Special Aircraft Service

the SAS Hangar => The Lounge => SAS Dogfight Server => Topic started by: SAS~Skylla on April 10, 2015, 02:25:17 AM

Title: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on April 10, 2015, 02:25:17 AM
Hello Gentlemen!

Due to recent events we think it's time to deal with additional Mods on the Server. Below you can see a list of tested Mods which are safe to use.
We partitioned them in 3 Groups:

1. DEMANDED:2. RECOMMENDED:3. CERTIFIED:
We advise you to install the "Recommended" Mods, but it's no Problem (for us or the Server) if you don't have them. The "Certified" Mods are completely optional. This list is not complete yet; we will add more "Certified" and "Recommended" Mods in the future.
Do you have a mod from which you think it is safe to use?
Please add a link to the Mod's release thread in your reply! Any suggestions without a link will be ignored!

And, as always: Have fun :)

Best Regards,
skylla


|* (#post_a01)   : I haven't found an original release thread of this mod, nor do I know it's creator. If it's you, please let me know and I'll give you credit
Title: Re: Additional MODS on the SAS Gameserver
Post by: Rapace on April 12, 2015, 11:32:17 AM
Hello.

-If I have understood correctly, I have to have this in "JSGME" with "blue arrow" in opaque?

(http://s7.postimg.cc/ue63dte97/2015_04_12_19_21_17_71a.jpg) (http://postimage.org/)

Thanks for the reply.

Jacques.
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on April 12, 2015, 11:42:16 AM
Opaque is okay because Unobfuscated MDS and Hotfix Pack 1.00 share a couple of classes, so in case you would want to disable Unobfuscated MDS, you would have to disable Hotfix Pack 1.00 first.
To keep you from forgetting that step, JSGME turns Unobfuscated MDS opaque as long as the Hotfix Pack is activated.

Best regards - Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on April 25, 2015, 10:36:55 AM
*bump*
New Hotfix Pack available.
Fixes lag issues on missions which put heavy stress on the server, fixes Spawn issues with Swordfish planes and introduces a new Typhoon model based on crazyflak's family upgrade (https://www.sas1946.com/main/index.php/topic,26690.0.html), fully skinnable with new 3D, yet compatible with "stock" UP3 RC4.

Best regards - Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on May 06, 2015, 09:28:41 AM
The hotfix pack got replaced once again ... by the UP3 RC4 Patch Pack 102! (first post updated)

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Tom2 on May 08, 2015, 04:00:15 AM
Could you eloborate this a bit? Which file exactly, the whole pack has to be downloaded? Maybe I'm corrupted today.
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Tom2 on May 08, 2015, 04:04:20 AM
So, I can keep all previous files installed, only this one is new?
https://www.mediafire.com/download/bdkqss9a89a7q4s/UP3+RC4+Patch+Pack+102b2.zip

..and the old one has to be disabled before install, of course..

Cheers
T.
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on May 08, 2015, 08:41:05 AM
Sorry for causing confusion!

What I wanted to say:

If you installed this Hotfix Pack (https://www.sas1946.com/main/index.php/topic,45976.0.html), now deactivate it (via JSGME) and activate the latest version of the UP3 RC4 Patch Pack. All the other Mods listed above have not been changed in any way.

In the UP3 Patch Pack you will find a readme were all the fixes are listed. As some of them were released before and got sampled in this pack now, you have to make sure that you disable them before you enable the Patch Pack

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Tom2 on May 08, 2015, 02:58:43 PM
Thanks skylla. I only use the mods listed in the first post then now and will activate the new Patch pack as stock online packages.
 
Cheers

Tom
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on June 02, 2015, 12:30:06 PM
A little late this time...

The Patch Pack got updated again!
For changes, files and the readme, please follow the link in the first post!

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on June 09, 2015, 12:30:14 PM
Ghost129er's Weaponry Sound Pack has been added to the Certified Mods!

Thanks a lot for this one, Ricky :D

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on June 13, 2015, 12:44:45 PM
New UP3 Patch Pack Version :D
We're now on Version 103!

