Special Aircraft Service
The SAS Factory - Tech Help, Ancient Mods etc. => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => VP Modpack => Topic started by: DaveB on September 12, 2016, 11:25:58 AM
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Hello all and welcome to my contribution to the modding community. I did some very early sound and graphics mods under the name slipry when modding was growing for IL-2, and here we are today still doing it.
What we have here with permission from Tiger_33 is a sort of half version of his UV3 sound mod. Primarily I set out to make the Flybys section of his mod to work in a modded HSFX 7 install. I wont go into detail the issues I had but under a modded condition the class file that selects the flyby when a motor.prs was loaded needed a little help linking the motor > flyby sound. Thats what I hope to have achieved here for the VP Modpack with permission from vpmedia.
What the mod will do:
A: Introduce a single flypast with Tigers flyby sound (F3 by default I think but check you have a key bound to flyby in your controls setup)
B: Cockpit volume level change between open and closed canopy
C: Introduce Tigers gear and flap sound
D: Introduce WepEffect where you get blue exhaust flame after 98% throttle. (If you don't want this effect add this line to the config.ini under the MODS tab, WepEffect=0
E: The Holygrail start flame will become active
F: Landing touch down with bounces will screech the tires evey time
G: Introduce the setting of 64 channels under sound setup
As usual you will need to be running with perfect landscape setting and have these settings under the sound tab in your config.ini
[sound]
SoundMode=1
SamplingRate=1
NumChannels=4
SoundFlags.hardware=1
There maybe no flybys on winter maps, I personally haven't checked but there is a fix here on the SAS site
Credits go out to Tiger_33 for his wonderfull work,
Qtim for his editing tools
vpmedia for his modpack
SAS for thier modding support to the community
Oleg Maddox for his IL-2 1946 sim
Cheers everyone and enjoy
Re-Uploaded to include all updates
https://www.mediafire.com/file/ced82tc7ovbtxkj/Tiger_Flybys_VPmod.7z
For those that may not like the FOV settings that would reset cockpit fov when switching in and out
https://www.mediafire.com/file/o35vkqki5ogs9v6/Tiger_Flybys_VPmod_NoFOV.7z
Update 1 to build on prs and emd data base Dated 23/9/2016
NLA
Update 1.1 dated 24/11/16
Added more prs and emd names to the data base
Edited some links between emd and prs to flyby as to not double up
Changed the nakajima flyby sound link
Fixed some errors for PZL series planes
Added the meteorflyby to the motorsound class
NLA
Update 1.2 dated 21/12/16
All previous additions and fixes
Added the AM_39.prs for the Mig 7, Mig 11 by 101tfs
Added the R-3350-26WA for Skyraider by Barnsey
Added relative sound files to the JiverSound mod
NLA
Update 1.3 dated 16/04/17
Added fix if using Barnseys Yak3 update
Bug fix for PW_2800
Added the MitsubishiA20.emd for the J7w1 to the Motorsound.class
Added the MitsubishiMk9.emd for the A7M2 to the Motorsound.class
Includes all previous fixes and updates
NLA
As an enhancement to the Flyby mod I would like to share my soundmod version. Primarily it is to reduce the sound mixing volume when a plane is leaving the flyby bubble and the external sound
becomes primary. In some cases it took the immersion away as the planes got further in distance. All files are from authors of previous mods, I just edited files and adjusted wav files.
Please note that the mod is in the format of IL-2 custom sounds as I belive the game searches for these first. I highly recommend removing any sound mod folders from your #SAS folder in the vpmod to a backup folder outside from the #SAS folder before activating my soundmod.
You can also remove any reference to sound files from the #00_Tiger Flyby's folder within the #SAS folder if you choose to use this mod.
NLA as superseded by V2.0 of the mod below
Update to V2.0 Dated 01/10/17
Re uploaded to reflect startup flame bugfix 27/06/18
A complete soundmod with engine startup and running effects
Edited Motorsound.class to attempt more efficiency linking flyby to prs
FOV entries removed from Motorsound.class
Now includes further class files from Tigers sound mod to enhance experience.(All 412.2 compatible)
Compiled new SndAircraft.class, SndAircraft$1.class to suit my mod.(Origional was from HSFX 7.03)
New Jet flyby files created to align with country of origin, eg DE, US, RU
Two stage engine startup flame: Pre-start flame animation ending with flashes on fireup.
Pre-start flame for ME-262
Two stage WEP effect: From 86% throttle faint flashes of orange appear, then when 96% the blue flame starts
Re-compiled buttons mainly for some engine sound allocation
https://www.mediafire.com/file/1ue96bxm4gd4b90/Tiger_Flybys_VPmod_v2.0.7z
Credits for most sounds go to Tiger_33 and victor639514, editing by DaveB
Cheers and enjoy DaveB
PS: I will leave the links to V1.0 for those that may only want the flybys and not a full sound mod
Here is the V2 of my mod to suit HSFX 7.03 only. WILL NOT work with VPmod
Re uploaded to reflect startup flame bugfix 27/06/18
https://www.mediafire.com/file/kmrr5b23tkp18zk/Tiger_Flybys_HSFX703_v2.0.7z
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Its working perfectly here! Thank you very much!
Does anyone remember the parameter to change in conf.ini to adjust de flyby sound with F3 views? I remember than in the original mod you need to change a value to synchronize sound and view.
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Many thanks DaveB! Repaired the link.. ;)
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Many thanks DaveB!!!! 8)
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Try this : FlybyFov=30F, or 70F This line is seen in the class file, never tried it as I dont think my game is out of sync. May be you could try other values as well.
Cheers DaveB
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Thank you Gerax for that :)
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Ok, I found the text (thanks Mick):
After changing the time of the Flyby and the automatic zoom to F3 to synchronize sound and image some have complained that too much zoom.
So I changed all of this to restore the zoom to F3 view by original default zoom. ... but I added a configurable option.
For those who want a Fov therefore more or less large and active as soon as you activate F3 you can set this one with a minimum value of 30 (max zoom) to 70 (default zoom) and in steps of five:
30,35,40,45,50,55,60,65,70 ........ by adding this in the conf.ini:
[Mods]
FlybyFov=60.0 --------> example of Fov was 60.
To you therefore now to find what suits you best.
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OH Happy day! was old desired mod! Flybys is one of my favorite and your mod is better, a great improvement for 4.12 version, THANK YOU VERY MUCH!!
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You little beauty, I had a go at getting this to work myself but only made a mess of things... As usual...
Good on you DaveB
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Thank you! This has made such a difference to this wonderful modpack!
