics extender
Post by: slibenli on February 04, 2020, 02:22:44 PM

(https://i.postimg.cc/15Ygz2QY/2020-02-04-20-37-16.jpg) (https://postimg.cc/4mV4L8nz)

(https://i.postimg.cc/7ZG5J9PP/2020-02-04-20-38-19.jpg) (https://postimg.cc/pmvWgDn3)
Title: Re: graphics extender
Post by: hguderian on February 04, 2020, 02:53:56 PM
 :o :o :o

....BRAVO!!!
Title: Re: graphics extender
Post by: FL2070 on February 04, 2020, 06:36:07 PM
HOLY DAMN COW ON A STICK! Those are in IL-2????? That's absolutely incredible! Are these effects included in the latest build? If not, when can we expect them?
Title: Re: graphics extender
Post by: slibenli on February 05, 2020, 12:37:25 AM
Mostly yes - some settings aren't yet configurable.
Title: Re: graphics extender
Post by: Kelso on February 05, 2020, 12:50:21 AM
Amazing what you can get out of this old game. However, I admire you the most for perseverance - you develop so much time and you always want to ...
Great respect!
Title: Re: graphics extender
Post by: Foghorn on February 05, 2020, 02:59:51 AM
Looks amazing at a price in fps, I get 20fps with atmospheric light scattering shader on without I get about 60fps
Title: Re: graphics extender
Post by: Artiglio on February 05, 2020, 05:38:16 AM
slibenli absolutely a great job, and it is not enough to thank you for life ;) but I have a request for you ... can water droplets be implemented when crossing clouds?
 
Title: Re: graphics extender
Post by: slibenli on February 05, 2020, 05:48:10 AM
Not on the radar - ask me again in a few years ;)
Title: Re: graphics extender
Post by: Radoye on February 05, 2020, 05:56:08 AM
Wow @ those screenshots. Time for me to pony up for a new rig, my 12 year old PC is not able to cope with this.

(https://lh3.googleusercontent.com/proxy/fgk36MrWUG0dunGAnBvPDmV6JznXTS8Z1wdfo5G21FlF-0Dvl2vrVVtmXBWSUJmOelzT89bc7vRgq8fRwUXfsGROzgwmrg7O3A1wpd09n_Y7FGPUmUb8CTv3mVN1ug)
Title: Re: graphics extender
Post by: slibenli on February 05, 2020, 05:57:39 AM
The latest build removes the option RealtimeSingleScattering again, as I found it doesn't help much against artifacts, so just wasting gpu resources.

Added are the following options:

Code: [Select]
[Atmosphere.Precomputed]

# more accurate colors
AccurateLuminance=off

# possible values are between 0.0 and 1.0
Haziness=0.000000


https://gitlab.com/vrresto/il2ge/-/jobs/426707062/artifacts/raw/il2ge-installer.exe
Title: Re: graphics extender
Post by: TheIdiot on February 07, 2020, 02:00:46 AM
Just wanted to say...the latest version of IL2GE is mind-blowing! I'm actually getting mostly 60 FPS with all settings enabled, except during heavy air battles and around the cities which ran like crap beforehand. It's really starting to look like a completely different game entirely. The only thing missing is some sort of rough terrain for the borders of the smaller maps...even a temporary solution similar to what exists in the regular game would work for now. I hope at some point the proper dynamic terrain generation will be realized! Either way, that's a very, very minor issue - I'm willing to sacrifice a few kilometers of blank terrain for the outstanding visuals you can get with this mod:

(https://i.imgur.com/JTdtNtS.png)

One quick question: I'm wondering whether the cirrus clouds in the screenshot I posted are supposed to look that way, or if I've done something to make them look like that? They look like blurry smudges rather than actual clouds - nothing like what sibleni posted previously. (I have fiddle around with the cloud textures a bit...I'm thinking I may have swapped the two textures which make out the cirrus clouds and caused this)

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?
Title: Re: graphics extender
Post by: vpmedia on February 07, 2020, 08:11:53 AM
Here's a topic about the cirrus clouds in your screenshot, everything is explained in detail:

https://www.sas1946.com/main/index.php/topic,63186.0.html

To sum it up there's two ways you can encounter that problem:
1. in a modpack or modact which is still using the stock games clouds setup
2. like you said, by swapping the textures
Title: Re: graphics extender
Post by: slibenli on February 07, 2020, 12:01:01 PM
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?

Not sure if those would be suitable for generating bumpmaps. Anyway il2ge doesn't support bumpmaps currently (and won't for the forseeable future).
Title: Re: graphics extender
Post by: Rostic on February 07, 2020, 12:29:39 PM
...
Also needed are these java classes:
https://www.mediafire.com/file/5gwfubeglysnsri/il2ge_classes.zip/file
....

Where I should place folders from zip-file?
Title: Re: graphics extender
Post by: slibenli on February 07, 2020, 12:36:04 PM
Into a subfolder of #SAS/#WAW3/etc. - for example #SAS/il2ge-classes.
So the complete path would be #SAS/il2ge-classes/com/maddox/il2ge.
Title: Re: graphics extender
Post by: Rostic on February 07, 2020, 01:45:11 PM
Also I cann't enable this beautifull water! How to switch it on?!

(https://i.postimg.cc/MqtV43hB/2020-02-04-20-38-19.jpg)
Title: Re: graphics extender
Post by: slibenli on February 07, 2020, 02:35:26 PM
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.
Title: Re: graphics extender
Post by: Rostic on February 07, 2020, 04:37:49 PM
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.

Well, I had much more flat water because I did not installed "Water by Carmaster".
Now it looks like on your screenshots. I just installed it from this post https://www.sas1946.com/main/index.php/topic,58926.msg656893.html#msg656893 (https://www.sas1946.com/main/index.php/topic,58926.msg656893.html#msg656893)
Title: Re: graphics extender
Post by: PO_MAK_249RIP on February 08, 2020, 04:21:51 AM
Hi Slibenli I have tried to activate the ingame viewer with no luck? I have put the classes files in my #WAW folder as Il2ge-classes/com/maddox/il2ge..., I have assigned F8 as my hotkey in my conf.ini under [Hotkey game] and am using the latest build. Press F8 when in the game and - NOTHING???? I am using CUP 4.12.
Any ideas?
Mick
GOT IT WORKING I HAD USED SHIFT F8 IN THE CONF INSTEAD OF SIMPLY F8 SILLY BOY - HOWEVER ALL THAT SHOWS UP IS 'ESCAPE:EXIT MENU'????
Title: Re: graphics extender
Post by: slibenli on February 08, 2020, 05:51:57 AM
Hmm, Shift F8 should work also.
The settings only apply to the new atmosphere shader, so they only show up when using Atmosphere=Precomputed.
Title: Re: graphics extender
Post by: Kelso on February 08, 2020, 06:46:11 AM
I have exactly the same as PO_MAK_249RIP.
Title: Re: graphics extender
Post by: Griffon_301 on February 08, 2020, 09:52:31 AM
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...
Title: Re: graphics extender
Post by: slibenli on February 08, 2020, 10:17:08 AM
I have exactly the same as PO_MAK_249RIP.

What exactly? He got it to work after all.

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...

The installer should create il2ge.ini. The log files are created when the game runs (and il2ge is actually loaded).
Apparently resistor has the same problem: https://www.sas1946.com/main/index.php/topic,61653.msg696959.html#msg696959
Title: Re: graphics extender
Post by: Kelso on February 08, 2020, 10:28:50 AM
In the game after pressing shift + F8 only appears: Escape: Exit menu
Title: Re: graphics extender
Post by: Griffon_301 on February 08, 2020, 10:29:42 AM
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...
Title: Re: graphics extender
Post by: Squashman on February 08, 2020, 10:43:09 AM
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...

I just mapped it to F11 which is free in my key-bindings and it works absolutely fine -

Code: [Select]
[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause
F11=GraphicsExtender.ShowMenu

In BAT make sure you put the java file in the STD folder eg IL2/#WAW/STD/com/Maddox/il2ge
Title: Re: graphics extender
Post by: slibenli on February 08, 2020, 11:00:04 AM
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...

Please post il2ge.log.
Title: Re: graphics extender
Post by: slibenli on February 08, 2020, 11:02:40 AM
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.
Title: Re: graphics extender
Post by: Griffon_301 on February 08, 2020, 11:09:01 AM
relocated the files as recommended by squashman and also assigned F11 still no joy...
which part of the log do you want? it is a rather long one....
Title: Re: graphics extender
Post by: Griffon_301 on February 08, 2020, 11:12:50 AM
https://www.mediafire.com/file/udux3vu8yi4pvtf/il2ge.log/file
 
i guess its easier that way ;)
Title: Re: graphics extender
Post by: slibenli on February 08, 2020, 11:16:20 AM
Well, according to the log you have set Atmosphere=Default in il2ge.ini.
Edit: Or an invalid value, in which case the default is used.
Title: Re: graphics extender
Post by: Griffon_301 on February 08, 2020, 11:25:07 AM
actually I did not set anything as it was created when I first launched IL2 with GE in, but I can change that of course :)
Title: Re: graphics extender
Post by: slibenli on February 08, 2020, 11:26:31 AM
As I explained earlier, the settings only show up with Atmosphere=Precomputed.
Title: Re: graphics extender
Post by: Griffon_301 on February 08, 2020, 11:31:35 AM
and problem solved, that precomputed thingie did the trick - thanks a lot for you support! reading some posts can be very helpful indeed sometimes ...
now for finetuning the baby as it is a little bit too shiny and bright for my taste in its current form....
Title: Re: graphics extender
Post by: Kelso on February 08, 2020, 11:47:56 AM
The value Atmosphere=Precomputed instead of Atmosphere=Default in the file il2ge.ini did the trick. The complete menu is now displayed. Thank you very much!
Title: Re: graphics extender
Post by: Squashman on February 08, 2020, 03:10:02 PM
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.

OK, I thought I tried that at first, but found it didn't work; perhaps I got the pathway wrong? It works perfectly if you put il2ge java folder in the STD/com/Maddox/ folder though - and fascinating to be able to change the lighting values during gameplay - brilliant work Slibenli  ;D

Title: Re: graphics extender
Post by: haxordie on February 11, 2020, 02:58:23 AM
Amazing work, slibenli. Truly, fascinating. How do you plan on solving the cirrus cloud issue? Volumetric?
Title: Re: graphics extender
Post by: slibenli on February 11, 2020, 11:18:38 AM
Which issue exactly?
The cirrus clouds are currently rendered in what I would call a pseudo volumetric manner.
I works relatively well as long you are not inside the cloud layer.
Title: Re: graphics extender
Post by: haxordie on February 11, 2020, 11:33:55 AM
The cirrus clouds are currently rendered in what I would call a pseudo volumetric manner.

Really? Mine don't work with BAT clean install. What could be the issue?
Title: Re: graphics extender
Post by: slibenli on February 11, 2020, 11:40:55 AM
You mean that https://www.sas1946.com/main/index.php/topic,63186.12.html?
Title: Re: graphics extender
Post by: haxordie on February 11, 2020, 12:01:48 PM
You mean that https://www.sas1946.com/main/index.php/topic,63186.12.html?

I see, so it works with greyscale textures. Thanks for pointing out.
Title: Re: graphics extender
Post by: slibenli on February 12, 2020, 12:39:39 PM
New and improved clouds!

(https://i.postimg.cc/KvH0t240/2020-02-09-12-40-48.jpg) (https://postimg.cc/KRt7yCPT)

(https://i.postimg.cc/PxTydfF5/2020-02-09-12-41-31.jpg) (https://postimg.cc/GBgGQRCW)

(https://i.postimg.cc/1XzKNCSx/2020-02-09-12-43-19.jpg) (https://postimg.cc/CBW834dJ)
Title: Re: graphics extender
Post by: FL2070 on February 12, 2020, 01:55:38 PM
Beautiful!
Title: Re: graphics extender
Post by: SAS~Storebror on February 12, 2020, 10:37:09 PM
Looks a bit like the last joint in the Navy :D
Title: Re: graphics extender
Post by: rollnloop on February 13, 2020, 12:50:15 AM
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)
Title: Re: graphics extender
Post by: slibenli on February 13, 2020, 04:18:21 AM
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)

There are still issues with enabled mirror though. E.g. Wrongly shaded buildings and trees (not  just in the mirror but the actual view out of the cockpit). And there is no guarantee that it might not break again ;)

(minor bug that needs checking: white runway lights have a white square surround)

Which belongs to which thread? ;)
Preferably with a screenshot.
Title: Re: graphics extender
Post by: slibenli on February 13, 2020, 04:26:12 AM
The newest build has a bunch of fixes and improvements - among them are:


https://gitlab.com/vrresto/il2ge/-/jobs/435994957/artifacts/raw/il2ge-installer.exe

(https://i.postimg.cc/1XJQLZZg/2020-02-13-11-35-05.jpg) (https://postimg.cc/ctg2n2CZ)

(https://i.postimg.cc/x8mqK8rv/2020-02-10-11-09-04.jpg) (https://postimg.cc/V0YYwYkv)

(https://i.postimg.cc/c4NLpsyz/2020-02-10-22-18-29.jpg) (https://postimg.cc/ThCxmvPj)

Sometimes there are still wrongly lit clouds:
(https://i.postimg.cc/ZR76fCDX/2020-02-10-10-46-38.jpg) (https://postimg.cc/62Z7q5Kh)
Title: Re: graphics extender
Post by: slibenli on February 13, 2020, 05:20:57 AM
I've added a simple mechanism for randomizing cirrus textures:
IL2GE will now look if the folder "il2ge_random_cirrus_textures" in your IL-2 folder exist and randomly pick one of the textures inside it.
A new random texture is picked each time a map is loaded.

https://gitlab.com/vrresto/il2ge/-/jobs/436077595/artifacts/raw/il2ge-installer.exe
Title: Re: graphics extender
Post by: SAS~Storebror on February 13, 2020, 06:49:26 AM
Absolutely amazing!
Title: Re: graphics extender
Post by: Kelso on February 13, 2020, 08:26:23 AM
I promised myself that I would visit here every 2-3 weeks. I was wrong! Every new version shows progress. Bravo!
Title: Re: graphics extender
Post by: Griffon_301 on February 13, 2020, 10:37:37 AM
stupid question but: where do I get cirrus textures for that random folder?
Title: Re: graphics extender
Post by: Mission_bug on February 13, 2020, 11:28:10 AM
Stunning, just shows what can be done, excellent work, thank you very much, really appreciated. 8)


Wishing you all the very best, Pete. ;D
Title: Re: graphics extender
Post by: Squashman on February 13, 2020, 01:22:19 PM
Once again Slibenli - incredible work!
The random cirrus feature is amazing.

I just selected a dozen or so of my favourite "non-alpha" textures and copied them into the "il2ge_random_cirrus_textures"  folder - couldn't be simpler.

Works perfectly

Thanks very much  ;D
Title: Re: graphics extender
Post by: Griffon_301 on February 13, 2020, 01:26:27 PM
may I ask if you could make those textures available Squashman?
Title: Re: graphics extender
Post by: Rostic on February 13, 2020, 01:26:45 PM
stupid question but: where do I get cirrus textures for that random folder?

I also want to know that.

By the way. Game looks just unbelievable amazing! Great job!
Title: Re: graphics extender
Post by: vpmedia on February 13, 2020, 02:10:25 PM
stupid question but: where do I get cirrus textures for that random folder?

https://ulozto.net/file/H9mS0AbWxGQX/cirrus-clouds-7z
Title: Re: graphics extender
Post by: Squashman on February 13, 2020, 02:38:57 PM
may I ask if you could make those textures available Squashman?

Certainly Griffon - just put the unzipped "il2ge_random_cirrus_textures"  folder into your IL2 root folder

https://www.mediafire.com/file/hp222xludaa06wa/il2ge_random_cirrus_textures.zip/file
Title: Re: graphics extender
Post by: haxordie on February 13, 2020, 02:39:52 PM
The game does look nice with that.
(https://i.postimg.cc/Wz02GHgg/Untitled5.png) (https://postimg.cc/PvrshK65)
Now if only there were high rez cirrus clouds. With HD true color that shouldn't be a problem.
Title: Re: graphics extender
Post by: shardana on February 13, 2020, 04:05:15 PM
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?
Title: Re: graphics extender
Post by: resistor on February 13, 2020, 04:51:57 PM
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...

(https://i.postimg.cc/fTtWJ1Ft/2020-02-13-23-45-43.jpg) (https://postimg.cc/qzrHFDp4)



(https://i.postimg.cc/PJLHv86s/2020-02-13-20-30-59.jpg) (https://postimg.cc/fShp6knB)

*move to the bug thread if you have to
Title: Re: graphics extender
Post by: vpmedia on February 14, 2020, 12:10:58 AM
Try to enable 'Attempt stencil buffer' ingame.

https://s8.postimg.cc/uytt0lnjp/il2fb_2015_05_02_11_06_32_85.jpg
Title: Re: graphics extender
Post by: Griffon_301 on February 14, 2020, 02:18:47 AM
thanks a lot for the files guys..will try them when I come home from work... :D
Title: Re: graphics extender
Post by: slibenli on February 14, 2020, 04:24:56 AM
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?

It definitely puts more stress on the GPU.
What's your log output?
Title: Re: graphics extender
Post by: slibenli on February 14, 2020, 04:25:41 AM
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.
Title: Re: graphics extender
Post by: shardana on February 14, 2020, 10:23:57 AM
Code: [Select]
[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
Title: Re: graphics extender
Post by: slibenli on February 14, 2020, 11:37:10 AM
Wrong log ;)
Title: Re: graphics extender
Post by: slibenli on February 14, 2020, 11:41:19 AM
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.

I have to correct myself here: The plane shadows are correct. It's the shadow of the motor startup smoke which isn't rendered correctly.
Title: Re: graphics extender
Post by: shardana on February 14, 2020, 12:14:05 PM
Me bad........ please could a good soul tell me where i can get the good log?
Title: Re: graphics extender
Post by: slibenli on February 14, 2020, 12:18:13 PM
It's at the beginning of the first post, in bold letters ;)
Title: Re: graphics extender
Post by: shardana on February 14, 2020, 12:49:33 PM
There's nothing with the name il2ge.log in  the il2 main folder....... maybe under a different name?
Title: Re: graphics extender
Post by: shardana on February 14, 2020, 02:11:34 PM
May be this? initlog last lines.....

Code: [Select]
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.
Title: Re: graphics extender
Post by: slibenli on February 14, 2020, 02:20:18 PM
If il2ge.log doesn't exist, it means that il2ge never ran, or crashed before the log could be created.
The complete initlog might give some insight.
Title: Re: graphics extender
Post by: shardana on February 14, 2020, 02:51:43 PM
As a matter of fact when I enable Atmosphere=Precomputed the game doesn't load



Code: [Select]
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.
Title: Re: graphics extender
Post by: resistor on February 14, 2020, 03:23:18 PM
Try to enable 'Attempt stencil buffer' ingame.

https://s8.postimg.cc/uytt0lnjp/il2fb_2015_05_02_11_06_32_85.jpg

Same thing with stencil buffer turned on. It was already on.

Code: [Select]
-----------------------------------------------------------
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

Title: Re: graphics extender
Post by: slibenli on February 15, 2020, 01:06:40 AM
As a matter of fact when I enable Atmosphere=Precomputed the game doesn't load

According to the log the method Init of il2ge.dll was called, and it returned, which means that it didn't crash there.
This also means that il2ge.log should have been created - unless that was not possible for some reason like a permission issue or a full disk.

The latest build shows a popup message when there was an error creating the log file:
https://gitlab.com/vrresto/il2ge/-/jobs/438444084/artifacts/raw/il2ge-installer.exe
Title: Re: graphics extender
Post by: shardana on February 15, 2020, 04:21:09 AM
I’ll try it tonight, but I want to thank you nevertheless for your kindness and dedication to your mod and for taking your time for answering all my questions. You should know that I really appreciate it. Thanks
Title: Re: graphics extender
Post by: shardana on February 15, 2020, 06:50:47 AM
Installed in my main il2 folder, set precomputed, started but with no avail, back to il2 selector. no pop up message and still no il2ge.log created...
Title: Re: graphics extender
Post by: shardana on February 15, 2020, 06:51:37 AM
Should I try installing in another folder, let's say WAW?
Title: Re: graphics extender
Post by: slibenli on February 15, 2020, 07:14:52 AM
No - that definitely wouldn't work.
I'm currently out of ideas :/
Title: Re: graphics extender
Post by: shardana on February 15, 2020, 07:20:34 AM
Yes, I thought so....  just bad luck I guess then.... :)
Title: Re: graphics extender
Post by: slibenli on February 15, 2020, 07:46:25 AM
Just a guess: Could it be that the ".log" extension isn't shown because of the Windows setting to hide known file extensions?
Title: Re: graphics extender
Post by: shardana on February 15, 2020, 07:51:32 AM
Well I have an il2ge  thing, I can try to copy that and post it.


Inviato dal mio iPhone utilizzando Tapatalk
Title: Re: graphics extender
Post by: slibenli on February 15, 2020, 08:01:43 AM
I think we're getting somewhere  :)
Title: Re: graphics extender
Post by: shardana on February 15, 2020, 08:04:16 AM
Code: [Select]
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
Title: Re: graphics extender
Post by: slibenli on February 15, 2020, 08:18:48 AM
Yes, that's il2ge.log.
Unfortunately though it ends before any information about the crash was recorded.
I'm pretty sure the crash is caused by the graphics driver - maybe an update will help?
Title: Re: graphics extender
Post by: shardana on February 15, 2020, 08:21:47 AM
Do you think my geforce 820M should be able to run your mod? I'll look for new drivers on line. I'll keep you updated, thanks for now.
Title: Re: graphics extender
Post by: slibenli on February 15, 2020, 08:23:49 AM
No idea - concerning hardware I'm not well informed ;)
Title: Re: graphics extender
Post by: SAS~Storebror on February 15, 2020, 10:46:15 AM
shardana could you please make use of the "insert code" option?
It's all been explained in this thread which has been linked a few thousand times already:
https://www.sas1946.com/main/index.php/topic,13457.0.html

I've edited your existing posts, but in future please use that option on your own behalf. Thanks.