Also, as a Stabs4all got included in that one, the AutoHorizont-Mod got removed

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: Vitamine! on June 20, 2015, 09:20:46 AM
Hi Skylla :)

The Link for Ecran Wide for 4.10.1 is dead.

Is it the same like "Ecran Wide 2"? If yes, Josse and CirX were the developer.

If it is not the same ... I will look forward for a new permanent link.

See you ;)
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on June 20, 2015, 09:44:25 AM
Thank you, Vitamine!

I replaced the dead Link with a new one.

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on July 01, 2015, 11:02:49 AM
New Pack Pack level is 104 :D
As the latest Selector is shipped with it already, I removed it from the list.

Also, don't forget to install the SAS Common Utils (https://www.sas1946.com/main/index.php/topic,40490.msg453321.html#msg453321) (min v1.8 ), as you will need it for PP104!

Best Regards,
skylla
 
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on July 01, 2015, 01:31:11 PM
Also, don't forget to install the SAS Common Utils (https://www.sas1946.com/main/index.php/topic,40490.msg453321.html#msg453321) (min v1.8 ), as you will need it for PP104!
No sir, it's included too ;)
You actually don't need anything but UP3 RC4 to use Patch Pack 104.

Best regards - Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on July 02, 2015, 03:04:48 AM
*bump*

Just a little heads up regarding SAS Common Utils vs. UP3 Patch Packs:
You never do anything wrong when you install the latest SAS Common Utils.
They're absolutely unintrusive and don't hurt your game, I promise (and if you don't trust me, the sources are part of the jar file download).

If you don't have the SAS Common Utils installed yet and just plan to Patch your UP3 RC4 to our latest Patch Pack (104 or later), there's no need to separately download and install the SAS Common Utils since they're included in the Patch Pack already.
Nevertheless, as stated above, you don't hurt your anyone by installing the latest SAS Common Utils "on top".

The only thing that really hurts is when you have an old version of the SAS Common Utils installed and Install our latest Patch Pack (104 or later) without uninstalling or updating your old version of the SAS Common Utils.
That would break parts of the Patch Pack functionality (though your game will still run, it will partly fail to feature the new Patch Pack functionalities).

Best regards - Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on July 02, 2015, 12:04:37 PM
Also, don't forget to install the SAS Common Utils (https://www.sas1946.com/main/index.php/topic,40490.msg453321.html#msg453321) (min v1.8 ), as you will need it for PP104!
No sir, it's included too ;)
You actually don't need anything but UP3 RC4 to use Patch Pack 104.

Best regards - Mike

Wow :o
Now that one really is fool-proof!

Thanks Mike!

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on September 07, 2015, 11:16:12 AM
Time for a gentle bump ;)

I've added the "Flak Burst Flash Light Effects for UP3" to the Certified-List.

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: Nicholaiovitch on September 08, 2015, 02:11:36 AM
I have been absent from IL-2 for the past year but have now completed the installation of the SAS server version of UP3 RC4 with all the allowable mods listed in this post.

Many thanks to you all, in particular Storbror for extending the life of our Flt. Sim with so many great additions.

I have found one anomaly in my new installation compared to the original UP3 RC4 install:- I cannot get the  "TyphoonMkIBLate" (1943) past the arming screen in "Quick" or in any missions and it hangs the prog. (All loading options tried)

I have tried removing all above listed mods and just loading "UP 3" in JSGME but still get the problem. My other install from which the SAS server version was the copied original has no issue and loads this type.

This may be a specific problem with my installation but would appreciate hearing if anyone else has this issue so that I can investigate further.

Many thanks chaps.

CFC Bounder :)
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on September 08, 2015, 03:19:27 AM
Hi Bounder,

Do you have some logfile content for us (log.lst)?
This would help really much.

Best regards - Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: Nicholaiovitch on September 08, 2015, 09:46:32 AM
Hi Bounder,

Do you have some logfile content for us (log.lst)?
This would help really much.

Best regards - Mike

Hi Storebror,

I looked through the log.lst and discovered the Typhoon1b 1943 was trying to load with a bad pilot skin!
Copied the "Quicks" (last.quick) mission with a good skin from the original installation and pasted into my new install and it works again!