Peter Lynn
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Awesome DaveB, big thanks from me, Tiger's flyby mod is one of my all-time favorites. VP Modpack just keeps gettin' better! 8)
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Many, many THX, DaveB ...! :D
Now HSFX 7 installs will at last be able to enjoy Tiger's flybys ...! 8)
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Thumbs up! :P
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I'm glad it's working out so far for those trying it out. I would like to give everyone who will use this mod a heads up. While I have tested this quite thoroughly in the VP mod pack, and to an extent in my HSFX 7 install the class file linking engine sounds to flybys is very fussy . If it does not have a particular emd or motor.prs in its data bank then the game WILL freeze on you. Conditions where it will freeze is either at 100% mission load or your mission may start but freeze when you select external view of axis or allied which ever the offending plane is flying for.
So please anyone who may have extra planes in their mod may or may not have trouble. I all falls back to the creator of the FM and what name the emd he has chosen for his plane. I came across
custom names which have to have their own entry in the data base. If his emd is choosing an already in game prs then all will be good.
What I can do if there accumulates multiple planes giving problems is provide an update to the relative class file. Now please understand I'm not in a position to test planes I don't have so if it wasn't in HSFX 7 or VP modpack I can't test and produce a log of the info I need. Those details will have to be supplied.
That's it for now so enjoy peeps
DaveB
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OK Dave, so I will act as tester:
I have the vpModpack and the following planes on top of the latest update 7 version:
The Pony Pack. From FM...adds one new slot.
The Jugs Reloaded. From SAS. Adds several new P-47 versions.
Will test later. :P
Cheers
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Works in that setup. :P
One question: has anyone yet found a way to speed up the flyby? Compared to UV2, these flybys always come in slow mo for me.
Rest very nice, glad to have the flames back in!
(https://s14.postimg.cc/kly76k16l/2016_09_13_at_13_25_42.jpg) (https://postimg.cc/image/kly76k16l/)
Will try flybyFOW=90 as well.
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Hello PA_Willy,
you're asking for this?
[HookViewFly Config]
timeFirstStep=3.6
deltaZ=5.0
Best regards, Gerhard :)
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One question: has anyone yet found a way to speed up the flyby? Compared to UV2, these flybys always come in slow mo for me.
Same here. Near one second late.
Thank you.
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Many thanks !!!
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DaveB, thank you a lot for this addition to VPModpack! You rules!
BTW, for those of you that encounter the "near one second late" mentionned by PA_Willy above, it seems to me that the fix called "Flyby delay fix" you can find on the very first page in the original UV3 thread works to solve the problem. I tried it yesterday, and I had the feeling that most of the sound delay disapeared. But i'm not sure: just a feeling.
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... yep, there is a Flyby delay fix available, this problem appeared while I was beta testing the 4.09 UV3 version for Tiger_33, so he made a fix that you'll find here:
https://www.mediafire.com/?wwz4pukhpc9hpb0 <=== don't use that fix with DaveB's mod
You can fine tune the Flyby delay to your liking by editing your conf.ini ... ;)
My personal setting in the conf.ini is:
[HookViewFly Config]
timeFirstStep=2.8
deltaZ=10.0
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Thanks mate! ;D
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Please be aware that the Flyby delay fix will overwrite the motorsound.class file I have tweaked that was the basis of creating this mod. I found that when I introduced the DiffFM file to my game the rules changed somehow when for some planes the flyby sound was called. I had to find a way for the motorsound.class to match engine sounds to flyby more efficiently.
Please peeps if you need to tune in your flyby sound do as Mick has posted.
Happy flying :)
DaveB
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Dave, please- that means with the config.inis etting only and without the mod with the classfiles?
Cheers
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Dave, please- that means with the config.inis etting only and without the mod with the classfiles?
Cheers
... that's what I understood too ... ;)
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Yes sorry for not being clear, only adjusting those settings in config.ini
DaveB
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Thanks again, Dave! :)
I moved this into the same section as the modpack, its easier to find.
Cheers
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Yes sorry for not being clear, only adjusting those settings in config.ini
DaveB
... OK, I just edited my previous post accordingly ... ;)
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Ok, noticed guys, thank you! I'll reverse to original "moded mod" from DaveB (thank you jsgme!) and see what happens.
Cheers!
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Why does this mod change my FOV when I switch views?
It's very annoying, any fixes?
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Thanks , DaveB! This Flybys mod works perfectly in normal 4.12.2 + Modact 5.3. ( I don't use vp modpack ) ;)
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For me, it does not work for all aircraft, SAS Modact 5.3 (4.12.2m). I have to uninstall the file "27DC3BB001752070". Example: PZL P.11c, quick mission blocks 100%. Ditto for PZL P.24 series, etc... I don't use VP modpack. Any solution?
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will rectify in a future update. Stay tuned
DaveB
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Hi all,
There is an update in the first post for fixes and additions
Cheers DaveB
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Hi all,
There is an update in the first post for fixes and additions
Cheers DaveB
Thank you very much. I like a lot your work.
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Hello,
will it be possible to incoprorate the new Migs (7-11, https://www.sas1946.com/main/index.php/topic,53068.0.html) in one of your next updates? Many thanks in advance,
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Both MiG-7 and MiG-11 work perfectly fine for me with this mod and VP modpack.
Best regards - Mike
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In my case they don't. When I disactivate Tigers Flyby mod, I get both Migs back in game (vp_modpack).
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Had a look and yes I can see that although the FM is using the AM_series.emd it is calling for the AM_39.prs. I will update the class.
I would like to add this for anyone who has issues with game lockups when using this mod. When Tiger designed his flyby sounds he incorporated a fall back in the event that a prs was not present.
It is the null.prs and null.wav files. As sound mods have been released over the years these files have been omitted so when peeps try to use his mod and the null.prs cant be found then the game
will hang. I will include these as well in the next update.
In the meantime you can:
1 Deactivate my flyby mod
2 Find or create the null.prs and null.wav files and add them to your sounds. Then you can still use my mod
3 Download my soundmod from the first post. They are in there
4 Wait for the update. I just released one so will hold off in the event other peeps find problems
Cheers DaveB
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Thanks a lot DaveB, especially for the "null" sound advice, didn't know about that hidden feature of UV3 ;)
Best regards - Mike
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Many thanks DaveB! I shall wait for the new update, no hurry...
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Awesome sound mod DaveB, wonder if you could add the Skyraider
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NP all done. will be linked to p47flyby
Cheers DaveB
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Hello and Merry Christmas to all, I have made avaliable Update 1.2 for the VPmod Tiger Flyby's and a small Update to my Soundmod if you are using it.