]cheers[
Mike
Title: Re: graphics extender
Post by: shardana on February 15, 2020, 11:06:43 AM
I apologize.....  Sorry!
Title: Re: graphics extender
Post by: Oskar_GD on February 20, 2020, 04:58:44 AM
There is no ice on the water on Leningrad_Winter map with graphics extender. Anybody know why?
Title: Re: graphics extender
Post by: slibenli on February 20, 2020, 07:08:14 AM
There is no ice on the water on Leningrad_Winter map with graphics extender. Anybody know why?

Yes ;) It's a bug.
Title: Re: graphics extender
Post by: Oskar_GD on February 20, 2020, 03:22:44 PM

Yes ;) It's a bug.

 It's sad.  It's the only thing that restricts me from using GE. I play north fighter campaign and emergency landing on water surface like Jesus look a little strange.
Title: Re: graphics extender
Post by: -Jäger- on February 21, 2020, 06:47:15 AM
Hello,


I have installed it but no major change..


(https://i.postimg.cc/zvMt5rYG/2020-02-21-at-13-45-03.jpg) (https://postimg.cc/5QBqqDth)

I've follow the readme instructions

How to get the same result as other people in this thread ?

Thanks
Title: Re: graphics extender
Post by: Oskar_GD on February 21, 2020, 03:04:58 PM
Hello,


I have installed it but no major change..


U have not installed. There is no sun like you with GE.

I've follow the readme instructions

Selector 3.4.2 save you my friend.
https://www.sas1946.com/main/index.php?topic=16403.0
Title: Re: graphics extender
Post by: -Jäger- on February 22, 2020, 07:32:44 AM
Thanks it works !!

With :
(https://i.postimg.cc/qM3CJyfX/2020-02-22-at-00-45-21.jpg) (https://postimg.cc/D87z5Ww8)

without :
(https://i.postimg.cc/SR0YCxCz/2020-02-16-at-13-52-00.jpg) (https://postimg.cc/r0JpLch8)


This mod is one of the best ever made for our game
Title: Re: graphics extender
Post by: -Jäger- on February 23, 2020, 05:16:48 AM

Hello,

Is there a way to increase fps?
 i'm running with only 20 and less over big cities

Cheers
Title: Re: graphics extender
Post by: rollnloop on February 23, 2020, 11:10:52 AM
change "precomputed" for "standard", should help.
Title: Re: graphics extender
Post by: -Jäger- on February 23, 2020, 01:53:24 PM
Quote
change "precomputed" for "standard", should help.

Hi, where i'm supposed to do it ?

IL-2 selector ?

Cheers
Title: Re: graphics extender
Post by: resistor on February 23, 2020, 05:45:57 PM
il2ge.ini config file in your game directory. edit with any txt editor.
Title: Re: graphics extender
Post by: slibenli on February 24, 2020, 03:00:46 AM
The setting Atmosphere defaults to Default ;) - not Precomputed.

The default settings are already the fps-friendly version - apart from EnableObjectShaders.
Disabling that should give you a fps boost at the expense of objects not looking as good.
Title: Re: graphics extender
Post by: -Jäger- on February 24, 2020, 06:28:00 AM
Hello,

Everything was disabled  :(

and I was in "Default"
Title: Re: graphics extender
Post by: slibenli on February 24, 2020, 09:33:38 AM
What about EnableObjectShaders - did you set it to off?
Title: Re: graphics extender
Post by: -Jäger- on February 24, 2020, 09:48:08 AM
Yes, but i do not get more fps, it simply makes the game bad


That's weird
Title: Re: graphics extender
Post by: rollnloop on February 25, 2020, 04:23:06 AM
Do you have more fps with ge disabled ?
 Big cities have always been a problem, even years ago.
Title: Re: graphics extender
Post by: -Jäger- on February 25, 2020, 05:45:01 AM
Quote
Do you have more fps with ge disabled ?
 Big cities have always been a problem, even years ago.

Yes 60 fps every time,a few less over big cities
Title: Re: graphics extender
Post by: slibenli on March 03, 2020, 05:57:30 AM
WIP: Improving the (precomputed) atmosphere shader - makes thicker fog possible and reduces artifacts.

(https://i.postimg.cc/d3BPQXJ3/2020-03-03-11-37-05.jpg) (https://postimg.cc/gLnBNgXb)

(https://i.postimg.cc/x8tfpqJ6/2020-03-03-11-10-29.jpg) (https://postimg.cc/PvvnPXMD)

(https://i.postimg.cc/ZYc55s76/2020-03-03-11-12-21.jpg) (https://postimg.cc/pymH0Ctd)

(https://i.postimg.cc/xT1TJGhh/2020-03-03-11-35-12.jpg) (https://postimg.cc/3WzHzGKF)
Title: Re: graphics extender
Post by: rollnloop on March 03, 2020, 08:52:30 AM
Looks gorgeous.  ]thumbsup[

Any improvement on perfs to expect too ?
Title: Re: graphics extender
Post by: slibenli on March 03, 2020, 09:06:36 AM
Looks gorgeous.  ]thumbsup[

Any improvement on perfs to expect too ?

No - performance is worse with this, but the old method will still be available.
Title: Re: graphics extender
Post by: rollnloop on March 03, 2020, 09:28:03 AM
rgr, sticking to default then.

but it really looks great. ]cheers[
Title: Re: graphics extender
Post by: Hairog on March 07, 2020, 11:58:10 AM
Great Mod!    But I'm getting a wierd mesh on the mountains, hills  and water. Tried to post log but even with code window it is too big.

Please see attached.
Log file was too big even using the code method.

log file
https://drive.google.com/open?id=1gEnMAT0KnLNc8EBexd48N2_7V9umbsMt (https://drive.google.com/open?id=1gEnMAT0KnLNc8EBexd48N2_7V9umbsMt)




(https://i.postimg.cc/qRYWdYTR/weird-mesh.jpg) (https://postimages.org/)


Thanks
Harry
Title: Re: graphics extender
Post by: slibenli on March 11, 2020, 11:33:51 AM
A bigger screenshot would be helpful ;)
Title: Re: graphics extender
Post by: slibenli on March 15, 2020, 11:34:14 AM
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? ;)

I'm not sure whether I will ever call it finished ;)
There are still a bunch of open issues and glitches. Some of them are impossible to fix without basically replacing all of il2_core.dll.
I also have trouble keeping track of all the bugs - the bug thread is a mess.
I would rather use a proper bug tracker, like the one integrated in gitlab.
This would require bug reporters to create an account at gitlab.com.
Title: Re: graphics extender
Post by: baggo on March 15, 2020, 07:11:47 PM
that may be slibeni but your mod as it is, is pretty dam good, massively atmospheric,flying old missions sometimes is a completely new and wonderful experience,your contribution to il2 is groundbreaking,each addition you make a welcome improvement,i can only say thank you so much for that which you have already done. kev.
Title: Re: graphics extender
Post by: Hairog on March 15, 2020, 09:30:45 PM
A bigger screenshot would be helpful ;)

(https://i.postimg.cc/BZdbtqK9/graphics-extender.jpg) (https://postimg.cc/jC4tFYcZ)


The mesh shimmers and changes as you move and it roughly follows the contours of the terrain.
Title: Re: graphics extender
Post by: slibenli on March 16, 2020, 02:12:57 AM
Looks like perfect mode is not enabled.
Title: Re: graphics extender
Post by: II/JG54_Cule on March 16, 2020, 07:44:40 AM
What an absolutely stunning mod.

Does this work with VP media pack based on 4.12.2?

i.e. If I download the 3.4.2 selector, replace the files of the selector on installation path, run new selector to save settings, set water=0 and the other conf.ini parameters of the readme, activate the il2ge on JSGME and have landscape on perfect, this is going to work? No additional steps needed?

Thanks so much for this work.
Title: Re: graphics extender
Post by: slibenli on March 22, 2020, 09:49:54 AM
No further steps needed. You don't have to activate il2ge in JSGME - that shouldn't even be possible.
Title: Re: graphics extender
Post by: Hairog on March 23, 2020, 12:06:06 AM
Looks like perfect mode is not enabled.

I'll give it a shot.  thnx

That was it!  Fantastic addition to a classic simulation.I wonder what Oleg thinks about his creation now. Wonderful things happen when they open up games for modders.
Title: Re: graphics extender
Post by: MasterMiller on March 29, 2020, 05:25:05 PM
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!

Title: Re: graphics extender
Post by: PO_MAK_249RIP on March 31, 2020, 10:28:43 PM
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
Title: Re: graphics extender
Post by: slibenli on April 01, 2020, 01:54:47 PM
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!

No news here, I'm afraid.

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

That's possible.
Not currently working on the lines - but it's definitely something that can be fixed.
Title: Re: graphics extender
Post by: FL2070 on April 06, 2020, 12:40:40 PM
(https://i.postimg.cc/Y9Ptxkgd/image.png)

What's changed with the new build?  :)
Title: Re: graphics extender
Post by: slibenli on April 06, 2020, 02:16:41 PM
Just the readme ;)
(StencilBits=8 should be set in conf.ini)
Title: Re: graphics extender
Post by: Old_DaD on April 08, 2020, 07:02:47 AM
Slibenli Q: Has the rear view mirror issue...showing a black sky, been resolved as of yet? I've trawled through the posts and couldn't find an answer as to if it has....otherwise working well on my set up (4.12+VP Modpack etc). Many thanks for all the work, you especially, and all others, have put into this great work.
Title: Re: graphics extender
Post by: garua on April 08, 2020, 07:55:18 AM
@OLD_DAD: it is an old bug that has been only partially fixed in the last updates. Hope it will be fully fixed in near future.

@Slibenli: I wonder if it is possible to reduce the visibility (increase fogginess) in bad weather? One of the things the good old IL-2 does wonderfully is the near zero visibility in bad weather - you take off and woof, the ground disappear in the fog. With GE on the visibility is much better (see screen shots)

GE on (map: Kursk, 12:00, rain/snow)

(https://i.postimg.cc/B69G3MhL/il2fb-2020-04-08-15-38-10.png) (https://postimg.cc/3yBqCCQY)

GE off


(https://i.postimg.cc/NfrkVtyx/il2fb-2020-04-08-15-36-34.png) (https://postimg.cc/hfcmzH1J)
Title: Re: graphics extender
Post by: bouma on April 16, 2020, 04:34:04 AM
Great improvement ! i have a simple question : is this mod compatible with HSFX 7.0.3 (with triggers) and if yes can we have a clear installation instructions please.
Title: Re: graphics extender
Post by: rollnloop on April 16, 2020, 06:01:42 AM
It is.

Before doing anything else, install il2 selector, run it and select "change settings", choose "hsfx/classic mod game" in "game type" and save.

https://www.sas1946.com/main/index.php?topic=16403.0

Then,

1/use jsgme, easier
2/using the installer, unzip where you want
3/the "il2ge" folder created goes into jsgmemods/the_name_you_like_best   (I chose C:\Jeux\HSFX7\jsgmemods\#_____Graphic_extender)
4/activate via jsgme
5/launch game
6/say "wow, water is awful ! what is this il2ge.ini in my main folder ?"
7/make a copy of your conf.ini and il2ge.ini somewhere else.
8/deactivate
9/those conf.ini and il2ge.ini you copied, put them in your jsgme "the_name_you_like_best" folder
10/modify the conf.ini to use water=1, StencilBits=8, DynamicalLights=0 in the openGL subsection
11/search "carmaster water" and install it via jsgme  (in the end it looks like this in mine C:\Jeux\HSFX7\jsgmemods\#___________carmaster_water_for_ge\FILES\Maps\_Tex\water )
12/once carmaster water is activated, reactivate "the_name_you_like_best"
13/enjoy (don't play at night tho, yet, and don't look in your rear mirror too often)

Title: Re: graphics extender
Post by: bouma on April 16, 2020, 06:44:53 AM
thanks i will give it a try and post screenchots if ok
Title: Re: graphics extender
Post by: bouma on April 16, 2020, 07:33:36 AM
after activation by JSGME...!    Nothing hapend and the Il2ge.ini  is nowere !

J:\IL2 1946 4.12.2 HSFX 7.0.3...test\jsgmemods\#HSFX_Graphic_Extender\il2ge
Title: Re: graphics extender
Post by: rollnloop on April 16, 2020, 11:38:34 AM
what is inside this il2ge folder ?

If there is another il2ge folder then suppress one stage.

If not, and instead there are documentation, lib, object_shaders and shaders folders, then the installation is OK and problem lies somewhere else.

Here's the full path for documentation in my install'  C:\Jeux\HSFX7\jsgmemods\#_____Graphic_extender\il2ge\documentation

Here's where it goes after activation via jsgme  C:\Jeux\HSFX7\il2ge\documentation



Here's the
Title: Re: graphics extender
Post by: bouma on April 17, 2020, 03:39:20 AM
i have exactly the same path but nothing in game

how do you see the effect of the mod ?

if possible here is my discord we are verry interrested in my squad by this mod. if you have few minutes to help installing w'll be greatful  (French speaking squad)

@edit: Link snipped by admin.
Guys, it doesn't work like that.
We're a community together and this forum is meant to provide support others can benefit from, too.
It's not just a hub to arrange a personal one-on-one support.
Title: Re: graphics extender
Post by: Old_DaD on April 17, 2020, 03:52:04 AM
Slebenli does not recommend installing this via jsgmemod. See page 78 posts. Use the the built in installer..into your main IL-2 game folder.
Title: Re: graphics extender
Post by: bouma on April 21, 2020, 04:20:57 AM
**To Admins** : my experience can be useful to others who tray to install this mod on HSFX...

This topic is fool of examples like mine. If you can help please don't hesitate ;-)    thanks by advance

 
Title: Re: graphics extender
Post by: TheIdiot on April 24, 2020, 02:12:35 PM
I've got an issue with the latest WIP version: the shadows from particle effects are just big, black squares which don't blend in with anything and are visible from kilometers away. I seem to recall an earlier build not having this problem while maintaining all of the current features, though I'm not sure if this is being caused by some sort of standard IL-2 .ini setting instead. Any help here?
If it is due to a problem with newer builds of GE, could someone perhaps point me to an earlier version which doesn't have this issue?

EDIT: Found the problem, had to set "EnableTransparentShader=" to "off". Guess that makes sense considering it's experimental!
Title: Re: graphics extender
Post by: johnnycolt on April 30, 2020, 02:48:46 AM
Hi All,

I am not sure if this is a mod for DBW. I tried to install it and had a couple of tries and read some replies. But I just can't seem to figure it out.

I used the installer to have the folders placed in my root copy of IL2DBW. I changed the CONF.INI to the recommended values but it didn't work for me. Is there something I am missing?

Thanks,

John
Title: Re: graphics extender
Post by: slibenli on April 30, 2020, 07:47:30 AM
How would I know? You didn't even bother to post your logs.
Title: Re: graphics extender
Post by: johnnycolt on April 30, 2020, 08:58:53 AM
Apologies... It didn't work at all I followed all steps in that were provided by you and I could find scattered accross thread. However found out this afternoon in some post that my IL2 Selector was out of date. Updated it to the 3.4.2 and I instantly saw your mod loading! Awesome work on this, this is a big step up from what we know. Thanks!
Title: Re: graphics extender
Post by: rollnloop on May 01, 2020, 04:06:31 PM
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.
Title: Re: graphics extender
Post by: slibenli on May 01, 2020, 04:38:01 PM
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.

The opening post links to the readme which mentions all this.
I've edited the post a bit, to make the readme more prominent.
Title: Re: graphics extender
Post by: rollnloop on May 02, 2020, 07:25:33 AM
I read the readme and missed the il2 selector reference at first reading.

Adding a link to said selector https://www.sas1946.com/main/index.php/topic,16403.msg626272.html#msg626272  ,either in opening thread or readme, would make it more visible, imho.
Title: Re: graphics extender
Post by: Flying H on May 02, 2020, 11:00:18 AM
Do I need to use the "Selector", rather then the "IL2 Random Skies Launcher" to make things work?
Title: Re: graphics extender
Post by: blackshark on May 02, 2020, 11:17:33 AM
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 ?
Title: Re: graphics extender
Post by: slibenli on May 02, 2020, 12:45:48 PM
Do I need to use the "Selector", rather then the "IL2 Random Skies Launcher" to make things work?

AFAIK it's enough to launch it via selector once.

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 ?

Your fps are already quite low without graphics extender. It is to be expected that they will be even lower with it.
Title: Re: graphics extender
Post by: rollnloop on May 03, 2020, 10:42:58 AM
Not using "precomputed" helped performance on my rig, though.
Title: Re: graphics extender
Post by: slibenli on May 03, 2020, 11:30:17 AM
True - but it's off by default anyway.
Title: Re: graphics extender
Post by: verde13 on May 04, 2020, 02:36:26 AM
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?
Title: Re: graphics extender
Post by: blackshark on May 04, 2020, 03:49:57 AM
Not using "precomputed" helped performance on my rig, though.

Sorry but i am not an expert, what does it mean? Which parameter should i modify to try that?
Title: Re: graphics extender
Post by: rollnloop on May 04, 2020, 06:51:41 AM
If you're not an expert, nothing to modify, as slibenli said it's off by default.

If you remember having yourself modified a file and used this word, undo it.
Title: Re: graphics extender
Post by: slibenli on May 04, 2020, 11:20:57 AM
You can reset all settings to their defaults by deleting il2ge.ini.
Title: Re: graphics extender
Post by: slibenli on May 04, 2020, 11:26:10 AM
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?

Not sure - I'm currently taking a break from development.
Title: Re: graphics extender
Post by: rollnloop on May 06, 2020, 04:41:31 AM
That is sad to read for us fans, but then there's enough to enjoy, by day at least.

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).

When it can be seen in full glory though, oh boy should you be proud of what's been achieved so far !
Title: Re: graphics extender
Post by: Squashman on May 06, 2020, 06:23:21 AM


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).


Why complicate things with JSGME?
Just use Slibenli's il2.ge installer that he has so generously provided, and if then if you wish to deactivate, you simply change the "on" to "off" in the il2.ge.ini
Title: Re: graphics extender
Post by: rollnloop on May 07, 2020, 03:13:07 PM
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
Title: Re: graphics extender
Post by: Squashman on May 08, 2020, 03:26:47 AM
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

OK, thanks for answering my question  :)
Title: Re: graphics extender
Post by: slibenli on May 12, 2020, 10:56:11 AM
I've started porting mesh related code from Stainless's IL2Modder:
https://gitlab.com/vrresto/il2ge-experimental/-/tree/mesh/common/mesh

What I would need now are some binary .msh files to test it.
For the beginning a very simple mesh would be best (without LOD, animation, hooks, face groups, shadow vertices and collision mesh - if that's possible).
Title: Re: graphics extender
Post by: slibenli on May 13, 2020, 09:52:27 AM
I've been able to load and render a simple (text mode) mesh:


(https://i.postimg.cc/tgpzHjJf/screenshot.png) (https://postimages.org/)


(https://i.postimg.cc/Kj9ZjyhJ/screenshot2.png) (https://postimages.org/)
Title: Re: graphics extender
Post by: hguderian on May 13, 2020, 11:27:50 AM
hi slibenli,

glad to see you went back to work on your mod.

I look forward to new developments...cheers!
Title: Re: graphics extender
Post by: slibenli on May 13, 2020, 03:13:37 PM

(https://i.postimg.cc/T3xCxRMX/screenshot3.png) (https://postimages.org/)
Title: Re: graphics extender
Post by: slibenli on May 16, 2020, 10:20:01 AM
Textures now work:

(https://i.postimg.cc/bw4grjDL/screenshot4.png) (https://postimages.org/)
Title: Re: graphics extender
Post by: Hylo on May 16, 2020, 11:37:25 AM
 ]notworthy[ This is awesome ]notworthy[
Title: Re: graphics extender
Post by: victor639514 on May 16, 2020, 11:51:20 AM
An F-14 cockpit, I see?   0 _ 0
Title: Re: graphics extender
Post by: -=MaD=- on May 16, 2020, 12:16:13 PM
@slibenli What will this be for, when it's ready? Another impressive improvement on grafics? Probably with shadows in the cockpit?

Gesendet von meinem SM-N975F mit Tapatalk

Title: Re: graphics extender
Post by: slibenli on May 17, 2020, 09:45:24 AM
@slibenli What will this be for, when it's ready? Another impressive improvement on grafics? Probably with shadows in the cockpit?

Gesendet von meinem SM-N975F mit Tapatalk

I don't know if this will ever be ready - it's just some basic groundwork.
But theoretically it could be used for self shadowing and all kinds of new features like physically based rendering.


Title: Re: graphics extender
Post by: slibenli on May 17, 2020, 10:45:11 AM
I implemented a (so far) simple renderer for meshes:
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 createMesh() method would block the calling thread since the Mesh object would need to be created in the renderer thread.
A non blocking version could look like this:
Code: [Select]
// 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();


The actual rendering happens here:
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.
Title: Re: graphics extender
Post by: Hylo on May 18, 2020, 06:17:40 AM
Somebody fetch Stainless :P

I don't think I'm really the right person to do this as I have no practical experience of graphics programming but here are the things I feel (barely) qualified to talk about -

I implemented a (so far) simple renderer for meshes:
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.
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:


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/).

The actual rendering happens here:
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.
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.
Title: Re: graphics extender
Post by: slibenli on May 18, 2020, 08:33:56 AM
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

Yes, this what I had in mind. Phrased differently there would be one renderer thread and one client thread (which would be the main thread), or possibly multiple client threads which of course would make things more complicated.