As you pointed out....the log will always show the nature of the error but in this case it was the guy inside the skin that goofed up!

Many thanks for your help.

Bounder :)
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on September 08, 2015, 10:08:12 AM
Thanks for the feedback, I'm glad that it works for you now.
Meanwhile bomberkiller reported a similar issue, let's see what his log shows.

Best regards - Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: bomberkiller on September 08, 2015, 10:59:10 AM
Quote
I looked through the log.lst and discovered the Typhoon1b 1943 was trying to load with a bad pilot skin!

Hello Nicholaiovitch,

and what's with your Typhoon late?

And what is a bad pilot skin?

@ Mike,

please watch the log (sended per PM) and you'll see.

Best regards, Gerhard
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on September 08, 2015, 11:37:13 AM
Oh wow...
Thanks for the log Gerhard.
For some reason one of the files in the patch pack has 0 bytes.

Until a new patch pack gets released, you can fix this error you copying the file
"<your UP3 game folder>\#UP#\UP3 #PATCH PACK#\3do\plane\TyphoonMkIBLate_(GB)\AroneL_D0.msh"
to the folder
"<your UP3 game folder>\#UP#\UP3 #PATCH PACK#\3do\plane\TyphoonMkIBLate_(Multi1)"
and overwrite the existing 0-byte-file there.

Best regards - Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: bomberkiller on September 08, 2015, 01:12:55 PM
Hello Mike,

Yes, I have it! WUNDERBAR!

Thank you very much!

@ Nicholaiovitch:

Do what Mike wrote but at 1st: Deactivate per "jsgme.exe" the "#UP#_Patch_Pack_106_v3" (or whatever Patch-Pack you have).

2nd: Do the changes in 3do\plane\TyphoonMkIBLate...  ...and reactivate the Patch-Pack again!

Best regards, Gerhard  :)
Title: Re: Additional MODS on the SAS Gameserver
Post by: Nicholaiovitch on September 08, 2015, 04:11:33 PM
Thanks chaps......I managed to get the Typhoon to load in a Quick mission but it failed to load in a Net dogfight mission......I will apply the fix ......thank you Storebror.

Bounder :)

Edit.....just tried an online mission and all is working......great stuff!

Previously I was getting the following errors:-
Code: [Select]
INTERNAL ERROR: Can't open file 'PaintSchemes/Regiments/thumbs.db.bmp'
File PaintSchemes/Regiments/thumbs.db.bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/New Picture.bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Pilot PaintSchemes/Pilots/New Picture.bmp NOT loaded
INTERNAL ERROR: SectFile '3DO/Plane/TyphoonMkIBLate_(Multi1)/AroneL_D0.msh' is empty
WARNING: object '3DO/Plane/TyphoonMkIBLate_(Multi1)/AroneL_D0.msh' of class 'SkinTL' not loaded
INTERNAL ERROR: MeshObj: Can't load mesh 3DO/Plane/TyphoonMkIBLate_(Multi1)/AroneL_D0.msh
WARNING: object '3DO/Plane/TyphoonMkIBLate_(Multi1)/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Plane/TyphoonMkIBLate_(Multi1)/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Plane/TyphoonMkIBLate_(Multi1)/hier.him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Plane/TyphoonMkIBLate_(Multi1)/hier.him

Strange that I was able to get the Typhoon (late) to load before applying the fix but only in QMB
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on September 22, 2015, 11:59:09 AM
The VAP-250 Rearm fix (https://www.sas1946.com/main/index.php?topic=48537.msg531282#new) has been added to the Recommended-List

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Ghost129er on September 23, 2015, 03:55:52 AM
The VAP-250 Rearm fix (https://www.sas1946.com/main/index.php?topic=48537.msg531282#new) has been added to the Recommended-List

It's there, but the hyperlink isn't working.. :-X
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on September 23, 2015, 04:55:06 AM
whoops, my mistake..

now it should work

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on March 05, 2016, 02:48:52 AM
Important notice:

If you have any of the UP3 PA Jeronimo 3D Fixes activated which were previously listed here as "certified":
Please get rid of them asap as they have been proven to cause trouble online, e.g. you will not be able to select any a/c on a mission that runs fine for everyone else.