It enables the use of the Mig7 and 11 and the Douglas Skyraider in the VPmod when the Tiger flyby's are activated
It also adds to the JiverSound mod the null.prs to help cure lockups should a plane be installed and not recognized by the Motorsound.class
DaveB
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Thanks Dave :D
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Have picked up on that the Flyby for the Skyraider was not successful, sorry for that. I did not install the plane and took for granted its addition to the data base using its prs when I should have used its emd as the call. Have added a fix for those who already have the 1.2 update.
Cheers DaveB
PS. Thanks Steve for your great Youtube vids, thats how I realized the flyby didnt take.
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Hey, I am having problems with this mod. If I install it in VP modpack as a JSGME mod it runs everyhting EXCPET the flybys. I also tried to put the !00 folders into my #SAS and added the preload file to the STD and had the same issue. I made sure to make the small changes in my conf.ini as per the readme, am running in OpenGL on a 64 bit system, still no flyby sounds. I have only triedd running on Pacific Theater maps so the winter thing shouldn't be an issue.
the only thing I can think of is there is no "perfect map textures" like there is in HSFX. Is that something, like another thing to add to my VP Modpack JSGME file?
Lastly......some of my squadron mates had ZERO issues with this lol......so.....??
Anyone else have this problem?
~S
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Hi, Tiger flybys will not work without Perfect textures enabled.
Perfect textures can only be selected under opengl (not directx), so make sure you are running under opengl.
If you are running under opengl and still can not enable perfect tex through the games video options you can try manually editing the config.ini by making sure that
HardwareShaders=1 under the [Render_OpenGL] section is present
If this does not help then you may have to post in the Hardware forum your computer specs and problem for more help
Cheers DaveB
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Re: Late Corsairs SAS Repack V2; for what reason with the late war Corsairs pack which is outstanding. Will not work with this mod enabled; when
selecting any aircraft from this Late Corsairs SAS Repack V2 the game will lock up either QMB, dogfight, or co-ops missions. Dis-able the mod and
you can fly the late corsairs with no lock up could use some thoughts on this one please.
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The emd file used in that mod is the same as (The Birdcage), PW_R-2800_Corsairs.emd. It was entered into the class file with the first update released and therefore is part of the current database.
Make sure you are running the most current update.
Has anyone else had this problem
DaveB
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S~! Dave you are the man that saved me a headache I updated the to v1.2 and fixed the
issue. All is well again and again I thank you for your help in pointing me in the right
direction S~!
VF-31_Jetdoc VP media squadron
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Thanks Dave you've saved my life!
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Hi Dave,
I have a good working BAT install but lost Tiger's Flyby sounds when I recently upgraded to Expansion Pack 07. Someone over at the BAT forums suggested using your setup in the interim. Will this install work without the Modpack and how do you actually install it in BAT?
Thanks in advance,
-Wackywings
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Hi WWs, First let be be clear and say I have never had CUP or BAT installed. Not for any reason I might add, they do look like well presented Mods.
To answer your question I cant see why it should not work, but you would need to understand the Sound implementation that BAT uses then make adjustments if needed to the Tiger Flybys Mod.
eg. VPmod uses the JiverSound Mod for most of its custom sounds so my Mod has that structure, also my mod re-enables tigers engine flame after 90% throttle so if Bat has a full throttle flame it may clash. Most likely the prefetch file would need to be removed and enter the flyby.prs files to the BAT one.
If you want to try it I would first 1: Understand to use and setup JSGME.
2: Download the flybys mod and its update
3: Unzip to jsgme ready for activating then modify file structure to suit BAT
4: Before activating locate prefetch file for BAT and copy/paste over the prefetch file that comes with my mod then add the various flyby.prs lines to it if not present
5: Activate with JSGME and hope for a positive result
Cheers DavB
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Thanks Dave!
I'll give it a try. Thanks for taking the time to respond to my request.
Best regards,
-Wackywings
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confirmed in 4.13.3 modact 6.3 worked very fine congratulation for the worderfull job
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Could the J7W1 be added to the next update please, https://www.sas1946.com/main/index.php/topic,2290.0.html
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Have updated to V1.3 which has a couple of fixes and as a request now has the J7W1 added to the DB
PS. I noticed that there is at least two FM's for the J7W1 I found, each using different EMD files. I have tested both in the VPmod for the flyby
Cheers DaveB
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Hi guys. I have installed this via JSGME with VP Mod, but I'm not seeing, or hearing some of the effects. I have the flybys, which are awesome by the way, and also the tire screech on landing and the canopy open/close sound difference. I'm not hearing the new flap sounds, or seeing the engine flame effects. Any ideas welcome. The game plays just fine with no lockups or crashes. Just missing certain aspects of the package. Useing Perfect landscape, and proper sound settings also. Thanks for your help!
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Lets see, Flyby's working, cockpit volumes working, landing sounds working, tells me the class files are working. I would first check that my mod is being installed above any other sound related folders within the #SAS folder. The gear and flap sounds are read from the aircraft.misc.prs file so it must be the first one read by the game as it loads up. This is all assuming your using an unmodded VPmodpack.
Engine start flames (Holygrail version) are not on all aircraft, and also only seen on some V12 engines. If you start an E model 109 you should see it
Tiger wepeffect is blue flames emmited above 93% I think. If your not seeing it by 100% check you have the entries in your config.ini file as per instructions in first post of this thread
Cheers DaveB
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Thanks Dave for the J7W1, could you add the A7M2, https://www.sas1946.com/main/index.php/topic,34603.0.html , Thanks
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Ok done. Seen as this is so close to the 1.3 update I will re-release it. Please I'm sorry for any inconvenience for those who already downloaded it. If you dont plan on using the A7M2 no need to re-download. Download link has been updated.
DaveB
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Lets see, Flyby's working, cockpit volumes working, landing sounds working, tells me the class files are working. I would first check that my mod is being installed above any other sound related folders within the #SAS folder. The gear and flap sounds are read from the aircraft.misc.prs file so it must be the first one read by the game as it loads up. This is all assuming your using an unmodded VPmodpack.
Engine start flames (Holygrail version) are not on all aircraft, and also only seen on some V12 engines. If you start an E model 109 you should see it
Tiger wepeffect is blue flames emmited above 93% I think. If your not seeing it by 100% check you have the entries in your config.ini file as per instructions in first post of this thread
Cheers DaveB
Thanks Dave. Saw the start up flames on the 109. Thought it was for all engines :-[ Also saw the blue flames at %100, but only on the AC that have the start up flames. I'm guessing that's correct. I'll try to play around with the load order of the Mod to see about the flap sounds, but other than that I'm happy with it :) Thanks for your help!