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.

For the non-blocking version I was thinking of a fire and forget model - the mesh simply wouldn't be rendered until it is loaded (and passing it to addToRenderList() would be the only thing the client thread would do with the mesh anyway). The getCreatedMeshes() method would only be called once per frame.

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 haven't looked into the java code, but if all the mesh loading happens when the map is loaded, the blocking version wouldn't be a problem anyway.
There another threading model comes to mind (for which the java code would need to be changed accordingly):
One main thread, one loader thread (which would be created by java code) and one renderer thread. The loader thread would use the blocking createMesh(), but the main thread could continue to run.

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/).

Using OpenGL from multiple threads always seems to be tricky - I 'd rather stay clear of that.

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.

It could greatly reduce the number of drawing calls - if the material system is also optimized in that regard (keeping glBindTexture() to a minimum (e.g. by using texture arrays)).
But you're right - I shouldn't fall into the trap of premature optimisation.

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.

I came across an order independent method that looked interesting. I also posted a link - I'm gonna look for it.
Edit: that one: http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
Title: Re: graphics extender
Post by: slibenli on May 18, 2020, 12:45:54 PM
Loading hierarchical meshes now works:

(https://i.postimg.cc/Kzpsq2DV/hiermesh.png) (https://postimages.org/)

(https://i.postimg.cc/FHXCnG09/hiermesh2.png) (https://postimages.org/)
Title: Re: graphics extender
Post by: Stainless on May 19, 2020, 03:09:49 AM
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.

So you might want to pick a minimum version of OpenGL to support , or keep the renderer on the main thread
Title: Re: graphics extender
Post by: slibenli on May 19, 2020, 09:05:08 AM
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?
Title: Re: graphics extender
Post by: slibenli on May 19, 2020, 09:10:37 AM
Rendering hierarchical meshes with textures. Transparency is still missing.

(https://i.postimg.cc/MTDn7Sgj/cockpit.png) (https://postimages.org/)


100 instances

(https://i.postimg.cc/nhBcKxDc/100-instances.png) (https://postimages.org/)


1000 instances - too many draw calls :/

(https://i.postimg.cc/Kc3zct8M/1000-instances.png) (https://postimages.org/)
Title: Re: graphics extender
Post by: Hylo on May 19, 2020, 09:58:58 AM
Wow, this is progressing really quick!
Title: Re: graphics extender
Post by: slibenli on May 19, 2020, 12:01:20 PM
OK, I could lower the number of draw calls using instancing. The transformations of the submeshes are just slightly wrong ;)

(https://i.postimg.cc/XqgwQvYf/instancing.png) (https://postimg.cc/2LVb5rvy)


Edit: Fixed.

(https://i.postimg.cc/MTYrCqsD/instancing2.png) (https://postimg.cc/tZY5PQGZ)
Title: Re: graphics extender
Post by: Hylo on May 19, 2020, 12:48:56 PM
Nice! One draw call per B-17 raid eh  :D
Title: Re: graphics extender
Post by: slibenli on May 20, 2020, 06:50:55 AM
Actually it's at least as many draw calls as there are submeshes (203 for the F14 although some of them should probably be invisible).
Title: Re: graphics extender
Post by: Stainless on May 20, 2020, 10:40:19 AM
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"

Title: Re: graphics extender
Post by: FL2070 on May 20, 2020, 06:12:19 PM
Is this going to turn out as an entire rewrite of the IL-2 graphics engine?

Watching the progress is amazing!
Title: Re: graphics extender
Post by: slibenli on May 24, 2020, 03:11:32 PM
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 it supposed to work on newer OpenGL versions? IL2GE already requires 4.5 - I might as well make it 4.6.
Anyway - If I ever implement threading it'll be optional.

Is this going to turn out as an entire rewrite of the IL-2 graphics engine?

Watching the progress is amazing!

Well, it's at least a step into this direction.
Title: Re: graphics extender
Post by: Eli on May 28, 2020, 08:06:06 AM
I don't know what to do, but every time I try to install IL-2GE in to bat 3.8.3 it decides not to start for some reason! Here's the crash log

-----------------------------------------------------------

Error occurred on Thursday, May 28, 2020 at 10:08:15.

Registers:
eax=00000000 ebx=0018f4c0 ecx=027c5318 edx=031d5d94 esi=00000000 edi=00000000
eip=77d71cfd esp=0018f320 ebp=0018f390 iopl=0         nv up ei pl zr na po nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00000246

AddrPC   Params
77D71CFD 00000090 000004CC FFFFFFFF  C:\Windows\SysWOW64\ntdll.dll!NtSignalAndWaitForSingleObject
652F12E2 0088A67C 0018F5A2 00000181  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!abort  [/builds/vrresto/il2ge/common/exception_handler_win32.cpp @ 290]
652F146F 0018F6F4 00000000 00000000  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!terminateHandler  [/builds/vrresto/il2ge/common/exception_handler_win32.cpp @ 395]
651F9C90 65314693 0018FB80 77DC4DCD  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!__cxxabiv1::__terminate
651DE1A8 6511AF90 00010000 027C5840  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!??  [/builds/vrresto/il2ge/build/render_util/gl_binding/_generated/gl_p_proc_init.inc @ 100]
6511C2BE 47010A50 00010000 027C5318  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!??  [/usr/lib/gcc/i686-w64-mingw32/8.3-win32/include/c++/ext/new_allocator.h @ 136]
0085B6D2 049DA108 0018F9B4 036BB39A  M:\Ubisoft\IL-2 Sturmovik 1946\jgl.dll!JGLLoadProvider
036BBB65 049DA108 049DA108 02000001
036BB39A 00000438 00000780 00000001
036B65F2 049531A0 20C75E98 027C5318
6D4DB41C 0018FB08 0018FC64 0000000A  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0018FBCC  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0018FC5C 0018FBB4  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 027C539C 0018FC5C 00000000  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 027C5318 027C5484 2D2C2AC8  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 027C539C 027C5484 2D2C2AC8  M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 77D83466 77DF4770 00000000  M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
77D83437 77DF4770 00000000 021501CC  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77D83466 021519F8 77DF4750 02151A1C  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77D83437 02155880 02150E68 02150E48  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77D7E0F3 02150000 00000000 02155880  C:\Windows\SysWOW64\ntdll.dll!RtlFreeHeap
76AA14AD 02150000 00000000 02155880  C:\Windows\syswow64\kernel32.dll!HeapFree
00411B76 00000000 00000000 0040F731  M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe!RTS_free
0040F7D7 FFFDE000 0018FFD4 77D89812  M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe!Java_com_maddox_rts_TrackIRWin_nGetAngles
76AA343D FFFDE000 77DF4570 00000000  C:\Windows\syswow64\kernel32.dll!BaseThreadInitThunk
77D89812 00412829 FFFDE000 00000000  C:\Windows\SysWOW64\ntdll.dll!RtlInitializeExceptionChain
77D897E5 00412829 FFFDE000 00000000  C:\Windows\SysWOW64\ntdll.dll!RtlInitializeExceptionChain
Title: Re: graphics extender
Post by: slibenli on May 28, 2020, 11:14:07 AM
I need the full log.
Title: Re: graphics extender
Post by: Eli on May 28, 2020, 02:13:20 PM

-----------------------------------------------------------
2020-05-28 10:08:10.944 INFO  [3424] [il2geInit:@411] *** il2ge.dll initialization ***
2020-05-28 10:08:10.944 INFO  [3424] [il2geInit:@412] Build: 568867044
2020-05-28 10:08:10.944 INFO  [3424] [il2geInit:@413] Debug: 0
2020-05-28 10:08:10.944 INFO  [3424] [il2geInit:@414] Commit: bbaf07a98e045fb475a3dc8dd11c94b8e3675e07
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@52]
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@53] *** IL2GE Configuration ***
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] EnableGE: on
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] EnableObjectShaders: on
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] EnableBumpH: off
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] EnableCirrusClouds: on
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] EnableTransparentShader: off
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] RealisticShadowColor: on
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] Atmosphere: Default
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.AccurateLuminance: on
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.Haziness: 0.0
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@57] Atmosphere.Precomputed.SingleMieScatteringHorizonHack: off
2020-05-28 10:08:10.944 INFO  [3424] [il2ge::core_wrapper::readConfig:@62]
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@116] registerMetaClass: com.maddox.rts.Time
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: setSpeedReal
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: setCurrent
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.RenderContext
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: Begin
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: End
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Renders
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: PrePreRenders
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: PostPreRenders
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: PostRenders
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Render
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: prepareStates
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: clearStates
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: flush
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: shadows
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Landscape
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: cPreRender
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: cRender0
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: cRender1
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: cLoadMap
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: cUnloadMap
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: setPixelMapH
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.Camera
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: SetCameraPos
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: SetOrtho2D
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: SetViewportCrop
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: SetFOV
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.engine.GObj
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: Finalize
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@116] registerMetaClass: com.maddox.il2.fm.Wind
2020-05-28 10:08:10.944 DEBUG [3424] [jni_wrapper::init:@127]    method: SetWind
2020-05-28 10:08:10.944 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\bin\hpi.dll
2020-05-28 10:08:10.944 VERB  [3424] [jni_wrapper::getExport:@160] getExport: DLL_Initialize
2020-05-28 10:08:10.944 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\bin\verify.dll
2020-05-28 10:08:10.944 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\bin\java.dll
2020-05-28 10:08:10.944 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:10.944 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\bin\zip.dll
2020-05-28 10:08:10.944 VERB  [3424] [jni_wrapper::getExport:@160] getExport: ZIP_Open
2020-05-28 10:08:10.944 VERB  [3424] [jni_wrapper::getExport:@160] getExport: ZIP_FindEntry
2020-05-28 10:08:10.944 VERB  [3424] [jni_wrapper::getExport:@160] getExport: ZIP_ReadEntry
2020-05-28 10:08:10.944 VERB  [3424] [jni_wrapper::getExport:@160] getExport: ZIP_ReadMappedEntry
2020-05-28 10:08:10.944 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Canonicalize
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_StrictMath_sin@16
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_StrictMath_cos@16
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Float_intBitsToFloat@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Double_longBitsToDouble@16
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Float_floatToIntBits@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Double_doubleToLongBits@16
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Object_registerNatives@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_System_registerNatives@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Thread_registerNatives@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_getStackAccessControlContext@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_getInheritedAccessControlContext@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Class_registerNatives@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_ObjectStreamClass_initNative@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Class_getPrimitiveClass@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_System_initProperties@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: NewStringPlatform
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileInputStream_initIDs@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileDescriptor_initIDs@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileOutputStream_initIDs@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_System_setIn0@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_ClassLoader_getCallerClassLoader@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Class_forName0@20
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged__Ljava_security_PrivilegedAction_2@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_String_intern@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_System_setOut0@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_System_setErr0@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Compiler_registerNatives@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileSystem_getFileSystem@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_Win32FileSystem_initIDs@8
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged__Ljava_security_PrivilegedExceptionAction_2@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_Win32FileSystem_list@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_Win32FileSystem_canonicalize@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_Win32FileSystem_getBooleanAttributes@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_ClassLoader_findLoadedClass@12
2020-05-28 10:08:10.959 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_ClassLoader_findBootstrapClass@12
2020-05-28 10:08:10.959 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: wrapper.dll
2020-05-28 10:08:11.412 VERB  [3424] [jni_wrapper::getExport:@160] getExport: __SFS_openf
2020-05-28 10:08:11.412 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_System_getCallerClass@8
2020-05-28 10:08:11.412 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_ClassLoader_00024NativeLibrary_load@12
2020-05-28 10:08:11.412 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe
2020-05-28 10:08:11.412 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:11.412 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_ClassLoader_00024NativeLibrary_find@12
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Finger_Int@12
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Finger_Int___3I@12
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_SFSInputStream_openf@16
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Finger_Int@12
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Finger_Int___3S@12
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_SFSInputStream_available@12
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_SFSInputStream_readBytes@24
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileInputStream_open@12
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileInputStream_readBytes@20
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileInputStream_available@8
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileInputStream_close@8
2020-05-28 10:08:11.427 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_ClassLoader_defineClass0@28
2020-05-28 10:08:11.490 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_System_mapLibraryName@12
2020-05-28 10:08:11.490 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\DT.dll
2020-05-28 10:08:11.490 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:11.490 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:11.490 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_TrackIRWin_nDTVersion@8
2020-05-28 10:08:11.490 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_TrackIRWin_nDTVersion@8
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_TrackIRWin_nDTVersion__@8
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_TrackIRWin_nDTVersion__@8
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_rts_TrackIRWin_nDTVersion
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_rts_TrackIRWin_nDTVersion
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileOutputStream_writeBytes@20
  *** Library **** DT ****  Loaded *** 102


Title: Re: graphics extender
Post by: Eli on May 28, 2020, 02:15:54 PM
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_fm_FMMath_nInit@8
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_fm_FMMath_nInit@8
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_fm_FMMath_nInit__@8
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_fm_FMMath_nInit__@8
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_il2_fm_FMMath_nInit
2020-05-28 10:08:11.505 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_il2_fm_FMMath_nInit
2020-05-28 10:08:11.537 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_StrictMath_sqrt@16
2020-05-28 10:08:11.552 VERB  [5036] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_ref_Finalizer_invokeFinalizeMethod@12
2020-05-28 10:08:11.552 VERB  [5036] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_SFSInputStream_close@12
2020-05-28 10:08:11.583 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_SecurityManager_getClassContext@8
2020-05-28 10:08:11.661 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\pathfind.dll
2020-05-28 10:08:11.661 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:11.661 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:11.677 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_CLASS_ser@8
2020-05-28 10:08:11.677 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Cpu86ID_getvendor@8
2020-05-28 10:08:11.677 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\il2_core.dll
2020-05-28 10:08:11.677 INFO  [3424] [il2ge::core_wrapper::init:@59] *** il2_core wrapper initialisation ***
2020-05-28 10:08:11.724 INFO  [3424] [il2ge::core_wrapper::init:@75] *** il2_core wrapper initialisation finished ***
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_RTS_interf@8
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_RTS_version@8
RTS Version 2.2

2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_engine_GObj_version@8
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_engine_GObj_version@8
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_engine_GObj_version@8
2020-05-28 10:08:11.724 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_il2_engine_GObj_version@8
Core Version 2.0

2020-05-28 10:08:12.098 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\il2_usgs2.dll
2020-05-28 10:08:12.114 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:12.114 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:12.816 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_SFSInputStream_open@16
2020-05-28 10:08:13.097 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_StrictMath_floor@16
2020-05-28 10:08:13.112 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_reflect_Method_invoke@16
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Cpu86ID_get@8
2020-05-28 10:08:13.643 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\mg_snd_sse.dll
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libVersion@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libInit@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libInit@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libInit@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libInit@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libInit@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_libInit@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
2020-05-28 10:08:13.643 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_BaseObject_initRTS@12
Sound: Native library (build 1.1, target - P IV) loaded.

2020-05-28 10:08:13.658 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_HomePath_get@12
2020-05-28 10:08:13.752 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Throwable_fillInStackTrace@8
2020-05-28 10:08:14.033 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged@16
2020-05-28 10:08:14.033 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged__Ljava_security_PrivilegedExceptionAction_2Ljava_security_AccessControlContext_2@16
M33 Loading FMD: FlightModels/A6M2N.fmd

M33 Loading FMD: FlightModels/A6M2N.fmd

2020-05-28 10:08:14.376 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_reflect_Field_get@12
2020-05-28 10:08:14.657 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\DINPUT.dll
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo__I@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo__I@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo__I@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo__I@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo__I@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo__I@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo__I@12
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo
2020-05-28 10:08:14.657 VERB  [3424] [jni_wrapper::getExport:@160] getExport: Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo
 *** IL-2 Selector 3.5.2.1 Build 19040201 loaded ***

SAS Common Utils Game Version = 4.122

2020-05-28 10:08:14.969 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\jgl.dll
2020-05-28 10:08:14.969 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:14.969 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:14.984 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_JoyFF_IsAttached@8
2020-05-28 10:08:14.984 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: dinput8.dll
2020-05-28 10:08:14.984 VERB  [3424] [jni_wrapper::getExport:@160] getExport: DirectInput8Create
2020-05-28 10:08:15.047 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\bin\net.dll
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_PlainDatagramSocketImpl_init@8
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_PlainDatagramSocketImpl_init@8
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_InetAddress_init@8
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_InetAddress_init@8
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_InetAddressImpl_getInetFamily@8
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_InetAddressImpl_getInetFamily@8
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_InetAddressImpl_makeAnyLocalAddress@12
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_InetAddressImpl_makeAnyLocalAddress@12
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_InetAddressImpl_getLocalHostName@8
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_net_InetAddressImpl_getLocalHostName@8
2020-05-28 10:08:15.062 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: ws2_32.dll
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: WSAStartup
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: recv
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: send
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: listen
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: bind
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: accept
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: recvfrom
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: sendto
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: select
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: connect
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: closesocket
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: shutdown
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: gethostname
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: gethostbyaddr
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: gethostbyname
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: htons
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: htonl
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: ntohs
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: ntohl
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: getsockopt
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: setsockopt
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: getprotobyname
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: getsockname
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: socket
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: WSASendDisconnect
2020-05-28 10:08:15.062 VERB  [3424] [jni_wrapper::getExport:@160] getExport: ioctlsocket
2020-05-28 10:08:15.093 INFO  [3424] [{anonymous}::wrap_LoadLibraryA:@198] LoadLibrary: M:\Ubisoft\IL-2 Sturmovik 1946\bin\zip.dll
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _JNI_OnLoad@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: JNI_OnLoad
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_open@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_open@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_open@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getTotal@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getTotal@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getTotal@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getEntry@20
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getEntry@20
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getEntry@20
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipEntry_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipEntry_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipEntry_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipEntry_initFields@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipEntry_initFields@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipEntry_initFields@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_freeEntry@24
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_freeEntry@24
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_freeEntry@24
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getCSize@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getCSize@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getCSize@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getSize@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getSize@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getSize@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getMethod@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getMethod@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_getMethod@16
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_read@40
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_read@40
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_ZipFile_read@40
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_initIDs@8
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_init@12
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_init@12
2020-05-28 10:08:15.093 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_init@12
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_inflateBytes@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_inflateBytes@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_zip_Inflater_inflateBytes@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged@16
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged@16
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged@16
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_security_AccessController_doPrivileged__Ljava_security_PrivilegedAction_2Ljava_security_AccessControlContext_2@16
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Object_getClass@8
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_VGroup_jniCreate@20
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
2020-05-28 10:08:15.109 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_sound_AudioDevice_getControl@12
2020-05-28 10:08:15.140 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Cpu86ID_getMask@8
2020-05-28 10:08:15.140 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Runtime_traceInstructions@12
2020-05-28 10:08:15.140 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Runtime_traceMethodCalls@12
2020-05-28 10:08:15.140 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_RTSConf_SetProcessAffinityMask@12
2020-05-28 10:08:15.140 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Time_real@8
2020-05-28 10:08:15.140 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_Time_setCurrent@24
2020-05-28 10:08:15.140 DEBUG [3424] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setCurrent@24
2020-05-28 10:08:15.156 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_Win32FileSystem_delete@12
2020-05-28 10:08:15.156 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_TimeZone_getSystemTimeZoneID@16
2020-05-28 10:08:15.171 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_util_ResourceBundle_getClassContext@8
2020-05-28 10:08:15.171 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_Class_isAssignableFrom@12
2020-05-28 10:08:15.187 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_lang_StrictMath_log@16
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileOutputStream_openAppend@12
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLload@12
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLload@12
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLload@12
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLload@12
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLload@12
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLload@12
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLload@12
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLload@12
2020-05-28 10:08:15.203 DEBUG [3424] [{anonymous}::wrap_JGL_LoadLibrary:@269] jgl => LoadLibrary: Opengl32.dll
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glAccum
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glAlphaFunc
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glAreTexturesResident
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glArrayElement
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glBegin
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glBindTexture
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glBitmap
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glBlendFunc
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glCallList
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glCallLists
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glClear
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glClearAccum
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glClearColor
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glClearDepth
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glClearIndex
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glClearStencil
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glClipPlane
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3b
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3bv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3ub
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3ubv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3ui
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3uiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3us
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor3usv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4b
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4bv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4ub
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4ubv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4ui
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4uiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4us
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColor4usv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColorMask
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColorMaterial
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glColorPointer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glCopyPixels
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glCopyTexImage1D
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glCopyTexImage2D
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glCopyTexSubImage1D
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glCopyTexSubImage2D
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glCullFace
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDeleteLists
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDeleteTextures
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDepthFunc
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDepthMask
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDepthRange
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDisable
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDisableClientState
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDrawArrays
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDrawBuffer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDrawElements
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glDrawPixels
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEdgeFlag
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEdgeFlagPointer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEdgeFlagv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEnable
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEnableClientState
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEnd
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEndList
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalCoord1d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalCoord1dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalCoord1f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalCoord1fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalCoord2d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalCoord2dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalCoord2f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalCoord2fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalMesh1
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalMesh2
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalPoint1
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glEvalPoint2
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFeedbackBuffer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFinish
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFlush
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFogf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFogfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFogi
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFogiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFrontFace
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glFrustum
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGenLists
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGenTextures
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetBooleanv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetClipPlane
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetDoublev
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetError
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetFloatv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetIntegerv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetLightfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetLightiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetMapdv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetMapfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetMapiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetMaterialfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetMaterialiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetPixelMapfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetPixelMapuiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetPixelMapusv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetPointerv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetPolygonStipple
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetString
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexEnvfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexEnviv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexGendv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexGenfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexGeniv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexImage
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexLevelParameterfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexLevelParameteriv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexParameterfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glGetTexParameteriv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glHint
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexMask
Title: Re: graphics extender
Post by: Eli on May 28, 2020, 02:16:14 PM