Best Regards,
skylla

Title: Re: Additional MODS on the SAS Gameserver
Post by: Sharkzz on September 25, 2016, 09:16:59 PM
Heya Skylla m8, excellent work on the server, it is a pity I can't access it due to Telstra or Jiri not allowing enough packets through. Cn'a get in when time outs. A silly question  -  patch 200  is active on the server ? I figured  naturally it is - but just want top be sure, sos I have the right stuff.
ta m8
running UP3 RC4 , etc etc.
Sharkzz
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on September 26, 2016, 01:32:06 AM
Current Server setup is UP3 RC4 + Patch Pack 202.

You can however connect with every old Patch Pack Version as they are all backward compatible; the only difference for you will be a message in the Server chat line telling you that there's been an update ..

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on September 26, 2016, 04:48:46 AM
Just for the record, you can also connect without any Patch Pack at all, meaning that e.g. "vanilla" UP3 RC4 is fine as well.
It's simply up to you whether or not you upgrade your game.
We trust that you'll do it sooner or later anyway since otherwise you'll miss all the nice new features.

Best regards - Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on January 06, 2017, 12:17:29 PM
Important notice:

The FX Repack (https://www.sas1946.com/main/index.php/topic,36621.0.html) got removed from the certified list as it contains a lot of Java classes which were altered in the UP Patch Pack.
If enabled, this Mod will cause issues when playing, therefore please remove it from your modfolder.

Best Regards,
skylla
Title: Re: Additional MODS on the SAS Gameserver
Post by: Fostzys on July 31, 2017, 01:36:08 AM
No matter where they come to read something good at this
Title: Re: Additional MODS on the SAS Gameserver
Post by: macgiver on January 18, 2019, 05:07:13 PM
Today I could not access the SAS server with Jero's Fix_Yak´s_Cockpit (https://www.sas1946.com/main/index.php/topic,42916.0.html (https://www.sas1946.com/main/index.php/topic,42916.0.html)) activated, this mod isn't supported? flying offline doesn't cause me any problem.
Apart of this mod I have Patch_Pack_302 and Jeronimo_cowlings_props_wheels activated by jsgme, Ecran_wide, FOVmod, SkinMod, RU_reticles and correction of Typhoon skin in #UP# folder (+ Gurner's FX and UP3Distance for offline playing).
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on January 18, 2019, 11:49:43 PM
When you say you couldn't join, what exactly was the issue you've had?
I cannot see any rejected player on the server log.