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After the upgrades the Gloster Meteor does not work anymore get TO 100% CTD.
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After the upgrades the Gloster Meteor does not work anymore get TO 100% CTD.
(http://static.tvtropes.org/pmwiki/pub/images/crystal_ball.jpg)
https://www.sas1946.com/main/index.php/topic,13457.0.html (https://www.sas1946.com/main/index.php/topic,13457.0.html)
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Steve, I haven't changed anything for the meteors since I added them to the class. I just fired up VPmod and the 44, 45, 48 year models are all working for me so I feel you may have to show me your log file so we can find your problem
Cheers DaveB
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show me your log file so we can find your problem
............. hence my post above ................. ;) and given the fact that he is not exactly a newbie here ... :-|
G;
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Thanks Dave,
gTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:322)
at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
at com.maddox.il2.game.Main3D$Render3D0R.preRender(Main3D.java:958)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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Steve, reading that I feel that some thing has gone astray with the Dervent.prs file in your sound mod for the Meteor engine sound. Please check that file, and the wav files it is calling for are in your soundmod.
Cheers DaveB
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Yes it's missing, download your sound mod again with patches can not find the file in the download.
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Not sure what's happening steve, downloaded the 1.3 update from the first post and they are all there o_O
Just keep in mind that this mod is in a format to suit the VPmod so any engine sound files will be in the Jivers sound folder.
If you still have an issue let me know and I will re-upload the mod with all updates included as a single download
Cheers DaveB
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dave i have a strange problem with this pack just in coral see map online ,the sound of any plain disappeared ,is missing for a few seconds ,and reappared after few second ,so for the total mission . ::( ::( ::( ::( the same problem appaered in guadalcanal with any american plane .
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If your using this mod whilst online that is most likely the problem, sorry. I can only suggest de-activating when you fly online as I tested only offline and wont be trying to cure any online issues.
DaveB
PS. Try this : Before you go online open your config.ini file and under the [Mods] section you should have this, Flyby=1
If its not there add it, then change it to Flyby=0
You should hopefully maintain the cockpit volume effects, and any other tiger sounds. (not tested by me so not sure if it will)
When your done online you can change it back to Flyby=1
Good luck
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If your using this mod whilst online that is most likely the problem, sorry. I can only suggest de-activating when you fly online as I tested only offline and wont be trying to cure any online issues.
DaveB
PS. Try this : Before you go online open your config.ini file and under the [Mods] section you should have this, Flyby=1
If its not there add it, then change it to Flyby=0
You should hopefully maintain the cockpit volume effects, and any other tiger sounds. (not tested by me so not sure if it will)
When your done online you can change it back to Flyby=1
Good luck
strange dave because i have this problem just inside the cockpit , with merlin engine, hmm for example p 51 and p 40 f ,all other worked perfectly this coral see online is just the name of map but i am offline .
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o_O I'm confused, First you said (the sound of any plain disappeared ,is missing for a few seconds ,and reappared after few second)
Now your saying (i have this problem just inside the cockpit , with merlin engine, hmm for example p 51 and p 40 f ,all other worked perfectly)
I will try and help anyone problem solve their sound issues when the relation is between my mod and VPmod. I say this because there is no P40F in the VPmod, unless I have missed something in my install
I see a few posts back you say (confirmed in 4.13.3 modact 6.3). Is it in this version your having issues, if so all of my advice would be guessing as I have no idea how you have your sound mod setup. eg: are you using IL2 custom sound folders, a sound mod in the #SAS folder, sounds from within SFS files etc.
All that said my first guess would be to look into the motor.Rolls-Royce-Merlin.prs file being loaded in your game. Either values written inside it are not correct or maybe there's a problem with the wav files that it is calling for.
Cheers DaveB
PS: I did test the merlin in my install and I am not having a sound drop out issue
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Thanks for all your help DaveB. Had no problems until I added the Vultee Vengeance to VPM and its hanging at 100% loading. Disabling Tiger mod cures this. Could this be fixed?
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o_O I'm confused, First you said (the sound of any plain disappeared ,is missing for a few seconds ,and reappared after few second)
Now your saying (i have this problem just inside the cockpit , with merlin engine, hmm for example p 51 and p 40 f ,all other worked perfectly)
I will try and help anyone problem solve their sound issues when the relation is between my mod and VPmod. I say this because there is no P40F in the VPmod, unless I have missed something in my install
I see a few posts back you say (confirmed in 4.13.3 modact 6.3). Is it in this version your having issues, if so all of my advice would be guessing as I have no idea how you have your sound mod setup. eg: are you using IL2 custom sound folders, a sound mod in the #SAS folder, sounds from within SFS files etc.
yes dave any plane but just with merlin engine ,for example p51 p40f spit and blablabla ,just with this engine and in any scenario, i have think maybe is only coralsea ,but in any scenario just this engine disappeared and appaered any 15-20 seconds .i have installed in my presets and my sound your sound pack and worked very fine ,external i have tiger flyby of your page all other worked very very fine i don t understand dave mmm uff i love your sound pack because for my taste is the best the most realistic .
All that said my first guess would be to look into the motor.Rolls-Royce-Merlin.prs file being loaded in your game. Either values written inside it are not correct or maybe there's a problem with the wav files that it is calling for.
Cheers DaveB
PS: I did test the merlin in my install and I am not having a sound drop out issue
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Flapper, are you updated to V1.3
DaveB
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Flapper, are you updated to V1.3
DaveB
ohh s..t maybe i have not see this update
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ok dave solved was a file corrupted today i have redownloaded the sound pack and reinstalled worked all very fine .
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Good to know that it was just a download issue, glad your enjoying my mod.
DaveB
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Updated and working thanks for all your efforts DaveB
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Steve, I had a look at the emd file for that plane and was surprised to see the author chose a generic FB sound instead of the Griffon for his sounds. The Griffon.prs has been in various sound mods for years and Tiger already has the giffon flyby in his mod, so may I offer a different way to overcome this. I have recompiled the FM file with the only change being now the engine sound prs called for will be the griffon. And as there is already the griffon in the motorsound database it makes sense. I haven't installed the plane to test.
https://www.mediafire.com/file/41xgwtg478vhv2d/Seafire47_FM.rar
Cheers DaveB
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Thanks for your continous work on this project, it's much appreciated. :)
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Thanks dave makes the Supermarine Seafire FR.MK.47 so much better. :P
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Thanks Ivan, much appreciated and thankyou for your work to the modding community.
Steve, happy to help out. Look forward to video on YT if you do one.