2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexPointer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexd
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexdv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexi
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexs
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexsv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexub
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIndexubv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glInitNames
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glInterleavedArrays
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIsEnabled
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIsList
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glIsTexture
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLightModelf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLightModelfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLightModeli
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLightModeliv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLightf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLightfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLighti
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLightiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLineStipple
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLineWidth
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glListBase
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLoadIdentity
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLoadMatrixd
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLoadMatrixf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLoadName
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glLogicOp
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMap1d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMap1f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMap2d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMap2f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMapGrid1d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMapGrid1f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMapGrid2d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMapGrid2f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMaterialf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMaterialfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMateriali
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMaterialiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMatrixMode
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMultMatrixd
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glMultMatrixf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNewList
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3b
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3bv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormal3sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glNormalPointer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glOrtho
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPassThrough
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPixelMapfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPixelMapuiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPixelMapusv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPixelStoref
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPixelStorei
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPixelTransferf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPixelTransferi
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPixelZoom
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPointSize
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPolygonMode
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPolygonOffset
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPolygonStipple
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPopAttrib
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPopClientAttrib
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPopMatrix
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPopName
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPrioritizeTextures
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPushAttrib
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPushClientAttrib
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPushMatrix
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glPushName
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos2d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos2dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos2f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos2fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos2i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos2iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos2s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos2sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos3d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos3dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos3f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos3fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos3i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos3iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos3s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos3sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos4d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos4dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos4f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos4fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos4i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos4iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos4s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRasterPos4sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glReadBuffer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glReadPixels
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRectd
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRectdv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRectf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRectfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRecti
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRectiv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRects
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRectsv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRenderMode
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRotated
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glRotatef
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glScaled
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glScalef
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glScissor
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glSelectBuffer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glShadeModel
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glStencilFunc
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glStencilMask
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glStencilOp
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord1d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord1dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord1f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord1fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord1i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord1iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord1s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord1sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord2d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord2dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord2f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord2fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord2i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord2iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord2s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord2sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord3d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord3dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord3f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord3fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord3i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord3iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord3s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord3sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord4d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord4dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord4f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord4fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord4i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord4iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord4s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoord4sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexCoordPointer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexEnvf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexEnvfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexEnvi
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexEnviv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexGend
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexGendv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexGenf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexGenfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexGeni
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexGeniv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexImage1D
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexImage2D
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexParameterf
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexParameterfv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexParameteri
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexParameteriv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexSubImage1D
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTexSubImage2D
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTranslated
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glTranslatef
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex2d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex2dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex2f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex2fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex2i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex2iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex2s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex2sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex3d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex3dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex3f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex3fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex3i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex3iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex3s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex3sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex4d
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex4dv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex4f
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex4fv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex4i
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex4iv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex4s
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertex4sv
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glVertexPointer
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: glViewport
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglChoosePixelFormat
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglCopyContext
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglCreateContext
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglCreateLayerContext
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglDeleteContext
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglDescribeLayerPlane
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglDescribePixelFormat
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglGetCurrentContext
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglGetCurrentDC
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglGetDefaultProcAddress
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglGetLayerPaletteEntries
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglGetPixelFormat
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglGetProcAddress
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglMakeCurrent
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglRealizeLayerPalette
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglSetLayerPaletteEntries
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglSetPixelFormat
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglShareLists
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglSwapBuffers
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglSwapLayerBuffers
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglUseFontBitmapsA
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglUseFontBitmapsW
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglUseFontOutlinesA
2020-05-28 10:08:15.203 VERB  [3424] [:@261] jgl => GetProcAddress: wglUseFontOutlinesW
2020-05-28 10:08:15.203 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_GetAppPath@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLname@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLname@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLname@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLname@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLname@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLname@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLname@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_nGLname@8
OpenGL provider: Opengl32.dll
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileOutputStream_close@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_java_io_FileOutputStream_open@12
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_Provider_isGLUloaded@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_ScreenMode_EGetCurrent@12
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_ScreenMode_EGetCurrent@12
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_ScreenMode_EGetCurrent@12
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_ScreenMode_EGetCurrent@12
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Create__Ljava_lang_String_2II@20
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Width@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_Height@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_WidthFull@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_HeightFull@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_PosX@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_PosY@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_rts_MainWin32_IsFocused@8
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
2020-05-28 10:08:15.218 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_CreateWin32@16
2020-05-28 10:08:15.265 VERB  [2132] [jni_wrapper::getExport:@160] getExport: FlsGetValue
2020-05-28 10:08:15.421 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
2020-05-28 10:08:15.421 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
2020-05-28 10:08:15.421 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
2020-05-28 10:08:15.421 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
2020-05-28 10:08:15.421 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
2020-05-28 10:08:15.421 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
2020-05-28 10:08:15.421 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
2020-05-28 10:08:15.421 VERB  [3424] [jni_wrapper::getExport:@160] getExport: _Java_com_maddox_opengl_GLContext_MakeCurrent@8
-----------------------------------------------------------
2020-05-28 10:08:15.795 ERROR [3424] [{anonymous}::terminateHandler:@385] Unhandled exception: GL procedure is missing: glReadnPixels
-----------------------------------------------------------
2020-05-28 10:08:15.795 ERROR [3424] [abort:@463] Aborted.
2020-05-28 10:08:15.795 DEBUG [3424] [{anonymous}::printBacktracePrivate:@266] current thread: 0x9bc
2020-05-28 10:08:15.795 DEBUG [4740] [{anonymous}::backtraceThreadMain:@222] target thread: 0x9bc

-----------------------------------------------------------

Error occurred on Thursday, May 28, 2020 at 10:08:15.

Registers:
eax=00000000 ebx=0018f4c0 ecx=027c5318 edx=031d5d94 esi=00000000 edi=00000000
eip=77d71cfd esp=0018f320 ebp=0018f390 iopl=0         nv up ei pl zr na po nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00000246

AddrPC   Params
77D71CFD 00000090 000004CC FFFFFFFF  C:\Windows\SysWOW64\ntdll.dll!NtSignalAndWaitForSingleObject
652F12E2 0088A67C 0018F5A2 00000181  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!abort  [/builds/vrresto/il2ge/common/exception_handler_win32.cpp @ 290]
652F146F 0018F6F4 00000000 00000000  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!terminateHandler  [/builds/vrresto/il2ge/common/exception_handler_win32.cpp @ 395]
651F9C90 65314693 0018FB80 77DC4DCD  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!__cxxabiv1::__terminate
651DE1A8 6511AF90 00010000 027C5840  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!??  [/builds/vrresto/il2ge/build/render_util/gl_binding/_generated/gl_p_proc_init.inc @ 100]
6511C2BE 47010A50 00010000 027C5318  M:\Ubisoft\IL-2 Sturmovik 1946\il2ge\lib\il2ge.dll!??  [/usr/lib/gcc/i686-w64-mingw32/8.3-win32/include/c++/ext/new_allocator.h @ 136]
0085B6D2 049DA108 0018F9B4 036BB39A  M:\Ubisoft\IL-2 Sturmovik 1946\jgl.dll!JGLLoadProvider
036BBB65 049DA108 049DA108 02000001
036BB39A 00000438 00000780 00000001
036B65F2 049531A0 20C75E98 027C5318
6D4DB41C 0018FB08 0018FC64 0000000A  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0018FBCC  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0018FC5C 0018FBB4  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 027C539C 0018FC5C 00000000  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 027C5318 027C5484 2D2C2AC8  M:\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 027C539C 027C5484 2D2C2AC8  M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 77D83466 77DF4770 00000000  M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
77D83437 77DF4770 00000000 021501CC  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77D83466 021519F8 77DF4750 02151A1C  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77D83437 02155880 02150E68 02150E48  C:\Windows\SysWOW64\ntdll.dll!RtlQueryPerformanceCounter
77D7E0F3 02150000 00000000 02155880  C:\Windows\SysWOW64\ntdll.dll!RtlFreeHeap
76AA14AD 02150000 00000000 02155880  C:\Windows\syswow64\kernel32.dll!HeapFree
00411B76 00000000 00000000 0040F731  M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe!RTS_free
0040F7D7 FFFDE000 0018FFD4 77D89812  M:\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe!Java_com_maddox_rts_TrackIRWin_nGetAngles
76AA343D FFFDE000 77DF4570 00000000  C:\Windows\syswow64\kernel32.dll!BaseThreadInitThunk
77D89812 00412829 FFFDE000 00000000  C:\Windows\SysWOW64\ntdll.dll!RtlInitializeExceptionChain
77D897E5 00412829 FFFDE000 00000000  C:\Windows\SysWOW64\ntdll.dll!RtlInitializeExceptionChain

FATAL ERROR in native method: Aborted
   at com.maddox.opengl.GLContext.MakeCurrent(Native Method)
   at com.maddox.opengl.GLContext.makeCurrent(GLContext.java:63)
   at com.maddox.opengl.GLContext.createWin32(GLContext.java:140)
   at com.maddox.il2.engine.Config.createGlContext(Config.java:363)
   at com.maddox.il2.engine.Config.createGlContext(Config.java:383)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1474)
   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)
2020-05-28 10:08:16.123 VERB  [3424] [jni_wrapper::getExport:@160] getExport: FlsFree
2020-05-28 10:08:16.123 VERB  [3424] [jni_wrapper::getExport:@160] getExport: FlsFree
Title: Re: graphics extender
Post by: slibenli on May 28, 2020, 03:25:35 PM
Your graphics driver doesn't support OpenGL 4.5 - is it up to date?
Title: Re: graphics extender
Post by: Eli on May 28, 2020, 03:49:20 PM
well, its windows 7
Title: Re: graphics extender
Post by: slibenli on May 28, 2020, 04:14:56 PM
That doesn't mean anything. You'll need to update your graphics driver - I'm sure there is a HOWTO on this forum.
Title: Re: graphics extender
Post by: Gattobuono on May 29, 2020, 02:19:54 PM
slibenli. I really love what you're doing with this mod, please keep at it!
What are the chances of having self shadowing cockpits one day?
Title: Re: graphics extender
Post by: slibenli on May 29, 2020, 03:47:19 PM
Look a few posts earlier ;)

https://www.sas1946.com/main/index.php/topic,58926.msg705659.html#msg705659
Title: Re: graphics extender
Post by: Gattobuono on May 30, 2020, 10:46:13 AM
Look a few posts earlier ;)

 ]notworthy[

Self shadowing would take this sim into the graphical realms of DCS/IL2 BOS ... which look cool, but don't really grab me like good old 1946!
Title: Re: graphics extender
Post by: slibenli on June 01, 2020, 01:32:44 AM
The mesh renderer now does transparency (using z-sorting).
I 'm not completely happy with the performance but I also don't know what I could reasonably expect.

Edit: Code:
https://gitlab.com/vrresto/il2ge-experimental/-/blob/2d0bf0e30c95bc660323af6025e07a5af40ec44b/common/renderer.cpp#L159

Visibility of transparent objects limited to 200m:
(https://i.postimg.cc/hPtb5Mvc/screenshot-2020-06-01-09-15-38.png) (https://postimg.cc/fk193cYr)

400m:
(https://i.postimg.cc/GpFy2stX/screenshot-2020-06-01-09-16-08.png) (https://postimg.cc/8FC5Xchv)

0m:
(https://i.postimg.cc/W3sJJbJT/screenshot-2020-06-01-09-16-33.png) (https://postimg.cc/5HkthJ3R)

Edit: 3000m and a more realistic number of planes:
(https://i.postimg.cc/GtK0hznb/screenshot-2020-06-01-09-38-48.png) (https://postimg.cc/m1PpmYrn)
Title: Re: graphics extender
Post by: Stainless on June 01, 2020, 07:30:13 AM
The first thing that jumps out to me is the sort.

I know that it is obvious that in the general case you SHOULD sort them, but in practice no one will notice unless they are looking for it.

I would change the code to sort meshes, not faces.

This should grab you back a lot of CPU time.

If you can be bothered, you can create a BSP tree for each mesh at load time to give a fast way of sorting the transparent faces for a mesh, but I really wouldn't bother

Title: Re: graphics extender
Post by: slibenli on June 01, 2020, 05:40:12 PM
I could also do a mixed approach - sort meshes for the farther objects and faces for the nearer ones (e.g. nearer than 100m).
Title: Re: graphics extender
Post by: Stainless on June 02, 2020, 01:06:05 AM
Three stage system.

1) very distant objects .... no transparency. Just don't render the transparent faces
2) medium range objects .... sort by object
3) face sort

Or you can look into order independant transparency
Title: Re: graphics extender
Post by: slibenli on June 09, 2020, 06:26:43 AM
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

Title: Re: graphics extender
Post by: verde13 on June 10, 2020, 02:39:10 AM
Thank you
Title: Re: graphics extender
Post by: Gattobuono on June 10, 2020, 10:53:48 AM
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

Is that still with water= 0?

I've tried running Reshade with GE but it doesn't seem to work. Is there any chance it ever will? I use Reshade for FSAA, HDR, Lumasharp and Vibrance. It really adds so much depth and life to the graphics that it's hard to go back to the standard image ... but I love the feeling of space and sky that GE brings. GE + Reshade =  ]sunny[

Here are some before and after with Reshade.
BEFORE
(https://i.postimg.cc/jdTmjVqn/il2fb-2020-06-07-13-26-14.jpg) (https://postimages.org/)
AFTER
(https://i.postimg.cc/X7n1bwxw/il2fb-2020-06-07-13-26-16.jpg) (https://postimages.org/)
BEFORE
(https://i.postimg.cc/j5zvV57g/il2fb-2020-06-10-17-39-21.jpg) (https://postimages.org/)
AFTER
(https://i.postimg.cc/MKs5JgnS/il2fb-2020-06-10-17-39-25.jpg) (https://postimages.org/)

Appreciate the work you're doing. :-)
Title: Re: graphics extender
Post by: slibenli on June 10, 2020, 11:02:15 AM
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?
Title: Re: graphics extender
Post by: Gattobuono on June 10, 2020, 11:26:13 AM
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?

Well, every time I activate GE with reshade, the game crashes on loading a mission. I thought that it might be a clash with the reshade OpenGL.dll.
Are you sure that other people use both together, I've not seen it discussed on these forums?
Title: Re: graphics extender
Post by: Gattobuono on June 10, 2020, 11:42:05 AM
I've just tried again with the same result: ctd on loading mission.
Here's the end of my il2ge.log
This site won't let me paste the whole log because it's too long.
What info would you need to diagnose the problem?

(I'm using the VPmodpack by the way, but I've had the same result on an un-modded game using just the SAS modact. In that case, GE works fine, but as soon as I add Reshade to the equation the game crashes at mission loading.

Loading mission QuickQMBPro/EastFront_Crimea/EastFront_Crimearednone00.mis...
2020-06-10 19:29:37.712 DEBUG [4376] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setSpeedReal@12
2020-06-10 19:29:37.732 DEBUG [4376] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
-----------------------------------------------------------
2020-06-10 19:29:37.735 ERROR [4376] [_assert:@447] Assertion failed: err == GL_NO_ERROR
2020-06-10 19:29:37.735 ERROR [4376] [_assert:@448] File: /builds/vrresto/il2ge/core_wrapper/core/core.cpp:181
-----------------------------------------------------------
2020-06-10 19:29:37.735 ERROR [4376] [abort:@463] Aborted.
-----------------------------------------------------------
2020-06-10 19:29:37.762 ERROR [4376] [{anonymous}::loadCrashHandlerLibrary:@196] Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
2020-06-10 19:29:37.762 ERROR [4376] [{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)

Title: Re: graphics extender
Post by: slibenli on June 10, 2020, 12:14:25 PM
That's a bit tricky - I'll prepare a debug build for better diagnosis.
Title: Re: graphics extender
Post by: Gattobuono on June 10, 2020, 12:23:34 PM
That's a bit tricky - I'll prepare a debug build for better diagnosis.

Thanks!  :)
Title: Re: graphics extender
Post by: slibenli on June 12, 2020, 02:28:58 AM
Here it is: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/592556853/artifacts/raw/il2ge-installer.exe

il2ge.log should also be smaller with this .
Title: Re: graphics extender
Post by: Gattobuono on June 12, 2020, 04:55:24 AM
I run a test and let you know. Thanks :)
Title: Re: graphics extender
Post by: Gattobuono on June 12, 2020, 05:09:43 AM
Here it is: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/592556853/artifacts/raw/il2ge-installer.exe

il2ge.log should also be smaller with this .

Okay, I ran a test and got the usual ctd at mission load. Here's the log:

Code: [Select]
-----------------------------------------------------------
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)

NB: This was with Reshade enabled.
When I removed the reshade OpenGl32.ll the game ran with GE enabled, albeit with a heavy frame rate loss.
Title: Re: graphics extender
Post by: -=MaD=- on June 12, 2020, 01:15:43 PM
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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Title: Re: graphics extender
Post by: slibenli on June 14, 2020, 03:54:31 AM
A new debug build: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/593863560/artifacts/raw/il2ge-installer.exe
Please post il2ge_full.log on pastebin.
Title: Re: graphics extender
Post by: Gattobuono on June 14, 2020, 11:30:14 AM
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


Gesendet von meinem SM-N975F mit Tapatalk

Thanks, I've never used pastebin before ... never needed to. I'll use it for the next log file. :)
Title: Re: graphics extender
Post by: Gattobuono on June 14, 2020, 11:32:22 AM
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?
Title: Re: graphics extender
Post by: CDS025_DOGO on June 14, 2020, 06:58:05 PM

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 ???
Title: Re: graphics extender
Post by: Gattobuono on June 15, 2020, 10:33:06 AM

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 ???

I'm running 4.6. It works perfectly on the two copies of IL2 1946 that I have. But GE won't run with it. GE will run when I disable Reshade by removing the OpenGl32.dll
Are you able to use GE and Reshade together?
Title: Re: graphics extender
Post by: Gattobuono on June 15, 2020, 10:36:05 AM
A new debug build: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/593863560/artifacts/raw/il2ge-installer.exe
Please post il2ge_full.log on pastebin.

Here's the full log from that latest build. I had to paste it in 3 parts even on pastebin because it exceeded the limits!

https://pastebin.com/bE9suKVj

https://pastebin.com/jkpfp5V0

https://pastebin.com/fb9RwJB6

Hope this isn't wasting your time. I really appreciate the help! :)
Title: Re: graphics extender
Post by: slibenli on June 16, 2020, 03:19:25 AM
I haven't tried to run Reshade myself.

Unfortunately I can't really tell from the log what's going wrong. It seems that some GL error is generated by Reshade, which is ignored by Reshade but detected by IL2GE.
Title: Re: graphics extender
Post by: Gattobuono on June 16, 2020, 04:17:35 PM
Ok, thanks for trying, I really appreciate it.
I'm still enjoying GE and looking forward to future developments! :)
Title: Re: graphics extender
Post by: slibenli on June 19, 2020, 04:54:52 AM
That's how the new mesh renderer looks like in-game:

(https://i.postimg.cc/FsBBDZKC/2020-06-19-10-49-58.jpg) (https://postimg.cc/Tpn0Pngn)
Title: Re: graphics extender
Post by: Gattobuono on June 19, 2020, 09:27:33 AM
That's how the new mesh renderer looks like in-game...

Could you explain in simple terms what this actually means please? :)
Title: Re: graphics extender
Post by: Stainless on June 19, 2020, 10:07:11 AM
Your sampler states are wrong  :)

That shouldn't take you more than ten minutes to fix
Title: Re: graphics extender
Post by: Hylo on June 19, 2020, 10:52:19 AM
Some pretty awesome progress though


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Title: Re: graphics extender
Post by: slibenli on June 19, 2020, 01:20:31 PM
Your sampler states are wrong  :)

That shouldn't take you more than ten minutes to fix

The bigger problem ATM is that the meshes wobble slightly back and forth - there must be some floating point precision issue.
Title: Re: graphics extender
Post by: Stainless on June 20, 2020, 02:47:00 AM
When ?

Have you looked at them when they are stable, and compared to when in flight?

I am just thinking if it is to do with physics or a rendering issue, I doubt it is a floating point accuracy issue.

I have seen cases when bad collision meshes cause wobble as the physics system is getting constant collision events between meshes within the game object
Title: Re: graphics extender
Post by: slibenli on June 20, 2020, 05:14:23 AM
In flight. Collision detection isn't yet implemented - so if anything it would be the lack of collisions which creates problems.
In the standalone mesh viewer there is no wobbling issue.

Maybe I should just ignore the issue for now and see if it fixes itself when all the missing stuff is implemented.

Update: is also happens when the game is paused - so it seems that physics can be ruled out.
Maybe the camera wobbles around.
Or it's due to z-near/far values.

Update 2: It looks to me like there is an issue with the world->view->projection matrix. It may also be present in the standalone viewer, but less apparent, because the models are located more closely to the zero coordinates.
Update 3: Yea - that's it. It also happens in the standalone viewer when I move everything 100km away from the coordinate system center.

Update 4: I suppose there is some issue with how the view (https://gitlab.com/vrresto/render_util/-/blob/81a05ad9eaaa82df82c0b2f7c41b9c397fbe1272/src/camera.cpp#L216)
and projection (https://gitlab.com/vrresto/render_util/-/blob/81a05ad9eaaa82df82c0b2f7c41b9c397fbe1272/src/camera.cpp#L80) matrices are calculated.
Title: Re: graphics extender
Post by: Stainless on June 20, 2020, 09:44:55 AM
Is that your camera code or a port of the old IL2 code?