]cheers[
Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: macgiver on January 19, 2019, 12:59:11 AM
After getting connected I have CTD and return to Hyperlobby. CTD is about a second after I got to the screen:
(https://i.postimg.cc/MGRpzqw6/il2fb-ctd.jpg) (https://postimages.org/)
initlog.lst
Code: [Select]
2019-01-19 08:21:36:578 (dinput.dll) : JVM Parameters injector activated
2019-01-19 08:21:36:578 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2019-01-19 08:21:36:578 (dinput.dll) : Adding JVM Option: -Xms444M
2019-01-19 08:21:36:578 (dinput.dll) : Adding JVM Option: -Xmx444M
2019-01-19 08:21:36:578 (dinput.dll) : Adding JVM Option: -Xss4096K
2019-01-19 08:21:36:578 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2019-01-19 08:21:36:578 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2019-01-19 08:21:36:578 (dinput.dll) : Checking duplicate JVM Options...
2019-01-19 08:21:36:578 (dinput.dll) : Checking mandatory JVM Options...
2019-01-19 08:21:36:578 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2019-01-19 08:21:36:578 (dinput.dll) : Adding JVM Option: -Xverify:none
2019-01-19 08:21:36:578 (dinput.dll) : Adding JVM Option: -Xcomp
2019-01-19 08:21:36:578 (dinput.dll) : Final JVM Option List:
2019-01-19 08:21:36:578 (dinput.dll) : -Xms444M
2019-01-19 08:21:36:578 (dinput.dll) : -Xmx444M
2019-01-19 08:21:36:578 (dinput.dll) : -Xss4096K
2019-01-19 08:21:36:578 (dinput.dll) : -XX:PermSize=64M
2019-01-19 08:21:36:578 (dinput.dll) : -XX:MaxPermSize=64M
2019-01-19 08:21:36:578 (dinput.dll) : -Djava.class.path=.
2019-01-19 08:21:36:578 (dinput.dll) : -Xverify:none
2019-01-19 08:21:36:578 (dinput.dll) : -Xcomp
2019-01-19 08:21:36:578 (dinput.dll) : IL-2 Process ID = 000005FC
2019-01-19 08:21:36:578 (dinput.dll) : Starting Watchdog at F:\UP_SAS\bin\selector\basefiles\IL-2 Watchdog.exe 1
2019-01-19 08:21:36:578 (dinput.dll) : Watchdog process started.
2019-01-19 08:21:36:593   (watchdog) : Couldn't get parent IL-2 process handle, exiting.
2019-01-19 08:21:36:593 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated
2019-01-19 08:21:36:593 (dinput.dll) : OpenGL Mode detected, checking IL-2 Graphics Extender Availability...
2019-01-19 08:21:36:593 (dinput.dll) : Trying F:\UP_SAS\il2ge.dll
2019-01-19 08:21:36:593 (dinput.dll) : Trying F:\UP_SAS\il2ge\lib\il2ge.dll
2019-01-19 08:21:36:593 (dinput.dll) : Trying F:\UP_SAS\bin\selector\basefiles\il2ge.dll
2019-01-19 08:21:36:593 (dinput.dll) : IL-2 Graphics Extender not available.
2019-01-19 08:21:36:593 (dinput.dll) : Injecting JVM Parameters
2019-01-19 08:21:36:609 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2019-01-19 08:21:36:609    (wrapper) : ProcessAttach, attached Processes =  1
2019-01-19 08:21:36:609    (wrapper) : Calling GetCommandLineParams()
2019-01-19 08:21:36:609    (wrapper) : MODS Folder = "#UP#"
2019-01-19 08:21:36:609    (wrapper) : No FILES Folder set.
2019-01-19 08:21:36:609    (wrapper) : Calling LinkIl2fbExe()
2019-01-19 08:21:36:609    (wrapper) : Trying to link back to F:\UP_SAS\il2fb.exe through LoadLibrary()
2019-01-19 08:21:36:609    (wrapper) : Calling CreateModsFolderList()
2019-01-19 08:21:36:625    (wrapper) : Scanning #UP# folder took 9 milliseconds.
2019-01-19 08:21:36:625    (wrapper) : Total number of modded files = 2624.
2019-01-19 08:21:36:625    (wrapper) : Calling SortList()
2019-01-19 08:21:36:625    (wrapper) : Sorting modded files list took 0.284 milliseconds.
2019-01-19 08:21:36:625    (wrapper) : Calling RemoveDuplicates()
2019-01-19 08:21:36:625    (wrapper) : Removing 0 Duplicates took 0.006 milliseconds.
2019-01-19 08:21:39:265    (wrapper) : ThreadAttach, attached Threads =  1
2019-01-19 08:21:39:265    (wrapper) : ThreadAttach, attached Threads =  2
2019-01-19 08:21:39:265    (wrapper) : ThreadDetach, attached Threads =  1
2019-01-19 08:21:39:265    (wrapper) : ThreadAttach, attached Threads =  2
2019-01-19 08:21:39:265    (wrapper) : ThreadAttach, attached Threads =  3
2019-01-19 08:21:39:281    (wrapper) : ThreadDetach, attached Threads =  2
2019-01-19 08:21:39:281    (wrapper) : ThreadDetach, attached Threads =  1
2019-01-19 08:21:39:281    (wrapper) : ThreadAttach, attached Threads =  2
2019-01-19 08:21:39:343    (wrapper) : ThreadAttach, attached Threads =  3
2019-01-19 08:21:39:359    (wrapper) : ThreadAttach, attached Threads =  4
2019-01-19 08:21:39:390    (wrapper) : ThreadAttach, attached Threads =  5
2019-01-19 08:21:39:406    (wrapper) : ThreadAttach, attached Threads =  6
2019-01-19 08:21:39:421    (wrapper) : ThreadAttach, attached Threads =  7
2019-01-19 08:21:39:421    (wrapper) : ThreadAttach, attached Threads =  8
2019-01-19 08:21:39:437    (wrapper) : ThreadAttach, attached Threads =  9
2019-01-19 08:21:57:500    (wrapper) : ThreadDetach, attached Threads =  8
2019-01-19 08:21:57:500    (wrapper) : ThreadDetach, attached Threads =  7
2019-01-19 08:21:57:500    (wrapper) : ThreadDetach, attached Threads =  6
2019-01-19 08:21:57:875    (wrapper) : ThreadDetach, attached Threads =  5
2019-01-19 08:21:58:062    (wrapper) : ProcessDetach, attached Processes =  0
2019-01-19 08:21:58:062    (wrapper) : Total files opened = 82566
2019-01-19 08:21:58:062    (wrapper) : Total search time consumed = 2.746 milliseconds (0.002746144775 Seconds)
2019-01-19 08:21:58:062    (wrapper) : Search Time per File = 33.260 nanoseconds (0.000000033260 Seconds)
2019-01-19 08:21:58:062    (wrapper) : Average Search Iterations required per File = 6.9
2019-01-19 08:21:58:093 (dinput.dll) : JVM Parameters injector deactivated
log.lst
Code: [Select]