Cheers DaveB
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Dave thank you for your hard work on this sound mod; this has made a whole new game to be enjoyed. :)
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Many, many THX, DaveB ...! :D
Now HSFX 7 installs will at last be able to enjoy Tiger's flybys ...! 8)
I checked in HSFX 7.03 and Tiger Flybys are in the default MODS folder. It comes in the official HSFX packages.
Am I wrong?
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A totally different implementation of the original flybys and not recommended to use.
Cheers
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I tried to add in BAT but no luck. Mainly because as others I found the Bat flyby similar to stock ones. Any suggestion?
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This question has been asked already on page 5 reply 52.
Cheers
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For those that are using my Tiger Flybys mod I hope you have enjoyed it. I would like to share my current version I have been using for a while now so will update the first post of this thread with a download link. This time I have chosen to extend v2.0 to a more comprehensive sound mod but also share some engine effects I have worked on. Nothing ground breaking but an enhancement on what we have seen to date. Anyway have a read of the update and enjoy if you choose to try it.
DaveB
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Thank you very much DaveB, now downloading
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Dave, your fly by mod is fantastic - couldn't imagine using VPModpack without them. Keep up the good work.
Cheers
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Yes fantastic sound mod , small prob no flyby on the Beaufighter, wellington, I-185, IL-10 LA-5
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Bugger :o will fix asap
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could the Finnish version of the Blenheim be add to you great PACK, https://www.sas1946.com/main/index.php/topic,28175.0.html
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Hi Steve, Installed the plane and I dont seem to have any issues. Motor sounds are working and flyby is working. What is not working at your end
Cheers DaveB
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sorry my mistake , the problem is the map no flybys found a fix
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Love your stuff DaveB. Could it be adapted for BAT without damaging anything?
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Hi Flapper, to be honest I don't really know. I started this mod based on tiger33's sound and flyby mod with his permission originally for HSFX 7 but saw an opportunity to make it an add on for vpmedia's excellent mod with his permission as well. The creators of BAT saw it as a necessity to remove sound files relating to tiger's flybys etc for performance issues. As I never installed BAT I have no idea what extra may be in their class files that if mine were to overwrite may break something in their mod. Also, please understand that BAT chooses to use Victors sound mod and he has put in a lot of time and effort for this and I must respect that as a modder myself and not adapt my soundmod for BAT. That said you are the end user of your game and if you want to try I am happy to try and guide you along your journey to modding
Cheers DaveB
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dave i have a question .i have installed your sound pack mod worked all very fine ,but just the 13mm of 109 g6 ,g10 ,g14 ,k and 190 a8 blabla bla and zeke worked for few seconds and disappeared ,what can I do for this problem? the rest worked very very fine i have appreciated the 50cal gunmachine is awesome .
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Yep I see the prob. Go into your my_presets/sounds folder and open the weapon.mgun_mg131.prs
It is missing the infinite 1 command. Just copy/paste this or write in your file
[common]
mode relobj pos
type mixer
numadj 1
[spl]
170
[samples]
MG_ShVAK_1x.wav
MG_ShVAK_2x.wav
MG_ShVAK_1i.wav
MG_ShVAK_2i.wav
[sample.MG_ShVAK_1x.wav]
env 0 2
infinite 1
period 0.07
[sample.MG_ShVAK_2x.wav]
env 0 2
infinite 1
period 0.07
[sample.MG_ShVAK_1i.wav]
env 8
infinite 1
period 0.07
[sample.MG_ShVAK_2i.wav]
env 8
infinite 1
period 0.07
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Yep I see the prob. Go into your my_presets/sounds folder and open the weapon.mgun_mg131.prs
It is missing the infinite 1 command. Just copy/paste this or write in your file
many thanxs dave worked all very fine thanxs thanxs :P :P :P :P
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Hello and thank you for your efforts bringing this to vp modpack. I seem to have a sound issue during flyby. The p-51 do not have the same flybys as im used to with tiger33 flyby mod. It seems only 1 track beeing played and it has kind of a moaning sound (dont know how to explain it) before the flyby sound kicks in. That goes for all the flybys I have tried. The p-51 does not have the variation of tracks that is within tigers flyby sounds. Sometimes the p-51 used to play the track with the distinct whouling sound but i never hear it. The i-16 has also different flybysound than before but that one also got that moaning before flybytrack kicks in. Any idea? Maybe difficult to understand when i cant explain it good enough. I followed the readme file and your post with the conf.ini change. You wrote in first post you would leave links to version 1 for those who only wanted the flybys. Is it possible to get that from somewhere? Thank you in advance.
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I have the same issue as Uncle Bob regarding the P51. It used to have more of a "howl" in Tiger's flyby's (in R/L I believe it was caused by wind creating a whistling sound when entering the gun ports). Also the famous supercharger "whine" is missing from the Bf109's. Love your work Dave, thank you so much for making these huge improvements!
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Hello everyone, I'm having a problem after installing the mod Tiger_Flybys_VPmod_v2 while downloading the companies at 89% , flight to the desktop ???
I'm using IL2-1946_412_VPmodpack
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Hello All!
Well............pretty far behind the curve here. I had downloaded the "Tiger Flybys VPmod v2.7z" Pretty easy to do that. Now..............I did not see ANY installation instructions included in the zip file. Since a few of you seasoned simmers had success with the installation , can one of you provide the proper installation process? The main zip folder contains a jsgmemods folder. Within that folder are three sub folders; DaveB Sound + Effects, HQflybys and No FB sound.sfs I really do not know where these folders should be placed within the Il2 root. I am running sim patched to 4.12 + HSFX 7.0.3
Thanking you in advance for your help
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Not for hsfx sorry, but I will look into a package for ya,just give us some time to put one together,ok.
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Try This
Download now in first post https://www.sas1946.com/main/index.php/topic,52376.0.html
Cheers DaveB
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Thanks Dave.
Hopefully it will work just fine ;)
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I have dicovered a bug in the flyby mod for hsfx with the A6M's landing gear. In simple terms vpmod uses the origional and hsfx uses japancat's updated version.
Please download this fix to repair the damage
NLA, now included in download from first post
Cheers DaveB
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First things first: Thank you indeed to Victor for his last outstanding job, I have installed it in one of my BAT installs and it is gorgeous. But all the same I'm one of those in love with the cinematic Tiger's sound flybies..... and so I managed to intall them in my other BAT install and enjoying it a lot. Here at SAS the end user gets spoiled with all these opportunities!! Thank you all!!!
Needless to say I have both edtracker and a chair with two bass shakers, pure immersion!!
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Hi Shardana,
For the benefit of the uneducated and deficient among us, could you please tell us how you managed to get Dave's flybys to work with victor's everything else?