Because I wouldn't ever do a camera like that, it's very old school.

Yaw, pitch , and roll used like this are full of problems and yes you will end up with accuracy issues the farther away from the origin you get.

In fact when I was doing some tests I found flight impossible once you get over 100,000 metres from the origin.

I would look into a more modern camera class, maybe a quaternion based system
Title: Re: graphics extender
Post by: slibenli on June 20, 2020, 09:59:21 AM
It's my code, but since IL2 passes yaw/pitch/roll to the native code, that's what I have to work with :(
Title: Re: graphics extender
Post by: Stainless on June 20, 2020, 10:20:09 AM
Well you can work with it, you just need to change the code.

Basically your projection code is fine, but I would change the rest to a look at matix.

I think you have GLM, not sure, but look at this anyway

https://learnopengl.com/Getting-started/Camera
Title: Re: graphics extender
Post by: slibenli on June 20, 2020, 10:48:01 AM
Yes I use GLM. I'll take a look at it.

What helps is applying the translation and the rotation matrix one after another in the shader. Camera movement is still choppy, but the mesh doesn't wobble anymore.
Title: Re: graphics extender
Post by: slibenli on June 23, 2020, 11:19:28 AM
I fixed it. Using glm::lookAt to generate the view matrix didn't help though - it was really a floating point precision issue as I suspected.
My mistake was to pass the model->world and world->view matrices to the shader separately and multiply them in the shader.
I think the reason for doing this was to save one matrix multiplication on the CPU.
When I  calculate the model->view matrix on the CPU using double precision the problem goes away.

BTW - This is what I meant with wobbly meshes (1000km from origin):

(https://i.postimg.cc/cLRw6vk7/screenshot-2020-06-21-20-05-02.png) (https://postimg.cc/YvShsCHj)
Title: Re: graphics extender
Post by: Stainless on June 24, 2020, 03:46:12 AM
Oh wow!

I have never seen that before. It seems something is wrong with the matrix multiply.

The rotation part of the matrix should be very resilient to floating point issues as we are only dealing with numbers between -1 and 1

And the rotation part MUST be totally independant of translation. If you find the meshes are rotating in any plane as you move them away from the origin then something is VERY VERY wrong

Is the code online anywhere? I think I need to have a look

Title: Re: graphics extender
Post by: Stainless on June 24, 2020, 04:39:00 AM
I have been thinking about it, and the only thing I can think of is a matrix ordering problem.

Basically matrices come in two types, row major and column major. This only affects which order the values are stored in memory.

But you are loading matrices from HIM files so there is the possibility you are loading a matrix incorrectly.

The only way I can think of to get the results you are seeing is if the location matrix you load from the HIM file is in the wrong matrix order, but I would have thought everything would be screwed if that is the case.

If your "fix" of doing a matrix multiply yourself solves the issue, it may be because you have changed the matrix order in the multiply. Hmm I wonder if that is the root cause.

Matrix1 * Matrix2  is not equal to Matrix2 * Matrix1

I should look at the code



Title: Re: graphics extender
Post by: slibenli on June 24, 2020, 07:31:01 AM
The fix: https://gitlab.com/vrresto/il2ge-experimental/-/commit/2a91fc7ac617b4e9536aaf9a3198bc36e9404228?view=parallel

I can rule out a problem with the matrices from HIM files. Not applying these yields the same results.
I would expect that when messing up the multiplication order the results would be way more off (in fact this happened before).
As I see it the issue was with the translation part. If camera and mesh are far from the origin both model->world and world->view will contain high translation values.
In the resulting model->world matrix the translation values would be low again (for meshes that are close to the camera).
Title: Re: graphics extender
Post by: Stainless on June 24, 2020, 12:28:50 PM


Since you are doing the matrix multiply in the shader, I would use the highp statement

The problem you are talking about makes no sense to me and just should not be possible if the matrices are created correctly

I would change the code to to something like

Code: [Select]
uniform highp mat4 model_view;
and set it with

Code: [Select]
     GLuint MatrixID = glGetUniformLocation(programID, "model_view");
     glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &model_view[0][0]);


Title: Re: graphics extender
Post by: slibenli on June 26, 2020, 01:18:57 PM
highp is only relevant for OpenGL ES.
Maybe it's a driver bug that somehow causes low precision.
Avoiding world space coordinates in the shader is a good practice anyway, so I'm gonna leave it as that.
Title: Re: graphics extender
Post by: slibenli on June 28, 2020, 05:54:40 AM
I'm wondering how to render trees (the non-collidable type).
Correct me if I'm wrong, but from what I can tell the tree meshes they are not loaded from files but created programmatically.

So that would mean I would have to come up with an own.
Or use available tools/libraries for that. Something like this:

https://www.youtube.com/watch?v=XLBvkVMxdS0

But I'm looking for something simpler - the IL2 trees are basically just a stem and a bunch of sprites around it.
At least it should have the option to generate such simple models for lower LODs.
Title: Re: graphics extender
Post by: Stainless on June 28, 2020, 06:37:07 AM
Low LODS should be incredibly simple, 4 - 6 triangles.

You probably already have this.

Mid LODS look best as simple meshes and obviously if you have a need, the closest LODS need a lot of work.

LSytems are the best way to GENERATE trees. Setup some rules and grow a bunch of trees that all look like a single species but are different from each other.

( the rules define the species , but have randomness in them )

I never do this realtime though, I always do it offline and save the generated trees as meshes

https://github.com/paluka/L-Systems-OpenGL
https://github.com/abiusx/L3D

Good starting points


 
Title: Re: graphics extender
Post by: slibenli on June 28, 2020, 08:29:15 AM
Thanks, I'll look into these.
Title: Re: graphics extender
Post by: th12333 on August 19, 2020, 08:01:31 AM
How are you?
Title: Re: graphics extender
Post by: vonOben on August 20, 2020, 04:56:39 AM
Hi slibenli

Great work with the Graphics Extender, many thanks!   :)

 ]wav[

Does also older builds of Graphics Extender require OpenGL 4.5?

The older readme's doesn't say anything about it.

I'm using the latest driver for my video card and it has only OpenGL 4.4 support.  :(

Best regards

vonOben
Title: Re: graphics extender
Post by: Fernando M. on August 23, 2020, 06:41:00 AM
Is it possible to disable GE on the BAT installation? I am playing 'Storm of England', and an important sector of the map (such as London), is covered with wather. So until I finish this campaign, I'd like to disable GE for a while, thanks.
Title: Re: graphics extender
Post by: APO on August 24, 2020, 08:34:57 AM
Yes it is possible,

your il2 installation directory should be a file named "il2ge.ini"

In this file there is a line:

EnableGE=on

change it to turn it off
Title: Re: graphics extender
Post by: resistor on August 28, 2020, 03:01:12 PM
Is there a hotlink to teh latest version? Been away for a bit and need an update it appears. Thanks!
Title: Re: graphics extender
Post by: Mino on September 01, 2020, 10:10:13 AM
Great work! So does anyone has used this with 3.8.5 version that has also installed reshade too?
Title: Re: graphics extender
Post by: PO_MAK_249RIP on September 30, 2020, 11:54:26 PM
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
Title: Re: graphics extender
Post by: th12333 on October 07, 2020, 08:12:12 PM
F ::(
Title: Re: graphics extender
Post by: FL2070 on October 08, 2020, 12:13:22 AM
Hello,

Seems the main download link is broken.

It also seems that past a certain point, none of the builds are able to be downloaded:
(https://i.postimg.cc/0jFDVkTM/image.png)

I would very much like to get the latest version—is there something wrong, or am I just missing something?

Thanks
Title: Re: graphics extender
Post by: sparky on November 05, 2020, 03:51:20 AM
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
Title: Re: graphics extender
Post by: Rostic on November 07, 2020, 03:46:49 PM
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, I have no FPS drop over water and it looks pretty good to me when Carmasters mod enabled. I'm using build 494942988

This is how it looks to me:
(https://i.ibb.co/98BL9ts/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screenshot-2020-04-29-19-27-50-57.png)
Title: Re: graphics extender
Post by: Witchy on November 11, 2020, 11:05:52 PM
I keep getting this error when trying to use DCG with GE, I disabled ge the game runs fine but I got white squares in terrain when ge is disabled, its weird because it was running just fine a few days ago.

-----------------------------------------------------------

Error occurred on Wednesday, November 11, 2020 at 21:46:31.

Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=ffffffff edi=00000e6c
eip=770a318c esp=0019ed50 ebp=0019edc0 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
770A318C 00000154 00000E6C FFFFFFFF  C:\WINDOWS\SYSTEM32\ntdll.dll!NtSignalAndWaitForSingleObject
624D008D 0019F53C 0019F370 0019F4B0  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\il2ge\lib\il2ge.dll!printBacktracePrivate  [/builds/vrresto/il2ge-experimental/common/exception_handler_win32.cpp @ 295]
624D09F7 0019F370 626D25B8 000001D4  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\il2ge\lib\il2ge.dll!printBacktrace  [/builds/vrresto/il2ge-experimental/common/exception_handler_win32.cpp @ 409]
624D0F7B 0019F660 626CE7A0 00000149  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\il2ge\lib\il2ge.dll!abort  [/builds/vrresto/il2ge-experimental/common/exception_handler_win32.cpp @ 470]
624B7EA1 029A8FC0 0019F8F8 00000000  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\il2ge\lib\il2ge.dll!checkHardwareShaders  [/builds/vrresto/il2ge-experimental/core_wrapper/core/core.cpp @ 331]
624B7443 0019F800 029A9044 00000024  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\il2ge\lib\il2ge.dll!loadMap  [/builds/vrresto/il2ge-experimental/core_wrapper/core/core.cpp @ 186]
624D2031 029A9044 0019F8E0 0019F8F8  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\il2ge\lib\il2ge.dll!cLoadMap  [/builds/vrresto/il2ge-experimental/core_wrapper/jni_wrapper/wrap_il2.engine.Landscape.cpp @ 79]
041443A9 00000001 000000BC 04AAF308
0412E35C 00000001 00000009 00000001
0412DE46 00000001 00000009 04AAF308
0412799C 084C8A40 0852C6F8 04AA02F8
0411F95B 00000001 084C8A40 0852C820
0411ED77 00000001 084C8A40 0852C820
0411EC05 04AA0158 02AA0482 00000000
0411DA45 029A9584 0019FA54 02000001
04079D6D 058A0990 0019FAA4 000000B8
039BD709 00000001 3DE69A10 3D6E2CD8
039B4516 058A0C98 3CA7A500 029A8FC0
6D4DB41C 0019FAF0 0019FC4C 0000000A  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBB4  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC44 0019FB9C  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 029A9044 0019FC44 00000000  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 029A8FC0 029A7574 4CCAA270  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 029A9044 029A7574 4CCAA270  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 007D129C 00000003 00000000  C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
029A757C 00000003 00000000 0030B000
007D129C 00000000 0030B000 00412829

-------------------------------------

btw video drivers are up to date. running on a laptop- gtx 1050ti, 32gb  of ram and an intel i7-7700hq
Title: Re: graphics extender
Post by: Stainless on November 12, 2020, 01:49:37 AM
Looks like a shader issue

I would make sure your graphics drivers are up to date while waiting for slibenli to find the time to look at it
Title: Re: graphics extender
Post by: Witchy on November 12, 2020, 10:35:44 PM
Drivers are current, Im am also using BAT 4.1.
Title: Re: graphics extender
Post by: slibenli on November 18, 2020, 05:37:29 AM
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

Not finished, but currently no time to work on it.

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


Apparently GitLab changed the defaults to delete builds after a certain time.

The link works again now.

Title: Re: graphics extender
Post by: PA_Willy on November 18, 2020, 06:41:19 AM

The link works again now.



Thanks!!!
Title: Re: graphics extender
Post by: Squashman on November 25, 2020, 04:16:29 AM
Drivers are current, Im am also using BAT 4.1.
Has Steam done any auto updates?
I would move the whole game out of steam apps and out of any Windows Program folders.
Just create a new folder on your hard drive and if you use a shortcut make a new one of course.
Title: Re: graphics extender
Post by: Drewm3i on November 28, 2020, 09:28:51 PM
I am posting this for anyone who can't figure out how to get rid of water artifacts...I am running BAT 4.0 and despite setting water=0 in the conf.ini and manually installing Carmaster's water mod via JSGME, the artifacts wouldn't go away until I found post #228 on page 20 of the original WIP thread by Spongebob in which he activated Carmaster's water mod with the following:

"If anyone is interested, I've built a little JSGME mod to easily activate-deactivate Carsmaster water. Just created a folder in BATMODS called 'BAT Carsmaster Water for Graphic Extender', and made four subfolders (#DOF3, #JTW3, #TGA3 and #WAW3). In each of these subfolders, I made a 'MAPMODS' folder. Extracted Carsmaster's water into a safe place and copy the 'Maps' folder included there into every MAPMODS folder that I had previously created."

The game looks fabulous now as the water is as it was before and the graphic extender absolutely transforms IL-2 1946 into something much more modern and beautiful. These shaders are the future of IL-2!
Title: Re: graphics extender
Post by: Dragunoff on December 17, 2020, 03:10:48 AM
Thank you very much Drewm3i , just tried it and works very well !!!!!  :)
Title: Re: graphics extender
Post by: Rostic on January 03, 2021, 06:41:31 AM
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 ;)

Also I very like how clouds looking now:
(https://i.ibb.co/rmWDM4b/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screenshot-2021-01-02-14-15-03-89.png)(https://i.ibb.co/0ZLnMXY/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screenshot-2021-01-02-14-23-51-78.png)(https://i.ibb.co/TqBJQzT/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screenshot-2021-01-02-14-04-10-87.png)
Title: Re: graphics extender
Post by: eddyt on January 08, 2021, 06:34:23 PM
This is an old thread so I am having to dig through pages to try an find the solution to my issue, which is this. (I'm not a highly experienced modder but I've got the jist of it)
I have the graphics extender installed and is working fine, it is on OpenGL running on the perfect landscape setting however (I dont know if they are related or not) the water is updated which is good but it has this obvious bright blue wave effect which is spoiling the rest of the mod.

(https://i.postimg.cc/xddw3mdv/blue-water-ehh.png) (https://postimg.cc/Mnh3WvVH)

And when out of the game long enough it does this sped up animation to catch up to normal

(https://i.postimg.cc/6qCgpLHX/crazy-blue-water-ehh.png) (https://postimg.cc/ZvKVf3t7)

Anyway, I thought I could cover it up by getting Carsmasters' water mod but that doesn't seem to have an effect.
I'd love to have the great water mod combined with the graphics extender but I don't know what I'm doing wrong. I have seen the blue water blob issue on here but despite following the instructions, it was to no avail. My limited knowledge doesn't help but oh well. Thanks
Title: Re: graphics extender
Post by: Rostic on January 09, 2021, 04:30:53 AM
Hi, eddyp. I had this problem a lot of time ago, but can't remember what I did to solve it.

Try to install Carmasters mod and set "Water=4" in [Render_OpenGL] section in "conf.ini" file.
Also I recommend to set "DynamicalLights=0" and "Effects=0" there too.

Look at this:
https://www.sas1946.com/main/index.php/topic,61653.msg691532.html#msg691532 (https://www.sas1946.com/main/index.php/topic,61653.msg691532.html#msg691532)
https://www.sas1946.com/main/index.php/topic,58926.msg656893.html#msg656893 (https://www.sas1946.com/main/index.php/topic,58926.msg656893.html#msg656893)

Could you also write what version of game are you using. Is it one of MOD packs or stock version of the game?
I have this mod installed only on "HSFX 7" and "VP modpack".

This is the version of Carmasters MOD I'm using (CarsmasterWater-512 v.0 02(3.17)).

For VPmodpack or stock game:
https://drive.google.com/file/d/1BWg3mna_UFK1p4ORDo8dJnAsnNFSPSvr/view?usp=sharing (https://drive.google.com/file/d/1BWg3mna_UFK1p4ORDo8dJnAsnNFSPSvr/view?usp=sharing)
Extract folder: "Maps" from "CarsmasterWater-512 v.0 02(3.17).rar\CarsmasterWater-512 v.0 02(3.17)" to the "#SAS" in the root of game folder.

For HSFX use this:
https://drive.google.com/file/d/1UBjd7tyoTX07HmrcW4xm_bKTXzCQJwTp/view?usp=sharing (https://drive.google.com/file/d/1UBjd7tyoTX07HmrcW4xm_bKTXzCQJwTp/view?usp=sharing)
From archive "CarsmasterWater-512 v.0 02(3.17)_HSFX_JSGME.7z" extract folder "CarsmasterWater-512 v.0 02(3.17)" to the "jsgmemods" folder in the root of game folder.

Probably you do not know about cirrus clouds feature in GE mod. So additionally you can donwload next archive:
https://drive.google.com/file/d/107ksCcprvNQhBT3Qwb7gIwe_6mpTreI6/view?usp=sharing (https://drive.google.com/file/d/107ksCcprvNQhBT3Qwb7gIwe_6mpTreI6/view?usp=sharing)
Just extract content of "il2ge_random_cirrus_textures.zip" to the game root folder.
This will work in next way: "IL2GE will now look if the folder "il2ge_random_cirrus_textures" in your IL-2 folder exist and randomly pick one of the textures inside it.
A new random texture is picked each time a map is loaded."

Also this is content of my il2ge.ini file. You should play with options in this file:
Code: [Select]
# 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

All this is not "official" guide. This is only the steps I did to got GE working for me.
Title: Re: graphics extender
Post by: eddyt on January 09, 2021, 11:10:26 AM
Answering your question, I am currently using IL-2 1946 patch v5.00 B.A.T v4.1
Title: Re: graphics extender
Post by: eddyt on January 09, 2021, 11:44:40 AM
UPDATE: I got the mod working turns out *facepalm* I had to enable it in the jsgme.exe. However, the info you gave me did make my game look better in different departments.
(https://i.postimg.cc/y8qNpSY9/nice-blue-water.png) (https://postimg.cc/ZCcZCnNK)

(https://i.postimg.cc/PxFXWCRC/nice-blue-water2.png) (https://postimg.cc/R6Kx9Z9m)

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
Title: Re: graphics extender
Post by: Rostic on January 09, 2021, 01:29:23 PM
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

Not implemented in this MOD.
Title: Re: graphics extender
Post by: ryan55510 on March 10, 2021, 11:05:51 AM
Hello! First time posting in years and returning from a long break from IL-2 and came across this amazing looking mod, truly a game changer and I truly applaud the effort of those involved. However it doesn't seem to be wanting to play ball on his rig  :-X. Logfile attached below:

il2ge.log:
Code: [Select]
-----------------------------------------------------------
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)

il2ge_crash.log:
Code: [Select]
-----------------------------------------------------------
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)

I have a clean 4.12.2 install with Modact 5.30 and I've also installed IL-2 Selector 3.4.2 from the site. The game flashes up for a second and it sends me straight back to the IL-2 Selector. Thanks for the assistance in advance!  :)
Title: Re: graphics extender
Post by: slibenli on March 11, 2021, 06:23:47 AM
Could it be that you selected "Stock Game" in IL2 Selector?
Title: Re: graphics extender
Post by: hello on March 11, 2021, 10:25:42 AM
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!
Title: Re: graphics extender
Post by: ryan55510 on March 12, 2021, 03:00:49 AM
Could it be that you selected "Stock Game" in IL2 Selector?

I certainly feel very daft now. That's fixed it and my game looks absolutely amazing now! Thank you so much! (sorry for wasting your time  :-[)
Title: Re: graphics extender
Post by: rogeroger on March 12, 2021, 05:49:37 AM
I have just discovered this mod after messing around with Reshade 4.3.0 to try and improve the lighting . Please continue your great work, it is most appreciated. This has really renewed my interest in il2 1946.

Title: Re: graphics extender
Post by: PO_MAK_249RIP on March 15, 2021, 04:24:07 AM
Hi Slibenli I wanted to revert to an older recent version but noticed a lot of the 'newer' builds from less than 8 months ago are no longer available for download?
Title: Re: graphics extender
Post by: slibenli on March 15, 2021, 05:42:33 AM
Gitlab has changed its behavior to automatically delete builds after a certain time.

I'm planning to do versioned releases soon (which won't be deleted).
Title: Re: graphics extender
Post by: slibenli on March 15, 2021, 05:44:01 AM
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!

I most likely won't have time for this.
Title: Re: graphics extender
Post by: slibenli on March 15, 2021, 05:46:24 AM
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 ;)

It's still WIP - that's why I didn't post about it.
Title: Re: graphics extender
Post by: PO_MAK_249RIP on March 16, 2021, 11:33:26 PM
Message recieved and understood - just wish i had kept the original downloads now :(
Title: Re: graphics extender
Post by: slibenli on March 17, 2021, 04:34:39 AM
Alright folks - here is the first release 0.1.0:
https://gitlab.com/vrresto/il2ge/-/releases/0.1.0

It's identical to the last build so nothing new to see here. Future releases will include a changelog.
Title: Re: graphics extender
Post by: hguderian on March 17, 2021, 04:47:20 AM
Many thanks slibenli...must have mod!!!
Title: Re: graphics extender
Post by: Consul on May 22, 2021, 08:15:35 PM
When i install GE on my SAS Modact install, and run it, nothing seems to change, since i cant find il2ge.log in my game folder.
Title: Re: graphics extender
Post by: slibenli on May 27, 2021, 10:46:40 AM
Could you please post your initlog.lst?
Title: Re: graphics extender
Post by: Consul on May 28, 2021, 06:40:56 AM
Code: [Select]
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
Title: Re: graphics extender
Post by: SAS~Storebror on May 28, 2021, 07:42:58 AM
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
Title: Re: graphics extender
Post by: DavidHayabusa on August 12, 2021, 03:55:38 AM
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

Hi I have installed BAT v.4.1.3 and then proceeded to install the graphics extender. However I think there is a problem with the sea. It is like it has two layers on top of each other. Did I install the graphics extender wrong?
(https://i.postimg.cc/hvbjKCfF/Slide1.jpg) (https://postimages.org/)
Title: Re: graphics extender
Post by: FL2070 on September 01, 2021, 01:50:33 PM
Quick question: reading through the thread, there have been a lot of different settings implemented over time, a lot of which I don't see in the default il2ge.ini, but I haven't found any comprehensive list of what settings are available within il2ge.ini. So, I was wondering: which, if any, of these settings still work?
Title: Re: graphics extender
Post by: slibenli on September 02, 2021, 03:02:18 AM
Only the settings you can see are currently implemented.
Title: Re: graphics extender
Post by: FL2070 on September 02, 2021, 11:28:06 AM
Only the settings you can see are currently implemented.