Thank you. :)
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HI Peter, the first uneducated one is myself, but here it is how I managed:
Step one: extract from VP Modpack Tiger Flybys addon #00_Tiger Flyby's file
Step two: Put the file written like this !!!!!#00_Tiger Flyby's inside #WAV3 inside the main il2 folder
Step three: add these lines in Conf
[Mods]
Flyby=1
FlybyFov=60.0
I have settings in video set to PERFECT
That's it let me know if it works for you
Ciao!!
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confirmed the same i make for modact and bat worked correctly
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Hi Shardana,
Thank you for your reply. I am experiencing trouble with this- I have followed you instructions to the letter but can hear no difference, and it is probably me and not your fly by mod! I will investigate though, and I appreciate your help.
Peter
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Hi Shardana,
Thank you for your reply. I am experiencing trouble with this- I have followed you instructions to the letter but can hear no difference, and it is probably me and not your fly by mod! I will investigate though, and I appreciate your help.
Peter
peter don t forgotten this mod must run the first add this !!!!!!!!!!!!!!#00_Tiger Flyby's and run say me what you see
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Hi Mikoyan and thank you for your help. I followed your instructions carefully and this time I got a 60% crash with the classcheck telling that I have duplications in sound classfiles everywhere! This is going to need some investigation I think... :)
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Hi Shardana,
Thank you for your reply. I am experiencing trouble with this- I have followed you instructions to the letter but can hear no difference, and it is probably me and not your fly by mod! I will investigate though, and I appreciate your help.
Peter
peter don t forgotten this mod must run the first add this !!!!!!!!!!!!!!#00_Tiger Flyby's and run say me what you see
Yes I forgot to tell to rename the file name so to load first
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G'day Peter,
I just installed as #WAW3 > !!#00_Tigers Flyby's (to load it first) and works well. I have three conflicting class files with the \!SAS_Engine_Mod and one with \Classes-other, but it is not a problem - games runs OK and sound is great.
Cheers
BTW - I installed it via JSGME - I just renamed the folder #SAS to #WAW3 and placed the parent folder 'Tiger Flybys with Effects' in the BATMODS folder.
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Hi Mikoyan and thank you for your help. I followed your instructions carefully and this time I got a 60% crash with the classcheck telling that I have duplications in sound classfiles everywhere! This is going to need some investigation I think... :)
peter this is vpmodpack or b.a.t
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Thanks for your suggestion vegetarian- I will try that.
Mikyan,
This being used in BAT. I have returned to Dave's Current sound pack which is actually fine. It was just a preference I had for a number of the sounds from Victor's opus magnum v.5.
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This has turned out to be something rather different to a sound problem. With Tiger's flybys installed, my log gives the following reason why the game is crashing, and...(red face) it seems not to be a sound issue at all. Apologies for the red herring, and of course it is not even a Vp issue, but I could use some assistance please....I have no idea what to do with this!
[3:58:12 AM] Error loading FM called 'flightmodels/j4m1.fmd'!
[3:58:12 AM] It Cannot be Loaded from 'gui/game/buttons' File
[3:58:12 AM] *** This was the Reason of your 60% or 70% CTD ***
[3:58:12 AM] FM Loading General Exception!
[3:58:12 AM] Warning, the "FlightModels/J4M1.fmd" cannot be loaded from "gui/game/buttons" File
[3:58:12 AM] null
:)
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If using v2 of the mod in bat try removing the buttons
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This has turned out to be something rather different to a sound problem. With Tiger's flybys installed, my log gives the following reason why the game is crashing, and...(red face) it seems not to be a sound issue at all. Apologies for the red herring, and of course it is not even a Vp issue, but I could use some assistance please....I have no idea what to do with this!
[3:58:12 AM] Error loading FM called 'flightmodels/j4m1.fmd'!
[3:58:12 AM] It Cannot be Loaded from 'gui/game/buttons' File
[3:58:12 AM] *** This was the Reason of your 60% or 70% CTD ***
[3:58:12 AM] FM Loading General Exception!
[3:58:12 AM] Warning, the "FlightModels/J4M1.fmd" cannot be loaded from "gui/game/buttons" File
[3:58:12 AM] null
:)
very strange by me worked very fine in any situation
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Thank you both Mikojan and DaveB, I think the best way to resolve this to go for a complete re installation of BAT! But thank you very much to all those tried to help. Your efforts have not been in vain because I have learned much from your contributions.
Peter
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Thank you both Mikojan and DaveB, I think the best way to resolve this to go for a complete re installation of BAT! But thank you very much to all those tried to help. Your efforts have not been in vain because I have learned much from your contributions.
Peter
i think is a issue in your installation because this flyby off dave worked very fine in any version . i have this in modact 6.4 worked witouth problem peter
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Thanks Mikojan, I will certainly reinstall from the beginning! :)
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After a complete new installation of BAT, I am very happy to report great success! Thank you all again... :)
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https://www.sas1946.com/main/index.php/topic,50919.msg650159.html#msg650159
For those of us who have HSFX 7.0.3 the link to v2.0 of my mod has been updated to reflect a bug fix with engine start effect
Link at bottom of first post
https://www.sas1946.com/main/index.php/topic,52376.msg569937.html#msg569937
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Okay, so I have the BAT Mod installed to the latest version.
I would like to try these in BAT but opening the JGSME folder I find two new folders.
Can someone explain exactly where these folders should be placed as the BAT install doesn't have a JGSME folder I can see. I am only interested in WW2 but do these folders go in one universal directory or multiple ones?
Cheers, MP
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I like most things about this mod, new gun sounds, flaps, gear, and love the sound other planes make when they fly past, it adds a whole new level of immersion and it's an outstanding work BUT I really miss the engine startup style and sound that came with VPmodpack, jiver's I believe. And the engine flames could be toned down a little I think.
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Hello everyone, I'm having a problem after installing the mod Tiger_Flybys_VPmod_v2 while downloading the companies at 89% , flight to the desktop ???
I'm using IL2-1946_412_VPmodpack кто нибудь может помочь?
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Dave , Have you got Tiger Flybys addon working with graphics extender, https://www.sas1946.com/main/index.php/topic,58926.0.html
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Have not tried it Steve
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Hey there!
Really loving the mod. I have a question (do correct me if I'm asking this in the wrong place): is it possible to have a specific set of flybys for the excellent Ranwers Lancaster? I have enough audio literacy to create the raw audio of the flybys themselves, but I don't know how to integrate it into the game itself.
Currently running v4.12.2
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I am guessing the Lancaster uses the rolls royce merlin engine prs. With 2 or more engines the sound file will b the mosquitoflyby.prs To start off your modding journey look inside that prs file to see the names of the wav files it is calling for. Make up your sound files and name them the same then drop them into the my_samples folder.
Have fun !
Do it this way first as implementing it into the class file will b out of your limit at this stage ok
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I cant wait to hear these great sounds again, its been so long. Could someone tell me if I need to remove jivers sounds to allow the flybys?
Cheers
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Hi all, I'd like to know if there's a way to use this mod with graphic extender, the problem is that you need to set different water settings in conf, 4 or 1depending if you are using Ge or not as it doesn't like water 4.......
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sorry to ask, but English is not my native language; so in post 1:
a) https://www.mediafire.com/file/o35vkqki5ogs9v6/Tiger_Flybys_VPmod_NoFOV.7z -> is only "tiger flyby" mod and nothing else for VPmedia, right ?
b) https://www.mediafire.com/file/d6rd9k1og8fb31p/Tiger_Flybys_VPmod_v2.0.7z -> is all the DaveB mod, ie "tiger flyby + other DaveB features" for VPmedia ?
c) https://www.mediafire.com/file/6o6bz812euyg970/Tiger_Flybys_HSFX703_v2.0.7z -> is all the DaveB mod (tiger flyby + other features) for HSF7; but is there a version "only tiger flyby" for HSFX ?
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tmansteve: The flyby mod is used in partner with jivers sound. The noFOV is used with that mod by choice. If u use v2.0 u can leave jivers sound but the my_sounds, my_presets folders will take precedence.
shardana: Not tested with il2ge. If it wont work then someone else can try, as I'm not interested, sorry
blackshark: a) no, the noFOV is a choice used with the Tiger_Flybys_VPmod.7z which must be installed first.
b) correct.
c) no.
Cheers DaveB
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Hi Dave, thank you very much for your work
In installed it in hsfx too and i like it very much ....
may I ask you a thing about Tiger Flyby in a DBW campaign ? tiger's flyby works fine in my DBW, but today I installed an old beautiful campaing (USS Enterprise) and almost all planes (F4F, dauntless, etc) do not have any flyby sound with tiger installed, but if i remove flyby they have their normal flyby sound ... so I think that there could be an easy (? not easy for me anyway) way to use another F4F flyby sound to the F4F of that campaign ... do you think there is an easy way to do it ?
anyway thank you very much for your mod
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My mod was made for a 412 environment. DBW is for an earlier version so not compatible. I would suggest you source an original Tigers sound mod for your game.
That said you say you have it working therefor running a campaign should not affect the mod so I'm not sure what is the cause, never heard of this before. Maybe others that have seen this can help solve it
Cheers DaveB
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OK Dave, many thanks for info. I will do some tests and see what I like best.
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Hello, everyone. I need to open the edit 27DC3BB001752070 tool. I have the right Fw190 to fly over audio work BMW_801.prs
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Hi Dave
I am very happy to use your mod in my VPMODPACK and in HSFX installations ... Tiger flyby is a must in my opinion !
In my VPmodpack I installed it and it works together with PAL Visualmod 9.
In HSFX i have two questions:
a) I am not expert in mods ... when I activated SAS Mod Enable in JSMGE, that "greyed" the "HSFX History mod" (I already had a Mods folder before).
does that mean that i lost the History mod (i do not know what history mod do in HSFX) ?
and if I already had the Mods folder does that mean that i did not need to activate your "SAS Mod enable" ?
Can I deactivate it or tiger-flyby does not work without it?
b) I have a problem; if I install PAL Visualmod 9 (I already had you great mod installed) in JSMGE, IL2 does not start anymore ... if I remove your mod it works, but i want your mod for sure :-).
So I used classcheck and I see there is a class confict:
#######################################
List of potentially conflicting classes
#######################################
34FA5CFEEDC3BBD2 exists with :
CRC -601a8338 : .\!00_PAL-VisualMOD9\files\34FA5CFEEDC3BBD2
CRC 5ae4c41 : .\IL-2 Sturmovik 1946\jsgmemods\DaveB Sound+Effects\MODS\!!!!00_DaveB_Flyby+Engine Effects\34FA5CFEEDC3BBD2
may you tell me what this class is responsible for in your mod ? would the tiger flyby work without it ?
thank you very much for your time and thank you for your mod
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You must do further study how mods are installed, eg their file structures. You cant activate the visual mod with jsgme in HSFX. The file structure is wrong and it would have to be corrected for jsgme to send it to the right locations. Again, if you are going to play with mods study and compare between your various modded games and see the differences.
In answer to your question the flyby wont work without that class file. With VPmod the flyby mod is above the visualmod in the list so that class file is
loading and the visualmod class is being ignored. I know you say the game works but theres most likely features written into the visualmod class you wont see, I dont know what, you would have to ask the person who wrote it.
If you still insist on using both mods together in HSFX you need to put the visualmod folder into the mods folder (Dont Activate With JSGME!!!) and make sure it is loading after the flyby mod.
NB: Dont worry when in jsgme an activated mod greys out. It is still installed.
Read my instructions regarding the MODS folder in HSFX and the wrapper cache file or changes you make wont take affect.
DaveB
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Thank you for your help DaveB
Now it works.
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Hi Dave I have a question on HSFX installation with your mod.
When I add a new mod, I have to delete the wrapper.cache file, but I have one in "Mods" and another one in "Files"; i have to delete all of them right ?
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HSFX can be finicky adding mods and I found that using the SAS mod enabler I supplied with my sound mod worked well. The il2fb.ini file supplied had the settings that ran well with my computer. These can be changed by any end user, and one of those is UseCachedFileLists=1. I believe that it assists with a faster startup of the game by loading the wrappercache file in your mods and files folder. This file is created once and does not get over written if changes are made in the mods or files folder, so in my experience if you add or change files in either of these folders the cache file must be re-written by deleting it.
So in answer to the question yes delete those files if changes are made. They get re-written to reflect your current mods and files content.
DaveB
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Greetings!
I am curious to know, how do you edit the Motorsound.class file? Is that somewhere in the buttons file, and if so, how do you open it?
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Hi, as I already posted weeks ago I am enjoying this awesome mod in hsfx and vpmodpack; they work fine, everything is OK, but I still have a question;
- in HSFX i activated the "HQflybys" too and as a result I only have the "!!!!00_DaveB_Flyby+Engine Effects" mod in MODS
- I have a doubt about the VPmodpack version; as i said it works fine but to better understand: I unzipped this file "Tiger_Flybys_VPmod.7z". Then I activated the "TigerFlybysHQ" too with JSMGE, so now i have a "#00_Tiger Flyby's" folder in the main (above the #SAS" folder) and then another "#00_Tiger Flyby's" into the #SAS folder ... it that correct ?