Thanks :)
Title: Re: graphics extender
Post by: slibenli on September 05, 2021, 07:05:39 AM
New release: 0.2.0

Download and changelog: https://gitlab.com/vrresto/il2ge/-/releases/0.2.0
Title: Re: graphics extender
Post by: verde13 on September 06, 2021, 01:24:01 AM
Thank you so much for continuing to work on this. It's really appreciated.
Title: Re: graphics extender
Post by: Rostic on September 08, 2021, 10:18:13 AM
New release: 0.2.0

Download and changelog: https://gitlab.com/vrresto/il2ge/-/releases/0.2.0

Oh, that's cool! Thank you!
Title: Re: graphics extender
Post by: rollnloop on September 09, 2021, 04:58:32 PM
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.
Title: Re: graphics extender
Post by: V201calaf on September 09, 2021, 05:57:22 PM
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.
Title: Re: graphics extender
Post by: rollnloop on September 10, 2021, 12:41:00 AM
Thanks for letting us know.

RTX 2070 super, 470.91 driver here.
Title: Re: graphics extender
Post by: slibenli on September 13, 2021, 04:57:06 AM
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.



That's surprising, since I didn't change anything to fix it. For me the bug is still present.
But I already found the cause - it'll just take some time to fix it.
Title: Re: graphics extender
Post by: rollnloop on September 14, 2021, 04:06:52 PM
Thanks slibenli  ]thumbsup[
Title: Re: graphics extender
Post by: roman9078 on September 15, 2021, 01:55:15 AM
 o_O o_O o_O o_O Hellooooo everyone. I really need help.  o_O o_O o_O o_O
 
I can't understand what happened and why IL2GE stopped starting stably. Yesterday I installed version 4.12.2 and sas modact version 5.30. Launched an early version of the IL2GE mod, which I downloaded about a year ago. It worked, but for some reason with a lot of artifacts. I have a suspicion that the problem is with my pc. Previously, there were no problems with IL2GE, together with the latest version of the BAT there were never.
 
The libraries are all installed, the GTX 980 NVIDIA driver has been updated (Although there have never been problems with it either, on any of the driver versions, IL2GE has always worked fine.)
 
I need your help. Maybe someone faced the same problem. Maybe I am doing something wrong.




I would like to find out the reason for this collapse ...
Title: Re: graphics extender
Post by: slibenli on September 16, 2021, 06:35:04 AM
How about you try the latest il2ge release?
Title: Re: graphics extender
Post by: 9078roman on September 17, 2021, 01:49:18 AM
How about you try the latest il2ge release?


Good day slibenli, I just have a problem running this mod. Regardless of the version.
Title: Re: graphics extender
Post by: SAS~Storebror on September 17, 2021, 08:29:31 AM
I just have a problem running this mod.
And with accounts.
Title: Re: graphics extender
Post by: Atoka220 on October 12, 2021, 03:51:12 PM
Hey
Any news about the absolute pitch black nights?
Title: Re: graphics extender
Post by: slibenli on October 15, 2021, 03:04:49 AM
No news, I'm afraid
Title: Re: graphics extender
Post by: Atoka220 on December 05, 2021, 04:22:29 PM
'Ey slibenli

We haven't heard about ya for a while
Are you still developing GE? Any new interesting achievements to share?
I just can't live without your mod from now and I'm really interested in what you can offer over time ;D
Title: Re: graphics extender
Post by: slibenli on December 06, 2021, 08:02:04 AM
Hi Atoka,

I'm working on something, but more about that at a later time ;)
Title: Re: graphics extender
Post by: rollnloop on December 26, 2021, 06:57:46 PM
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[

Title: Re: graphics extender
Post by: "LEOPARD" on January 09, 2022, 02:57:19 AM
Good day!

Is there any fix for gunsight issues? it looks like i´m not aiming correctly mainly flying german planes

many thks!
Title: Re: graphics extender
Post by: PO_MAK_249RIP on January 09, 2022, 05:31:12 AM
You sure this is even a IL2GE issue? It should really be posted in 'bugs' if so? Have you tried disabling IL2GE does the issue go away if you do?
Title: Re: graphics extender
Post by: herbarnold99 on January 22, 2022, 11:23:39 AM
I'd love to try this mod, but the 93 pages of information is a little daunting! Is it possible to easily uninstall if it doesn't work? (I'm running 4.12/5.3)

thx
Herb
Title: Re: graphics extender
Post by: Atoka220 on January 22, 2022, 11:33:37 AM
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
Title: Re: graphics extender
Post by: Squashman on January 22, 2022, 12:47:24 PM
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

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.
Check out the photographs - all taken with IL2GE running
https://www.sas1946.com/main/index.php/topic,57423.msg634400.html#msg634400

This is with only a 2080Ti and i7CPU



Title: Re: graphics extender
Post by: slibenli on January 23, 2022, 08:42:38 AM
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[

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.
I don't have them on my current computer - maybe someone else can reupload them.

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.

It's specifically the size of map_c.tga, which only loosely correlates to map size.
Title: Re: graphics extender
Post by: Atoka220 on January 23, 2022, 09:35:25 AM
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.

I might be dumb but when I select precomputed, only a white screen comes in instead of the loading screen and it freezes
Is that because i don't have those classfiles?

And also does it impact memory or fps severely?
Title: Re: graphics extender
Post by: slibenli on January 23, 2022, 09:41:44 AM
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).
Title: Re: graphics extender
Post by: rogeroger on January 23, 2022, 09:46:12 AM
Quote
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.
Are these the same parameters that are featured in the config file?
If not, an upload by anybody will be appreciated.
Title: Re: graphics extender
Post by: Atoka220 on January 23, 2022, 09:53:01 AM
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

Roger, my config file looks like this

Code: [Select]
# 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

I use the latest build

Title: Re: graphics extender
Post by: slibenli on January 23, 2022, 10:46:47 AM
Quote
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.
Are these the same parameters that are featured in the config file?
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/
Title: Re: graphics extender
Post by: Squashman on January 23, 2022, 11:01:04 AM
Quote
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.
Are these the same parameters that are featured in the config file?
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
Title: Re: graphics extender
Post by: slibenli on January 23, 2022, 11:02:50 AM
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

I'm afraid that doesn't look like it could handle Atmosphere=Precomputed.
Title: Re: graphics extender
Post by: slibenli on January 23, 2022, 11:07:33 AM
Quote
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.
Are these the same parameters that are featured in the config file?
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

Thanks :)

It's also necessary to assign a hotkey in conf.ini
Could you post that too? It was something like GraphicsExtender.ShowMenu.
Title: Re: graphics extender
Post by: rogeroger on January 24, 2022, 12:26:11 AM
Thanks slibenli and Squashman. :)
I just started trawling through all of the replies and found this on page 68.

[HotKey game]
Shift F8=GraphicsExtender.ShowMenu


Title: Re: graphics extender
Post by: rogeroger on January 24, 2022, 05:48:11 AM
Wow! these java files make a huge difference and should be included in the main install.You obviously have a good reason for not doing this. I've noticed that in-game edited values can't be saved and have to be configured with every gaming session, unless I am missing something. Are the default values stored in the classfiles?


(https://i.postimg.cc/qRypGy3c/2022-01-24-11-49-43.jpg) (https://postimg.cc/dkQMs7nD)

(https://i.postimg.cc/k5VJBkMp/2022-01-24-12-30-09.jpg) (https://postimg.cc/1gQhd7qG)
Title: Re: graphics extender
Post by: rollnloop on January 24, 2022, 09:33:30 AM
Thanks Slibenli for all the infos,Squashman for files and rogeroger for the tips.

I gained acess to those new settings but whatever I modify, I can't lower the "whiteburn" effect on plane skin and haze.
Title: Re: graphics extender
Post by: Yaro59 on January 24, 2022, 10:27:22 AM
If only... if only, in my BAT, the sky in the rear view mirror of every plane where it can be turned on would be the color of the sky and not deep black it would be beautiful.
Maybe someone could advise me what to try to do in IL2GE to make this happen.
Title: Re: graphics extender
Post by: rogeroger on January 24, 2022, 11:12:29 AM
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

(https://i.postimg.cc/GpcQhGvS/2022-01-24-18-03-32.jpg) (https://postimg.cc/Yvsgd4n1)
Title: Re: graphics extender
Post by: Atoka220 on January 24, 2022, 01:42:24 PM
What the...
I can't even believe it's still Il-2 '46 lol
Title: Re: graphics extender
Post by: rollnloop on January 25, 2022, 08:30:53 AM
Thanks for sharing rogeroger.

Now to save these settings and get them by default ?
Title: Re: graphics extender
Post by: Chaoic16 on February 03, 2022, 04:56:08 PM
Hello everyone,

I want to share screenshot with tweaked il2ge.ini and graphic extender menu (in-game)

Il2ge.ini
Quote

# 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)
Quote
exposure= 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.

(https://i.ibb.co/fX1SnqB/il2fb-2022-02-04-08-51-39.png)

(https://i.ibb.co/0j7b0NF/il2fb-2022-02-04-08-51-43.png)

(https://i.ibb.co/Dzc1f77/il2fb-2022-02-04-08-51-55.png)
Title: Re: graphics extender
Post by: TXZCJSP on February 04, 2022, 10:09:45 PM
Hello everyone,

I want to share screenshot with tweaked il2ge.ini and graphic extender menu (in-game)

Il2ge.ini
Quote

# 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)
Quote
exposure= 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.


If EnableTransparentShader=on
The smoke shadow after the plane crashes will be very strange
Title: Re: graphics extender
Post by: PO_MAK_249RIP on February 04, 2022, 10:17:49 PM
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 😕
Title: Re: graphics extender
Post by: slibenli on February 05, 2022, 02:33:19 AM
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 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.

Title: Re: graphics extender
Post by: slibenli on February 05, 2022, 02:38:27 AM
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.
Title: Re: graphics extender
Post by: rogeroger on February 05, 2022, 03:32:24 AM
Quote
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.

Those  adjustments I hurriedly copied, probably incorrectly from the in-game screen for Rollnloop.

I have currently settled on theses settings which I have copied onto a sheet of paper for configuration whenever I use the il2ge.
I mainly use these to tone down the horizon brightness.


exposure= 12
brightness curve= 1.30
sat = 0.89
tex bright = 0.64  :)
tex bright curve=1.3
tex sat=0.96


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[
Title: Re: graphics extender
Post by: PO_MAK_249RIP on February 05, 2022, 04:09:57 AM
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
Title: Re: graphics extender
Post by: slibenli on February 12, 2022, 06:17:31 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.


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

Hi Mick, I didn't mean you should submit a new report, just comment on the existing one.
I've added your new report as comment to the original: https://gitlab.com/vrresto/il2ge/-/issues/17 (and added a question).
Title: Re: graphics extender
Post by: rogeroger on February 13, 2022, 06:51:26 PM
Quote
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.

Great news! Whatever you decide on will be appreciated. :)
Title: Re: graphics extender
Post by: rollnloop on February 14, 2022, 05:34:44 AM
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.

 ]thumleft[ ]thumright[ ]thumbsup[

Title: Re: graphics extender
Post by: Kilp46 on June 29, 2022, 02:33:37 PM
Hello. Is there any way to extend the distance of particle effects view? Like explosion mushrooms, land fires, 3D clouds and so on.
Title: Re: graphics extender
Post by: WxTech on June 30, 2022, 10:02:01 AM
I think the cumulus cloud draw distance is fixed, being beyond us modders to alter. But objects and effects can have their draw distance limit altered, via 4 variables in World.class. Note that the .mat files which define the textures used must also have a suitably increased far distance limit. If the .mat files have a shorter distance, you will not achieve the view distance expected.

For effects, it's good to have a mod installed (or the stock files) which has all the .mat files present, allowing you to edit the far draw distance yourself. The same goes for any particular objects you might like to see to a greater distance.

Anyway, here's my version if a configurable draw distance mod for BAT, in this thread:

https://www.sas1946.com/main/index.php?topic=67712.0
Title: Re: graphics extender
Post by: Dewoitine Mark XII on July 08, 2022, 12:49:08 AM
 Ok, I have a question - how does it work? I can't find any differences or new files after installing
Title: Re: graphics extender
Post by: Dewoitine Mark XII on July 08, 2022, 12:51:36 AM
 And is this mod comparable to B.A.T., HSFX or other modpacks?
Title: Re: graphics extender
Post by: slibenli on July 09, 2022, 01:05:48 AM
Ok, I have a question - how does it work? I can't find any differences or new files after installing


After successful installation you should have the subfolder il2ge.
After running IL2 the file il2ge.log should exist - is that the case?

And is this mod comparable to B.A.T., HSFX or other modpacks?

It should be compatible with any modpack for 4.12 or 4.13.
Title: Re: graphics extender
Post by: Paulleonard on July 14, 2022, 06:58:22 AM
hey guys, so i think i'm not installing this properly, i installed it through the il2ge-installer.exe into the the Il-2 1946 folder, yet it doesn't seems to work. I don't have a IL2GE.ini in my root folder.
Do i need to change something?

I did set water=0 in the conf.ini and i'm using OpenGl
Title: Re: graphics extender
Post by: slibenli on July 15, 2022, 05:13:07 AM
See my previous post.
Title: Re: graphics extender
Post by: Paulleonard on July 15, 2022, 06:05:25 AM
il2ge.log don't exist in my IL2 folder. Il2ge subfolder do exist tho
Title: Re: graphics extender
Post by: slibenli on July 15, 2022, 07:32:20 AM
My guess is that your IL-2 Selector version is too old. Please post your initlog.lst.
Title: Re: graphics extender
Post by: Paulleonard on July 15, 2022, 09:57:37 AM
2022-07-14 21:32:19:512 (dinput.dll) : JVM Parameters injector activated
2022-07-14 21:32:19:512 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2022-07-14 21:32:19:512 (dinput.dll) : Adding JVM Option: -Xms444M
2022-07-14 21:32:19:512 (dinput.dll) : Adding JVM Option: -Xmx444M
2022-07-14 21:32:19:512 (dinput.dll) : Adding JVM Option: -Xss4096K
2022-07-14 21:32:19:513 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2022-07-14 21:32:19:513 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2022-07-14 21:32:19:513 (dinput.dll) : Checking duplicate JVM Options...
2022-07-14 21:32:19:513 (dinput.dll) : Checking mandatory JVM Options...
2022-07-14 21:32:19:513 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2022-07-14 21:32:19:514 (dinput.dll) : Adding JVM Option: -Xverify:none
2022-07-14 21:32:19:514 (dinput.dll) : Adding JVM Option: -Xcomp
2022-07-14 21:32:19:514 (dinput.dll) : Final JVM Option List:
2022-07-14 21:32:19:514 (dinput.dll) : -Xms444M
2022-07-14 21:32:19:514 (dinput.dll) : -Xmx444M
2022-07-14 21:32:19:514 (dinput.dll) : -Xss4096K
2022-07-14 21:32:19:514 (dinput.dll) : -XX:PermSize=64M
2022-07-14 21:32:19:514 (dinput.dll) : -XX:MaxPermSize=64M
2022-07-14 21:32:19:515 (dinput.dll) : -Djava.class.path=.
2022-07-14 21:32:19:515 (dinput.dll) : -Xverify:none
2022-07-14 21:32:19:515 (dinput.dll) : -Xcomp
2022-07-14 21:32:19:515 (dinput.dll) : IL-2 Process ID = 0000C574
2022-07-14 21:32:19:515 (dinput.dll) : Starting Watchdog at C:\GOG Games\IL-2 Sturmovik 1946\bin\selector\basefiles\IL-2 Watchdog.exe 1
2022-07-14 21:32:19:520 (dinput.dll) : Watchdog process started.
2022-07-14 21:32:19:558   (watchdog) : IL-2 Parent Process Handle = 000001B0, ID=0000C574
2022-07-14 21:32:19:558   (watchdog) : IL-2 Watchdog started.
2022-07-14 21:32:19:558   (watchdog) : Splash Screen Mode = 1
2022-07-14 21:32:19:560   (watchdog) : Message Window Created.
2022-07-14 21:32:19:561 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2022-07-14 21:32:19:581 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2022-07-14 21:32:19:583    (wrapper) : ProcessAttach, attached Processes =  1
2022-07-14 21:32:19:584    (wrapper) : Calling GetCommandLineParams()
2022-07-14 21:32:19:585    (wrapper) : Command Line Parameter No. 1 = /f:none
2022-07-14 21:32:19:586    (wrapper) : Command Line Parameter No. 2 = /m:#sas
2022-07-14 21:32:19:586    (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2022-07-14 21:32:19:586    (wrapper) : MODS Folder = "#sas"
2022-07-14 21:32:19:586    (wrapper) : No FILES Folder set.
2022-07-14 21:32:19:586    (wrapper) : Calling LinkIl2fbExe()
2022-07-14 21:32:19:586    (wrapper) : Trying to link back to C:\GOG Games\IL-2 Sturmovik 1946\il2fb.exe through LoadLibrary()
2022-07-14 21:32:19:587    (wrapper) : Calling CreateModsFolderList()
2022-07-14 21:32:19:664   (watchdog) : Splash Screen Created.
2022-07-14 21:32:19:680    (wrapper) : Scanning #sas folder took 94 milliseconds.
2022-07-14 21:32:19:681    (wrapper) : Total number of modded files = 10259.
2022-07-14 21:32:19:681    (wrapper) : Calling SortList()
2022-07-14 21:32:19:682    (wrapper) : Sorting modded files list took 1.508 milliseconds.
2022-07-14 21:32:19:683    (wrapper) : Calling RemoveDuplicates()
2022-07-14 21:32:19:683    (wrapper) : Removing 346 Duplicates took 0.021 milliseconds.
2022-07-14 21:32:23:796    (wrapper) : ThreadAttach, attached Threads =  1
2022-07-14 21:32:23:801    (wrapper) : ThreadAttach, attached Threads =  2
2022-07-14 21:32:24:048   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00500B38
2022-07-14 21:32:24:052   (watchdog) : Activating IL-2 Main Window (0x00500B38) using SwitchToThisWindow()
2022-07-14 21:32:24:075    (wrapper) : ThreadAttach, attached Threads =  3
2022-07-14 21:32:24:131    (wrapper) : ThreadAttach, attached Threads =  4
2022-07-14 21:32:24:132    (wrapper) : ThreadAttach, attached Threads =  5
2022-07-14 21:32:24:139    (wrapper) : ThreadDetach, attached Threads =  4
2022-07-14 21:32:24:139    (wrapper) : ThreadAttach, attached Threads =  5
2022-07-14 21:32:24:160    (wrapper) : ThreadDetach, attached Threads =  4
2022-07-14 21:32:24:160    (wrapper) : ThreadDetach, attached Threads =  3
2022-07-14 21:32:24:161    (wrapper) : ThreadAttach, attached Threads =  4
2022-07-14 21:32:24:210    (wrapper) : ThreadAttach, attached Threads =  5
2022-07-14 21:32:24:304    (wrapper) : ThreadAttach, attached Threads =  6
2022-07-14 21:32:24:768    (wrapper) : ThreadAttach, attached Threads =  7
2022-07-14 21:32:24:768    (wrapper) : ThreadAttach, attached Threads =  8
2022-07-14 21:32:24:870    (wrapper) : ThreadAttach, attached Threads =  9
2022-07-14 21:32:24:880    (wrapper) : ThreadAttach, attached Threads =  10
2022-07-14 21:32:24:887    (wrapper) : ThreadAttach, attached Threads =  11
2022-07-14 21:32:24:888    (wrapper) : ThreadAttach, attached Threads =  12
2022-07-14 21:32:24:909    (wrapper) : ThreadDetach, attached Threads =  11
2022-07-14 21:32:24:910    (wrapper) : ThreadAttach, attached Threads =  12
2022-07-14 21:32:25:037   (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x00500B38)
2022-07-14 21:32:25:103    (wrapper) : ThreadAttach, attached Threads =  13
2022-07-14 21:32:25:153    (wrapper) : ThreadAttach, attached Threads =  14
2022-07-14 21:32:25:169    (wrapper) : ThreadAttach, attached Threads =  15
2022-07-14 21:32:25:184    (wrapper) : ThreadAttach, attached Threads =  16
2022-07-14 21:32:25:197    (wrapper) : ThreadAttach, attached Threads =  17
2022-07-14 21:32:25:222    (wrapper) : ThreadAttach, attached Threads =  18
2022-07-14 21:32:25:504    (wrapper) : ThreadAttach, attached Threads =  19
2022-07-14 21:32:25:505    (wrapper) : ThreadAttach, attached Threads =  20
2022-07-14 21:32:25:505    (wrapper) : ThreadAttach, attached Threads =  21
2022-07-14 21:32:25:505    (wrapper) : ThreadAttach, attached Threads =  22
2022-07-14 21:32:25:506    (wrapper) : ThreadAttach, attached Threads =  23
2022-07-14 21:32:25:506    (wrapper) : ThreadAttach, attached Threads =  24
2022-07-14 21:32:25:507    (wrapper) : ThreadAttach, attached Threads =  25
2022-07-14 21:32:25:624    (wrapper) : ThreadDetach, attached Threads =  24
2022-07-14 21:32:25:628    (wrapper) : ThreadDetach, attached Threads =  23
2022-07-14 21:32:25:644    (wrapper) : ThreadDetach, attached Threads =  22
2022-07-14 21:32:25:667    (wrapper) : ThreadDetach, attached Threads =  21
2022-07-14 21:32:25:679    (wrapper) : ThreadDetach, attached Threads =  20
2022-07-14 21:32:25:712    (wrapper) : ThreadDetach, attached Threads =  19
2022-07-14 21:32:25:849    (wrapper) : ThreadDetach, attached Threads =  18
2022-07-14 21:32:34:969    (wrapper) : ThreadAttach, attached Threads =  19
2022-07-14 21:32:54:923    (wrapper) : ThreadDetach, attached Threads =  18
2022-07-14 21:34:33:515    (wrapper) : ThreadDetach, attached Threads =  17
2022-07-14 21:34:33:515    (wrapper) : ThreadDetach, attached Threads =  16
2022-07-14 21:34:37:813    (wrapper) : ThreadDetach, attached Threads =  15
2022-07-14 21:34:37:813    (wrapper) : ThreadDetach, attached Threads =  14
2022-07-14 21:34:53:002    (wrapper) : ThreadAttach, attached Threads =  15
2022-07-14 21:34:53:003    (wrapper) : ThreadDetach, attached Threads =  14
2022-07-14 21:35:40:530    (wrapper) : ThreadDetach, attached Threads =  13
2022-07-14 21:35:40:888    (wrapper) : ThreadAttach, attached Threads =  14
2022-07-14 21:39:01:547    (wrapper) : ThreadDetach, attached Threads =  13
2022-07-14 21:39:04:900    (wrapper) : ThreadAttach, attached Threads =  14
2022-07-14 21:39:11:079    (wrapper) : ThreadAttach, attached Threads =  15
2022-07-14 21:39:11:137    (wrapper) : ThreadDetach, attached Threads =  14
2022-07-14 21:40:48:556    (wrapper) : ThreadAttach, attached Threads =  15
2022-07-14 21:40:48:557    (wrapper) : ThreadDetach, attached Threads =  14
2022-07-14 21:41:15:562    (wrapper) : ThreadDetach, attached Threads =  13
2022-07-14 21:41:16:889    (wrapper) : ThreadAttach, attached Threads =  14
2022-07-14 21:42:19:530    (wrapper) : ThreadAttach, attached Threads =  15
2022-07-14 21:43:29:579    (wrapper) : ThreadDetach, attached Threads =  14
2022-07-14 21:44:36:584    (wrapper) : ThreadDetach, attached Threads =  13
2022-07-14 21:44:36:885    (wrapper) : ThreadAttach, attached Threads =  14
2022-07-14 21:46:50:609    (wrapper) : ThreadDetach, attached Threads =  13
2022-07-14 21:46:52:890    (wrapper) : ThreadAttach, attached Threads =  14
2022-07-14 21:49:04:625    (wrapper) : ThreadDetach, attached Threads =  13
2022-07-14 21:49:04:892    (wrapper) : ThreadAttach, attached Threads =  14
2022-07-14 21:52:23:168    (wrapper) : ThreadAttach, attached Threads =  15
2022-07-14 21:52:23:225    (wrapper) : ThreadDetach, attached Threads =  14
2022-07-14 21:52:25:641    (wrapper) : ThreadDetach, attached Threads =  13
2022-07-14 21:52:26:689    (wrapper) : ThreadDetach, attached Threads =  12
2022-07-14 21:52:26:691    (wrapper) : ThreadAttach, attached Threads =  13
2022-07-14 21:52:26:700    (wrapper) : ThreadDetach, attached Threads =  12
2022-07-14 21:52:26:701    (wrapper) : ThreadDetach, attached Threads =  11
2022-07-14 21:52:26:701    (wrapper) : ThreadDetach, attached Threads =  10
2022-07-14 21:52:27:065    (wrapper) : ThreadDetach, attached Threads =  9
2022-07-14 21:52:27:139   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00500B38
2022-07-14 21:52:27:140   (watchdog) : IL-2 main window (handle 0x00500B38) disappeared, checking process status.
2022-07-14 21:52:27:141    (wrapper) : ThreadDetach, attached Threads =  8
2022-07-14 21:52:28:309    (wrapper) : ProcessDetach, attached Processes =  0
2022-07-14 21:52:28:309    (wrapper) : Total files opened = 120948
2022-07-14 21:52:28:309    (wrapper) : Total search time consumed = 4.557 milliseconds (0.004556991626 Seconds)
2022-07-14 21:52:28:310    (wrapper) : Search Time per File = 37.677 nanoseconds (0.000000037677 Seconds)
2022-07-14 21:52:28:310    (wrapper) : Average Search Iterations required per File = 8.7
2022-07-14 21:52:28:313 (dinput.dll) : JVM Parameters injector deactivated
Title: Re: graphics extender
Post by: Paulleonard on July 15, 2022, 10:07:14 AM
My guess is that your IL-2 Selector version is too old. Please post your initlog.lst.

IT was precisely that
Thanks for your help!
Title: Re: graphics extender
Post by: slibenli on August 16, 2022, 11:08:29 AM
Some progress making effect shadows work ...

(https://i.postimg.cc/bNcWz6J9/2022-08-16-17-05-12.png) (https://postimg.cc/V5gDgWXJ)
Title: Re: graphics extender
Post by: SAS~tsisqua on August 16, 2022, 05:33:37 PM
Really needing a new rig. My old 1050ti Omen just cannot run GE without a HUGE frame loss. Your work is beautiful, and I'd love to be using it.
]cheers[
Bird
Title: Re: graphics extender
Post by: rollnloop on August 17, 2022, 02:30:05 PM
Superglad you're still working on GE, looks promising !
Title: Re: graphics extender
Post by: sercrets on November 26, 2022, 11:00:54 PM
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.
Title: Re: graphics extender
Post by: MLGSwagPilot on January 11, 2023, 03:15:39 PM
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?
Title: Re: graphics extender
Post by: PO_MAK_249RIP on January 19, 2023, 01:31:34 AM
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
Title: Re: graphics extender
Post by: slibenli on January 21, 2023, 11:55:42 AM
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.

It's a known issue. I've now created a bug report: https://gitlab.com/vrresto/il2ge/-/issues/45


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?

Does the file il2ge.log exist in your game folder?
If yes please post it - otherwise you most likely have an outdated version of IL2 Selector.


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

Hi Mick, I'm still waiting for your input there on the bug tracker: https://gitlab.com/vrresto/il2ge/-/issues/17#note_914047036
Title: Re: graphics extender
Post by: TXZCJSP on January 21, 2023, 07:23:51 PM
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.

I have a temporary solution here.
Change the following in il2ge.ini
RealisticShadowColor=on
Atmosphere=Precomputed
Title: Re: graphics extender
Post by: slibenli on January 22, 2023, 01:27:04 AM
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 with
Code: [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.
Title: Re: graphics extender
Post by: Yaro59 on January 22, 2023, 01:51:28 AM
 I wrote about the same problem with rearview mirrors, a year ago << Reply #1121 >>.
Unfortunately, I was not able to solve it positively.
            But you probably read this.
Title: Re: graphics extender
Post by: TXZCJSP on January 22, 2023, 03:19:43 AM
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 with
Code: [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.

I use il2ge-build_2603226385

Code: [Select]
# 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

(https://i.postimg.cc/j55xzNjS/QQ-20230122181911.png) (https://postimg.cc/B8rf3jDr)
Title: Re: graphics extender
Post by: AyZeeWitness (101) on January 23, 2023, 06:34:43 AM
game crashes as soon as i try to load any mission.

il2ge.log:
Code: [Select]
-----------------------------------------------------------
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
Title: Re: graphics extender
Post by: Atoka220 on January 23, 2023, 08:30:01 AM
I can't really understand anything from this log but does it crash on 3%?
Title: Re: graphics extender
Post by: AyZeeWitness (101) on January 23, 2023, 08:45:01 AM
it crashes as soon as the loading screen appears.
Title: Re: graphics extender
Post by: slibenli on January 25, 2023, 06:42:14 AM
it crashes as soon as the loading screen appears.

I'm gonna need il2ge_full.log for that.
Title: Re: graphics extender
Post by: AyZeeWitness (101) on January 25, 2023, 08:23:40 AM
here: https://pastebin.com/q6szMXru
Title: Re: graphics extender
Post by: slibenli on January 26, 2023, 02:26:23 AM
here: https://pastebin.com/q6szMXru

This might be the same as https://gitlab.com/vrresto/il2ge/-/issues/44#note_1249524453
Title: Re: graphics extender
Post by: SAS~Storebror on January 26, 2023, 05:01:25 AM
There's a test file available for this issue (if it's the same that is): https://www.sas1946.com/main/index.php/topic,61653.msg764692.html#msg764692
Waiting for feedback...

]cheers[
Mike
Title: Re: graphics extender
Post by: AyZeeWitness (101) on January 26, 2023, 10:10:00 AM
it actually worked, missions do load successfully now!
although i'm running it with Ypack, installing GE with UP 3.4 doesn't create the il2ge.ini file so something is wrong either on my end or something is broken

UPD figured it out, everything works now!
Title: Re: graphics extender
Post by: hello on January 26, 2023, 10:43:22 AM
Same here, with the new wrapper no crashes.

Thanks, Storebror!
Title: Re: graphics extender
Post by: SAS~Storebror on January 26, 2023, 12:10:34 PM
Alright thanks for the feedback.
Looks like it's really the calling convention change in 4.15 that kicked in here (__stdcall instead of __cdecl, resulting in a stack corruption when caller doesn't match the callees convention).

Time for a new Selector version.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on January 26, 2023, 12:51:22 PM
Hmm, something doesn't make sense. I've been using __stdcall all the time for all sfs functions except __SFS_openf from wrapper.dll precisely because it would crash otherwise (with 4.12 and 4.13).
See https://gitlab.com/vrresto/il2ge/-/blob/master/core_wrapper/sfs/sfs.cpp#L43
Very odd, or am I missing something?

Edit: I've just taken a look at the Selector code (from an older version I think). Unless I've overlooked something only SFS_open/SFS_openf are ever called.
My theory is now that in the older IL-2 versions SFS_close/read/lseek already were __stdcall with SFS_open/openf being the odd ones being __cdecl. And those were now changed to match the rest.
Does that make sense?
Title: Re: graphics extender
Post by: SAS~Storebror on January 26, 2023, 11:29:12 PM
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.
The latest selector tried to mitigate that change, however while it appeared to be working well, there was potentially a stack corruption going on under the hood which could lead to a game crash in the long run.
Never witnessed it myself, even not in sessions of 2+ hours, but in theory __stdcall would expect the library to clean the stack on returning from a method call, which in the forwarded calls to SFS_open / SFS_openf methods in old IL-2 versions simply didn't take place.
More drastically, IL-2 GE immediately bugs out on that calling convention change, which probably is the best thing to happen as it pointed out an underlying issue that would otherwise have been left unnoticed for years to come.

Blame it on TD.
It's a very bad style to change the calling convention of an existing method "under the hood".
The right way would have been to give the new __stdcall methods a new name (preferably) or at least a different parameter set.
But I guess TD was well aware of the mess they created.

Long story short, the next selector will ship with different wrappers for "old" and "new" IL-2 versions as there's no way to overcome the calling convention issue in a single library.

]cheers[
Mike
Title: Re: graphics extender
Post by: PO_MAK_249RIP on January 27, 2023, 01:56:50 AM
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
Title: Re: graphics extender
Post by: slibenli on January 27, 2023, 02:00:12 AM
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.


With older IL-2 versions you mean everything up to 4.14? So that would mean I have been using the wrong calling convention for SFS_read/lseek/close the whole time.
Title: Re: graphics extender
Post by: slibenli on January 27, 2023, 02:09:15 AM
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

Hunting down bugs can be a lot of work. Until the change which introduced the bug is found there will be no fix.  And the only way find it is to systematically test those builds, I'm afraid. Just to be clear - those builds I I listed aren't attempts to fix the bug. The purpose of testing these is to find the build which introduced the bug

BTW anybody who experiences this bug (at least 11 according to the survey) is also invited to test those builds.
Title: Re: graphics extender
Post by: SAS~Storebror on January 27, 2023, 04:25:24 AM
With older IL-2 versions you mean everything up to 4.14?
Yes, anything before 4.15.
4.15 is the version where TD decided to change the calling convention.
Out of nothing, for no good reason, without any notice dare I say.

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.
SFS_read and SFS_lseek have been __stdcall all the time.
SFS_close according to my best knowledge is __stdcall from the very beginning as well, as it's using the same push/pop scheme for arguments.
Only __SFS_openf was __cdecl up to and including 4.14.1, and suddenly changed to __stdcall in 4.15.

That being said, the only method following the Win32 calling conventions (http://unixwiz.net/techtips/win32-callconv.html) actually was __SFS_openf.
SFS_read should be _SFS_read@12, SFS_lseek should be _SFS_lseek@12 and SFS_close should be _SFS_close@4.

With the introduction of 4.15 __SFS_openf changed from __cdecl to __stdcall, hence should be __SFS_openf@12 at least or even better, get a completely new name, but neither of this happened, so we were left in this trap layed out for us, maybe even intentionally.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on January 27, 2023, 05:37:41 AM
OK, so does that mean __SFS_openf exported from wrapper.dll will be __stdcall in the new Selector version (which would require changes in il2ge)?
My guess is not - after all it doesn't crash with the test wrapper.dll, but just to be sure.
Title: Re: graphics extender
Post by: SAS~Storebror on January 27, 2023, 06:20:14 AM
In the next Selector Version we will ship two different wrappers for "up to 4.14.1" IL-2 versions and "4.15 onward" versions.
On the "up to 4.14.1" version __SFS_openf will be __cdecl to retain compatibility with IL-2 GE while at the same time avoiding stack corruption with the "up to 4.14.1" il2fb.exe.
On the "4.15 onward" version __SFS_openf will be __stdcall to retain compatibility with 4.15+ il2fb.exe. This means that IL-2 GE will not work on 4.15 onwards as it stands.
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.
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.

]cheers[
Mike
Title: Re: graphics extender
Post by: AyZeeWitness (101) on January 27, 2023, 08:31:18 AM
another question, how do i use the water mod with GE? doesn't do anything in my UP install...
Title: Re: graphics extender
Post by: SAS~Storebror on January 27, 2023, 09:06:12 AM
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.
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.
To illustrate what I've been talking about, the next wrapper will have the following exports:

Code: [Select]
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

"__SAS_openf@12" is a standard conformant replacement for the "__SFS_openf" method and as such, it's a "C" type export with __stdcall calling convention, hence the decorated name.
It will always be __stdcall, no matter which base game version is being used, whereas the calling convention for "__SFS_openf" depends on whether it's the "pre-4.15" wrapper (__cdecl) or the "4.15+" (__stdcall) wrapper.
In IL-2 GE you would add a few new declarations...
Code: [Select]
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...
Code: [Select]
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);
}

]cheers[
Mike
Title: Re: graphics extender
Post by: SAS~Storebror on January 27, 2023, 09:12:49 AM
*bump*
Merge request created accordingly ;)

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on January 27, 2023, 11:58:57 AM
Thanks!  I'll take a look at it tomorrow.
Title: Re: graphics extender
Post by: SAS~Storebror on January 28, 2023, 03:26:53 AM
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.
Consequently this generates a Java Exception:
Code: [Select]
[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)

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.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on January 29, 2023, 12:01:09 AM
Thanks!  I'll take a look at it tomorrow.

Looks good, but I have come across another problem.
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).
While It currently does nothing, the intended purpose is to save memory by feeding small dummy terrain textures to the IL-2 engine.
So I would need to supply two versions of that anyway and figure out which is the right one. Is there a good way to query the version via C++ code? Ideally wrapper.dll would export a method like bool is_SFS_openf_stdcall().

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.

It's not legacy but optional. I haven't decided yet how to ship those classes - they're designed to be independent of il2ge releases and could also be shipped with modpacks.
Here's the code: https://gitlab.com/vrresto/il2ge_java_interface.
The class GraphicsExtender is auto generated from include/il2ge_java_interface/interface.h and the swig/*.i|*.i.in.
Title: Re: graphics extender
Post by: SAS~Storebror on January 29, 2023, 12:55:58 AM
I have come across another problem.
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).
See reply #1176.
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.

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.
For now, starting with Selector 5.1 we have "__SAS_openf@12" which is a "routing" method with __stdcall declaration, and if that method exists, you can always call it and it will take care of further mangling calling conventions if required - internally inside wrapper.dll.
That's what my Merge request was all about.
Check for presence of that method and use it if it exists, otherwise fall back to calling the good old __cdecl "__SAS_openf" from Selector 4.x wrapper.dll.

It's not legacy but optional.
Okay so we should just not bother about the Exception caused then.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on January 29, 2023, 06:17:03 AM
I have come across another problem.
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).
See reply #1176.
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.

I think we're talking past each other. I'm talking about the calling convention of my wrap_SFS_openf method itself, not of the method it calls. I'm injecting my method by hijacking GetProcAddress - see here:
https://gitlab.com/vrresto/il2ge/-/blob/master/core_wrapper/main/main.cpp#L250

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.

No, I meant querying the Il-2 version.
Title: Re: graphics extender
Post by: murkz on February 05, 2023, 12:15:46 PM
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)
Title: Re: graphics extender
Post by: Dimlee on February 05, 2023, 02:46:35 PM
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?
Title: Re: graphics extender
Post by: murkz on February 05, 2023, 03:14:12 PM
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?

Just checked, so as I could be correct and not guess. At that exact moment my frames are 36fps @2880*1620
Title: Re: graphics extender
Post by: Graycap on February 09, 2023, 02:17:25 AM
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)

Could you please specify your installation?

I mean which mods are on ?

Thanks!
Title: Re: graphics extender
Post by: ZtheE on February 09, 2023, 08:04:42 AM
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!

Looks like Random Skies and GE to me. But yeah Jeff, what mods do you have to make your install look so darn good?
Title: Re: graphics extender
Post by: murkz on February 09, 2023, 09:04:45 AM
(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).
Title: Re: graphics extender
Post by: Graycap on February 09, 2023, 09:53:06 AM
(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
Title: Re: graphics extender
Post by: murkz on February 09, 2023, 10:23:22 AM
(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

Good catch Graycap on the water mod, I am as you are. Catching up after a very long pause, I was hoping one of the knowledgeable would turn up and point out my errors :)
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 09, 2023, 10:32:00 AM
The last images are really incredible!

But I'm a bit worried to install this or reshade because I try to reduce the number of mods and game engine changes (even if external at the game) to the minumum to avoid conflicts....

Is graphics extender compatible with last BAT 4.2.2 hotfix 4?
Title: Re: graphics extender
Post by: ZtheE on February 09, 2023, 11:10:28 AM
Is graphics extender compatible with last BAT 4.2.2 hotfix 4?
Yep, and works pretty well too
Title: Re: graphics extender
Post by: murkz on February 09, 2023, 11:32:19 AM
It really is a remarkable plugin and I really do wish Slibenli continues with IL2GE.
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 09, 2023, 12:03:40 PM
Is graphics extender compatible with last BAT 4.2.2 hotfix 4?
Yep, and works pretty well too

I'll give it a try!

Thanks for your confirmation!
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 10, 2023, 11:21:10 AM
Just downloaded....got 1 zip and 1 exe....have I to simply point the exe to BAT folder as always....right?

There is a list of backup files to do to reinstall if there is some issue?
Title: Re: graphics extender
Post by: ZtheE on February 10, 2023, 12:04:59 PM
You have to download it to your root folder if I recall correctly
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 10, 2023, 01:32:33 PM
I have run the installer pointing to the game root....

Installer don't give errors report....

Loading the mission initial loading writings report the presence of graphic extender so it should have correctly installed!

Tested in a DOF mission....

PROS

The line of the horizon is more natural and the visibility distance is very good (I have also WX_TECH Configurable Increased Visibility Distance)
The map textures of the seem more natural
No significant FPS decrease or lag in my old rig with a lot of ground objects but a single enemy plane

CONT

Water 0 settings give bad water rapresentation
Clouds show some artifacts
Flickering in a static plane rigging (Taube)

NEXT

I'll repete the test and the same mission adding carmasters water....and I'll report with some screens....
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 10, 2023, 02:31:15 PM
Tested with Carmaster water and got a good water but no shore waves and no foam....

About static Taube flickering of riggings:

(https://i.postimg.cc/bw3KtfQG/2023-02-10-21-03-08.jpg) (https://postimg.cc/684HkSbw)

(https://i.postimg.cc/vHLRGVTt/2023-02-10-21-03-26.jpg) (https://postimg.cc/F7RCZ1jY)
Title: Re: graphics extender
Post by: slibenli on February 11, 2023, 01:54:31 AM
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?
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 11, 2023, 02:41:34 AM
.....

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?
Title: Re: graphics extender
Post by: murkz on February 11, 2023, 04:53:06 AM
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 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.
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 12, 2023, 01:59:04 AM
Here the images:

1) Taube without GE and without rigging flickering:

(https://i.postimg.cc/qRD9Lyv5/2023-02-11-17-48-34.jpg) (https://postimg.cc/bDbCYGbx)

2) The same but with another stationary Taube nearby....