I noticed the the flyby sound of "SBD-3 1942" in hsfx and vpmodpack is different (hsfx seems better).
one last question: when i start the game with your mod i noticed in the Selector it says "4GB address space enabled", what does it mean ?
thank you again for this great mod 8)
best regards
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still related to my post above, in vpmodpack i noticed SBD-3 and F4F-3 has the same flyby sound ... the same sound that F4F-3 has in hsfx; it seems to me that in the vpmodpack-version the SBD-3 has the wrong sound, associated to the F4F-3 motor
if that's the case, could you please correct it ? because SBD-3 is one of my favourite planes
thank you very much for your time and to give us a must-have mod :-)
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My v2.0 soundmod
VPmod, quick mission, 1xF4F3, 1xSBD3. Checked flyby, no issues?? Checked log, F4F=PrattWhitney_R-1830_Series.emd=p36flyby=h75_#.wav. SBD=Wright_Cyclone1820_Series=rad9flyby=rad9_#.wav
Rechecked entries in relevant class file. All good??
Repeat above in HSFX. Same results as above??
Checked my engine sound allocations in buttons and all seems fine.
No changes to my mod required
Cheers DaveB
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thank you for your answer
i was using the "first" version of the mod ... ok, now installed v.2 and everything fine; thank you for your help
regards
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Please pardon me for posting this because I can only assume it has been asked before. Will this mod work with the latest iteration of BAT? I really do like these sounds, even my 76 yr old ears can tell the difference. Thanks.
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I believe some peeps have used my mod in bat. I cant assist as I dont use BAT. I suggest asking in the BAT forum. Good luck!
DaveB
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I believe some peeps have used my mod in bat. I cant assist as I dont use BAT. I suggest asking in the BAT forum. Good luck!
DaveB
Thank you. I'll try over there.
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just dropit into WAW and it will work. remember water 4 in conf
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Is NoFOV patch compatible with V2 version of this mod?
I know that I can use V1 + NoFOV, but can I use V2 + NoFOV?
Thanks! :)
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Hi, V2 already has the NoFOV changes, so do not install the separate NoFOV mod ok
Thanks for trying the MOD hope you like it
DaveB
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Thanks Dave, I'm really hyped about trying out your mod! I've seen some vids and it sounds great :)
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Hi Pilots! The Tiger Flybys work good, but I can't hear an engine sound of the aeroplane which is next to me, my wingman's sound for example. Is it possible to fix this problem? Regards!
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... there is no need to fix what is not a problem, since in real life you will never hear the engine sound of your wingman, except, may be, if your own engine is dead ... ;)
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Thanks for all your hard work on this mod Dave, works really well👍😊
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If My engine is dead, I can not hear any sounds next to me either ,that is the problem.
Of course the sounds work when Tigers are turned off! Regards! ;)
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Hi
I really like the flybys mod Dave has made for the vp modpack.i would like to add the bearcat and tigercat has anyone had any problems adding them.
Sorry for the newby question not added many planes before
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Hi maybe anyone could help me.
I was able to have the GREAT DaveB Tiger Flyby sound in BAT until The Cirque, now I installed Pegasus and then tried to add Tiger Flyby as usual but was not able to have it working, and worse, with it installed (as I did until Cirque) IL2 does not start at all.
Any help would be very appreciated ... I cannot play IL2 without Tiger Flyby ;) :)
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Hi maybe anyone could help me.
I was able to have the GREAT DaveB Tiger Flyby sound in BAT until The Cirque, now I installed Pegasus and then tried to add Tiger Flyby as usual but was not able to have it working, and worse, with it installed (as I did until Cirque) IL2 does not start at all.
Any help would be very appreciated ... I cannot play IL2 without Tiger Flyby ;) :)
+1 :(
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Hi, I use your mod (verson 2.0) for VP. but some aircraft the engine makes crackling popping sounds. F4U is one of them.
I set up the correct numbers under [sound] in the conf.ini file.
Is there a solution to this?
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I'm going back to IL2 1946 after a few years and would like to reinstall the VP Pack but are there any other download links for the VP Modpack Tiger Flybys addon version 2.0? I tried to download it 3 times and each time the archive is corrupted :(
I also tried the link at the very bottom for the HSFX version... same result, the archive is corrupted :(
Thank you
EDIT
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Ok the problem came from my house... my connection wasn't very stable and Mediafire is very sensitive. I downloaded from another connection, no corrupted files !
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how V2 did work for you guys in VP ?
i got CTD
[2:53:08 PM] java.lang.NoClassDefFoundError: com/maddox/il2/ai/ground/TgtFactory
[2:53:08 PM] at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2361)
[2:53:08 PM] at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2309)
[2:53:08 PM] at com.maddox.il2.objects.ships.Ship$MBoat.<init>(Ship.java:346)
[2:53:08 PM] at java.lang.Class.newInstance0(Native Method)
[2:53:08 PM] at java.lang.Class.newInstance(Unknown Source)
[2:53:08 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.actorSpawn(BigshipGeneric.java:447)
[2:53:08 PM] at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:1971)
[2:53:08 PM] at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2010)
[2:53:08 PM] at com.maddox.il2.game.Mission._load(Mission.java:724)
[2:53:08 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:46)
[2:53:08 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:320)
[2:53:08 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[2:53:08 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[2:53:08 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[2:53:08 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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For me working without issue.
How did you install V2?
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For me working without issue.
How did you install V2?
as usual dropped it on #SAS folder, that class name sounds familiar is Engine mod required ?
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Hou la lala :D
Use jsgme.exe ONLY.!!!
The two folders have to be pasted in jsgmemods, not in #SAS.
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Hou la lala :D
Use jsgme.exe ONLY.!!!
The two folders have to be pasted in jsgmemods, not in #SAS.
yes its jsgme ready but i put my_samples and my_preset folder in the main directory while the other one in #SAS, jsgme just creates a backup for those filling extra space in my hard drive, my CTD may caused either by mod conflict or a missing class file :3
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What you should have to do:
Remove any add on (such as these from page one of this thread) of #SAS, and root's folders ("my presets" and "my samples") .
Unzip "Tiger_Flybys_VPmod_v2.0"
Find "DaveB Sound+Effects" and "HQFlybys" folders.
Drop them in jsgmemods folder (in root folder).
Activate HQFlybys with jsgme.exe (right window).
Then run your game.
You should have Tiger's Flybys.