(https://i.postimg.cc/G3NWTFNB/2023-02-11-17-49-13.jpg) (https://postimg.cc/MX7PhQzx)

3) The Taube of image 1 but with Ge enabled:

(https://i.postimg.cc/x8kBF8kT/2023-02-11-17-53-05.jpg) (https://postimg.cc/sGrnMV9t)

4) The Taube of image 2 but with GE enabled:

(https://i.postimg.cc/XJYRdQ45/2023-02-11-17-53-29.jpg) (https://postimg.cc/R32pz13C)

The images with GE enabled are a little more far because the flickering with GE is more pronunciated ad distance (default FOV) and start to reducing while reducing the FOV....the images without GE enabled are at the minumun FOV but the perception of the rigging is about the same at every FOV settings....

The result is that with GW enabled the rendering of the wires in stationary plane hamepred the good surrond feelings of the scene....
Title: Re: graphics extender
Post by: slibenli on February 14, 2023, 01:29:52 PM
Ah, you meant the plane in the distance - not the rigging of your own plane.  Right - that needs to be fixed.

Ticket created: https://gitlab.com/vrresto/il2ge/-/issues/46
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 14, 2023, 01:44:42 PM
Thanks mate!

Keep up the work on GE...it's development potential is awesome!
Title: Re: graphics extender
Post by: slibenli on February 14, 2023, 02:08:47 PM
.....

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?

Setting EnableGE=off in il2ge.ini or renaming the folder il2ge both works (both in the game root folder).
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 14, 2023, 02:12:07 PM
EnableGE=off

Thanks!

I'll use this way!
Title: Re: graphics extender
Post by: Whiskey_Sierra_972 on February 14, 2023, 02:17:17 PM
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?
Title: Re: graphics extender
Post by: slibenli on February 14, 2023, 02:42:36 PM
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?

As a general rule - yes.
In case of crashes they are always needed (il2ge.log is often sufficient - sometimes the bigger il2ge_full.log is needed).
With graphical glitches (like in the Taube case) they are usually not helpful.
Title: Re: graphics extender
Post by: murkz on February 14, 2023, 02:49:58 PM
Have you noticed slibenli, it could be my settings, that the anti aliasing is only working for the bottom 50% of the screen?
Title: Re: graphics extender
Post by: slibenli on February 15, 2023, 03:51:04 AM
No. Does this only happen with GE enabled?
Title: Re: graphics extender
Post by: murkz on February 15, 2023, 06:38:12 AM

(https://i.postimg.cc/vBvSZ3Ys/20230215133107-1.jpg) (https://postimg.cc/YGhxXNLn)

(https://i.postimg.cc/4yN27Vyh/20230215133230-1.jpg) (https://postimg.cc/qhSxWt8k)

(https://i.postimg.cc/Pf2RG3Vb/20230215133251-1.jpg) (https://postimg.cc/6T40n0XT)

If you zoom in you can see what is happening on my system.
Title: Re: graphics extender
Post by: Carl bingo on February 23, 2023, 12:37:09 AM
Thank you, slibenli!It's just another games after installing it!

But I have a "map boundary" problem, where the terrain is no longer generated at the edge of the map, but the water surface

Tried to find the answer in over 100 pages of replies, manually added "EnableBasemap=1" to IL2GE.ini file, unfortunately it didn't work, I'm using the latest version 0.2, what should I do?

Note: I'm using the latest VP mod, as well as UP 3.4, and I'm having this problem

(https://i.postimg.cc/Qx5G0v4G/2023-02-23-at-07-30-35.jpg)

(https://i.postimg.cc/PJfcTrY0/2023-02-23-at-08-08-18.jpg)
Title: Re: graphics extender
Post by: slibenli on March 01, 2023, 09:58:30 AM
Yes that's a known problem.  It'll be fixed in the next release.
Title: Re: graphics extender
Post by: slibenli on March 02, 2023, 02:42:47 AM
Have you noticed slibenli, it could be my settings, that the anti aliasing is only working for the bottom 50% of the screen?

To me it looks like that it's specifically the terrain which has no anti aliasing. I doubt this has anything to to with the screen area. Can you confirm this?
Title: Re: graphics extender
Post by: murkz on March 02, 2023, 03:26:42 AM
good spot, it does seem to be the terrain.
Title: Re: graphics extender
Post by: slibenli on March 02, 2023, 08:16:18 AM
Do you have the option RealisticShadowColor activated in il2ge.ini?
Title: Re: graphics extender
Post by: murkz on March 02, 2023, 08:54:37 AM
yes I do, I will turn it off and see what happens. Then I will report back :)
Title: Re: graphics extender
Post by: murkz on March 02, 2023, 09:10:21 AM
Thank you slibenli, turning off the RealisticShadowColor has fixed it, if it is not to much of an ask, why did this fix it :)
Title: Re: graphics extender
Post by: slibenli on March 03, 2023, 07:31:23 AM
Thank you slibenli, turning off the RealisticShadowColor has fixed it, if it is not to much of an ask, why did this fix it :)

This option works by creating two additional framebuffers which are both active while the terrain is rendered.
The first framebuffer receives the normally lit terrain color, while for the second one no direct sun light is added.
The content of the second buffer is later used while rendering shadows.

So how is this related to anti-aliasing? 
My assumption is that the graphics driver enables this by turning on multisampling for the default framebuffer, while my additionally created framebuffers are unaffected - hence no anti-aliased terrain.

I've create a feature ticket: https://gitlab.com/vrresto/il2ge/-/issues/49
Title: Re: graphics extender
Post by: murkz on March 03, 2023, 07:50:50 AM
thank you slibenli for the excellent reply, you are a talented person and I feel this is such an important project for the 46 community. I wish you all the enthusiasm and luck in the world.

jeff
Title: Re: graphics extender
Post by: slibenli on March 10, 2023, 03:43:13 AM
I'm working on improving the readme - here is what I've got so far:

https://gitlab.com/vrresto/il2ge-experimental/-/blob/readme-improvement-1/README.md

I've added information that so far was spread around this thread. The general structure and readability are also improved. I've yet to add an intro/about section.

Suggestions for more improvements are welcome  :)
Title: Re: graphics extender
Post by: murkz on March 10, 2023, 05:58:08 AM
Reads Ok to me slibenli, thank you.
Title: Re: graphics extender
Post by: slibenli on March 29, 2023, 12:40:51 PM
FYI: https://gitlab.com/vrresto/il2ge/-/issues/51
Title: Re: graphics extender
Post by: E69_Haukka on April 11, 2023, 06:45:07 PM
I have tried the solution proposed by the user TXZCJSP to solve the problem of the black sky in the mirrors, as expressed in the reply #1156 of this same thread.

There it is said:

I have a temporary solution here.
Change the following in il2ge.ini
RealisticShadowColor=on
Atmosphere=Precomputed


It's really working, and even though the sky depicted in the mirror corresponds to a normal sky that doesn't have IL2GE, that's already much better than having a black sky. Thanks to Slibenli and everyone who puts in hours of work to further research and develop these capabilities and improvements.

https://youtu.be/b7kSxg1pku8 (https://youtu.be/b7kSxg1pku8)
Title: Re: graphics extender
Post by: PaladinX on April 14, 2023, 06:22:05 AM
Somebody has a hint for me, why i have this uncredible ugly water when i use the graphics extender?
Everything else looks fine.

https://www.sas1946.com/main/index.php/topic,61653.msg769199.html#new
Title: Re: graphics extender
Post by: Moezilla on April 19, 2023, 07:56:36 AM
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?
Title: Re: graphics extender
Post by: slibenli on April 23, 2023, 06:31:00 AM
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
Title: Re: graphics extender
Post by: Moezilla on April 23, 2023, 02:32:51 PM
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

Here are the extensions present in the 21.4.1 driver which are not in the 23.4.2 driver. Considering the age of IL2 I think a probable candidate extension used for checking if Perfect mode is possible on ATI/AMD hardware would be GL_ATI_fragment_shader

Code: [Select]
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

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.
Title: Re: graphics extender
Post by: Soto Cinematics on May 13, 2023, 07:07:48 PM
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

il2ge.ini below

Code: [Select]
# 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
Title: Re: graphics extender
Post by: slibenli on May 14, 2023, 07:36:25 AM
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.

There is a specific AMD-specific extension that IL-2 looks for - but I don't remember which one. By faking this extension I was able to use perfect mode on an Intel GPU. This works because IL-2 just looks for the presence of that extension without actually using it.

Edit: It's GL_ATI_fragment_shader. IL-2 actually uses a different extensions for shaders.
Title: Re: graphics extender
Post by: slibenli on May 14, 2023, 07:50:44 AM
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.
Title: Re: graphics extender
Post by: Soto Cinematics on May 19, 2023, 11:26:32 PM
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?
Title: Re: graphics extender
Post by: slibenli on May 25, 2023, 12:42:23 AM
There is no solution or workaround for now, I'm afraid. I will update that ticket once that changes.
Title: Re: graphics extender
Post by: Rostic on June 03, 2023, 09:07:50 AM
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?


I just installed GE in my B.A.T. mod. And it works fine with La Chute map.
I'm using random cirrus clouds and installed Carsmasters water mod.

Sorry but you are not allowed to view spoiler contents.


(https://i.ibb.co/wNCTdcv/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screenshot-2023-06-03-18-02-16-70.png)

(https://i.ibb.co/P4wh7Vm/IL-2-Sturmovik-Forgotten-Battles-Ace-Expansion-Pack-Screenshot-2023-06-03-18-01-49-10.png)
Title: Re: graphics extender
Post by: V1rusX on June 06, 2023, 05:30:05 AM
Hi! My specs are Intel I3 9100 with UHD 630 and 16 gb ram. How do I get the perfect landscape option? Are there sny other good graphics mods that dont affect the fps that much? Is there a way to change the rendering distance of the enemy planes? Like fr I can barely see the enemy and I am on max res and graphics
Title: Re: graphics extender
Post by: verde13 on June 28, 2023, 01:39:52 AM
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?

Is anything planned regarding this issue? Currently, AMD users are stuck to older drivers.
Title: Re: graphics extender
Post by: slibenli on July 03, 2023, 04:39:31 AM
See https://www.sas1946.com/main/index.php/topic,58926.msg771128.html#msg771128.

You might want to look at https://github.com/dtrebilco/glintercept/blob/master/README.md, which can override the reported gl extensions.
Title: Re: graphics extender
Post by: Tokyo_Express_420 on August 21, 2023, 02:57:44 PM
I cannot get the iL2fb.ini, iL2ge.ini, iL2ge.log, and iL2ge_full.log to appear after launching.

How do I go about making them appear?

I'm very stuck and would appreciate some support.

Thanks,

- Tokyo Express
Title: Re: graphics extender
Post by: slibenli on August 25, 2023, 05:06:10 AM
Are file name extensions disabled?
https://support.microsoft.com/en-us/windows/common-file-name-extensions-in-windows-da4a4430-8e76-89c5-59f7-1cdbbc75cb01
Title: Re: graphics extender
Post by: Rostic on August 31, 2023, 04:44:24 AM
Hi. slibenli.
Not much news from you recently. Are there any work in progress going on with this awesome MOD? Or at least you have some list of improvements to do first, when you will have time and will to continue.
Title: Re: graphics extender
Post by: slibenli on September 02, 2023, 04:12:37 AM
Hi, I plan to make a release in the coming weeks.
Here is my roadmap for future releases: https://gitlab.com/vrresto/il2ge/-/milestones?sort=name_asc
Title: Re: graphics extender
Post by: Rostic on September 02, 2023, 11:22:20 AM
Glad to hear that. Thank you for answer.
Title: Re: graphics extender
Post by: slibenli on September 16, 2023, 12:24:04 AM
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
Title: Re: graphics extender
Post by: ZtheE on September 16, 2023, 04:11:57 AM
Oooooooooo  :o
Will have to check it out when I'm home
Title: Re: graphics extender
Post by: vonOben on September 16, 2023, 05:13:59 AM
Many thanks for the new version, slibenli!  ]thumbsup[
Title: Re: graphics extender
Post by: Rostic on September 16, 2023, 09:17:46 AM
Well done! Thank you, slibenli!
Title: Re: graphics extender
Post by: rollnloop on September 16, 2023, 10:26:40 AM
Tested in both BAT and HSFX, worked flawlessly on several maps.

Fantastic work, thanks a bunch slibenli !!!!  :) :) :)
Title: Re: graphics extender
Post by: Froge on September 16, 2023, 10:58:37 AM
LET'S GOOOO, THE LEGEND RETURNS
Title: Re: graphics extender
Post by: Sergent Pepper on September 20, 2023, 06:26:03 AM
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

Thank you Slibenli fot yout work!
Installed and working fine. :)

https://www.youtube.com/watch?v=_TneGW-tk0E
Title: Re: graphics extender
Post by: slibenli on October 22, 2023, 04:39:54 AM
Hi!

I've been working on a full implementation of il2_core.dll, which is based on my mesh renderer (which in turn is based on Stainless's IL-2 Modder code) that I wrote about earlier in this thread.
This bypasses i2_core.dll completely. The implementation is far from complete, so apart from CTDs you will geht some funny behavior.
Concerning graphics, what's not yet implemented are trees, roads, clouds and some types of effects.
Also collision detection is largely unimplementd. Planes fly/shoot through each other, but gear contact with ground is detected.

Experimental build: https://gitlab.com/vrresto/il2ge-experimental/-/jobs/5345742887/artifacts/raw/il2ge-installer.exe

Title: Re: graphics extender
Post by: TXZCJSP on October 22, 2023, 08:45:44 PM
I don't get what the difference is between this experimental version and the released version 0.3
Title: Re: graphics extender
Post by: SAS~Storebror on October 22, 2023, 11:13:54 PM
slibenli explicitly stated it:
The experimental version doesn't depend on IL-2's original core library "il2_core.dll" at all anymore.

]cheers[
Mike
Title: Re: graphics extender
Post by: TXZCJSP on October 23, 2023, 12:06:17 AM
Unfortunately, the program crashed.
https://www.mediafire.com/folder/m1q0dd0yjmyv986,yc6nqhm6jtxhf2o/shared
Title: Re: graphics extender
Post by: slibenli on October 23, 2023, 02:37:24 AM
Unfortunately, the program crashed.
https://www.mediafire.com/folder/m1q0dd0yjmyv986,yc6nqhm6jtxhf2o/shared

It might work with sound disabled by setting SoundUse=0 in conf.ini.
Title: Re: graphics extender
Post by: TXZCJSP on October 23, 2023, 08:56:52 PM
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.
Title: Re: graphics extender
Post by: SAS~Storebror on October 23, 2023, 11:24:18 PM
Is there any benefit to bypassing i2_core.dll?
Not depending on closed-source libraries of questionable quality is always a benefit.

]cheers[
Mike
Title: Re: graphics extender
Post by: slibenli on October 24, 2023, 03:05:29 AM
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.   
Title: Re: graphics extender
Post by: verde13 on October 24, 2023, 03:55:40 AM
This is exciting. Thanks for all your hard work.
Title: Re: graphics extender
Post by: Rostic on October 31, 2023, 06:23:09 AM
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.

That sounds amazing! Thanks for your hard work!
Title: Re: graphics extender
Post by: dibo on November 02, 2023, 07:28:24 AM
can anyone run the experimental version
Title: Re: graphics extender
Post by: dibo on November 04, 2023, 04:18:22 PM
I tried the experimental version in bat and ypack, unfortunately it crashes.
Title: Re: graphics extender
Post by: Rostic on January 11, 2024, 03:31:12 AM
Any ETA of 0.4.0 release? Can't wait for:
Is it at least expected this year? ;)
Title: Re: graphics extender
Post by: TXZCJSP on January 11, 2024, 05:31:05 AM
Any ETA of 0.4.0 release? Can't wait for:
  • Improve forest
  • Improve water
Is it at least expected this year? ;)

Currently showing 42% progress on github
soooooooon
Title: Re: graphics extender
Post by: slibenli on January 11, 2024, 06:39:10 AM
Any ETA of 0.4.0 release? Can't wait for:
  • Improve forest
  • Improve water
Is it at least expected this year? ;)

Possibly ;)
Title: Re: graphics extender
Post by: arnitos on February 08, 2024, 05:55:16 AM
Dear community,

I installed 0.30 version on VP modpack but there is no difference with and without graphic extender??? I modified conf.ini according to instructions but no difference anyway (far grounds are still blurred like normal version of IL2)

Thanks in advance for your answer.

Regards
Title: Re: graphics extender
Post by: Sergent Pepper on February 08, 2024, 07:07:29 AM
When loading a mission, do you get a message "creating GE textures"?
Title: Re: graphics extender
Post by: arnitos on February 08, 2024, 11:21:49 AM
Hello sgt Pepper,

No, I do not have message "creating GE textures" when launching a mission.


Her is my conf.ini below. I deactivated all mods in jsgme of VP modpack




Thanks in advance to the community for your help

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

[window]
width=3840
height=1600
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=0
UIColor=0
UIDetail=0
UIBackground=rnd
Use3RendersUI=0

[GLPROVIDER]
GL=Opengl32.dll

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

[NET]
speed=100000
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)
adr0=ALL

[game]
TypeClouds=1
Arcade=0
HighGore=1
mapPadX=0.66890645
mapPadY=-0.04625
viewSet=9
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=0
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.54
SaveTrk=0
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
mapPadMode=1
MapPadSmall=1
MapIconLarge=0
MapPadAlpha=0.6
hudMode=0

[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=0.39
LeanS=0.39
Raise=0.2
RubberBand=0.48

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

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

[MouseXYZ Config]
RealTime=1

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

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=3
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=3
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=5
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=255
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=en
UseSmartAxis=1
JoyProfile=1

[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=1
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=3 100 100 100 100 100 100 100 100 100 100 30 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 7 12 27 41 52 65 74 83 91 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y1=0 5 8 15 27 39 57 68 83 94 100 50 0
1Z1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX1=0 100 100 100 100 100 100 100 100 100 100 0 0
1X2=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ2=2 100 100 100 100 100 100 100 100 100 100 10 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX2=7 100 100 100 100 100 100 100 100 100 100 20 0

TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
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=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

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

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

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

VideoSetupId=17
Water=2
Effects=1
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=0
MeshDetail=2
VisibilityDistance=3

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

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

VideoSetupId=17
Water=0
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF
ngCAMkillswitch=0
ngCAMspeedext=2
ngCAMspeedint=2
ngCAMfovdefault=90
ngCAMfovspeed=2
ngCAMfovlog=0
ngHUDposition=0,0,0,0
ngHUDsector=1
ngHUDsubtitles=8
ngHUDmaptime=0
ngHUDpause=0
ngHUDfpsbar=0
ngHUDlogbottom=1
ngHUDloglines=3
ngHUDshiftmsg=5
ngMAPfriendly=1
ngMAPhostile=0
ngMAPfilters=0
ngMAPnoise=1

[rts_joystick1]
1X=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y1=4 100 100 100 100 100 100 100 100 100 100 10 0
1RX1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0 0
1X2=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y2=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX2=0 100 100 100 100 100 100 100 100 100 100 0 0
FF=1
(https://i.postimg.cc/DfS0gW7w/Capture.jpg) (https://postimages.org/)
Title: Re: graphics extender
Post by: Sergent Pepper on February 09, 2024, 06:21:14 AM
If the texture creation message does not appear, IL2 GE is not correctly installed.
That is to say it is not installed.
Did you follow the installation instructions correctly?
Conf.ini is not able to prevent installation.
But if not edited as Slibenli said, you'll get issues of looking.
Title: Re: graphics extender
Post by: FL2070 on February 09, 2024, 01:57:38 PM
Have you updated the IL-2 selector recently? The list of JSGME mods hints that you're using SAS ModAct 5, which ships with an outdated version of the IL-2 selector that doesn't support graphics extender. You need an updated IL-2 selector for graphics extender to work.

Find the SAS IL-2 Selector here: https://www.sas1946.com/main/index.php/topic,16403.0.html
Title: Re: graphics extender
Post by: arnitos on February 09, 2024, 03:16:16 PM
Thanks a lot!!! It works with the new selector. :) :) :) :) :) :) :)

Thanks to this SAS community. This sim is immortal
Title: Re: graphics extender
Post by: arnitos on February 09, 2024, 03:42:14 PM
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).


Sorry to be a noobs  :( :(

The other strange thing is flyby mod does not work with graphic extender activated (no sound)

Thanks in advance for your help
Regards
Title: Re: graphics extender
Post by: Froge on February 09, 2024, 03:54:31 PM
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).

Thanks in advance for your help
Regards
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.
Title: Re: graphics extender
Post by: arnitos on February 10, 2024, 04:12:56 AM
Yes you could be right as VP modpack have a lot of mods included. I will continue to tweak the game to see if I can improve water.

The other strange thing is flyby mod does not work with graphic extender activated (no sound). I finally bring back the flyby (tiger 33) sound by revert back water to 4 in conf.ini.
I cannot explain why it works on water=4???

Regards and thanks to all for your support
Title: Re: graphics extender
Post by: arnitos on February 15, 2024, 03:10:21 PM
hello, I finally found the carmaster water mod and install it in VP modpack and it works great with water=4!!!
I tweak il2ge.ini a little and now everything is smooth and beautiful.
Graphic extender is really one of the best mod I have tested.

Congratulation to the creator....

Regards
Title: Re: graphics extender
Post by: FedeM1974 on March 17, 2024, 11:09:43 AM
Hi Guys,

Been tryinh Graphics Extender. 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?

Wich options of graphics extender do you consider a must?

Thanks for the help!!
Title: Re: graphics extender
Post by: FL2070 on March 17, 2024, 11:25:27 AM
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?

I think you're confusing graphics extender with ReShade.
Title: Re: graphics extender
Post by: FedeM1974 on March 17, 2024, 12:27:24 PM
Oooh. Dang. Newbie.
Are both compatible?

Tks!
Title: Re: graphics extender
Post by: amogus51 on April 12, 2024, 05:01:34 PM
hi, my game crashes at 7% when il2ge is enabled, any fix for this? I'm running an AMD card if it matters.