[19 janv. 19 08:19:21] ------------ BEGIN log session -------------

[08:19:21] Initializing Random Number Generator, Seed=5162265734732847202
[08:19:21] Using new TrackIR: false
[08:19:21] OpenGL provider: Opengl32.dll
[08:19:22] OpenGL library:
[08:19:22]   Vendor: NVIDIA Corporation
[08:19:22]   Render: GeForce GTX 960/PCIe/SSE2
[08:19:22]   Version: 4.5.0 NVIDIA 361.75
[08:19:22]   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_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_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_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_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_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region 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_square 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_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_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_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_NVX_conditional_render GL_NVX_gpu_memory_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
[08:19:22] Size: 1680x1050
[08:19:22] ColorBits: 32
[08:19:22] DepthBits: 24
[08:19:22] StencilBits: 8
[08:19:22] isDoubleBuffered: true
[08:19:22] TrackIRWin create(), useNewTrackIR=false, createSuccess=false
[08:19:22] *** IL-2 Selector 3.4.2.0 Build 18090901 loaded ***
[08:19:22] AudioDevice NOT initialized
[08:19:22]
[08:19:22] *** Looking for Advanced CPU Instructions...
[08:19:22] [x] PentiumPro
[08:19:22] [x] Multimedia (MMX)
[08:19:22] [x] 3D (SSE4)
[08:19:22] [x] 3D (SSE4)
[08:19:22] [-] 3D (3DNow)
[08:19:22] ColourBits 32, ABits 0, ZBits 24
[08:19:22]
[08:19:22] *** Looking for Render API Extensions ...
[08:19:22] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[08:19:22] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[08:19:22] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[08:19:22] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[08:19:22] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[08:19:22] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[08:19:22] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[08:19:22] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[08:19:22] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[08:19:22] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[08:19:22] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[08:19:22] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[08:19:22] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[08:19:22]
[08:19:22] Maximum texture size : 16384
[08:19:22] Maximum simultaneous textures :4
[08:19:22] MaxAnisotropic (1.0 = none) : 16.000000

[19 janv. 19 08:21:39] ------------ BEGIN log session -------------

[08:21:39] Initializing Random Number Generator, Seed=8915280318923179656
[08:21:39] Using new TrackIR: false
[08:21:39] OpenGL provider: Opengl32.dll
[08:21:39] OpenGL library:
[08:21:39]   Vendor: NVIDIA Corporation
[08:21:39]   Render: GeForce GTX 960/PCIe/SSE2
[08:21:39]   Version: 4.5.0 NVIDIA 361.75
[08:21:39]   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_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_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_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_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_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region 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_square 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_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_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_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_NVX_conditional_render GL_NVX_gpu_memory_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
[08:21:39] Size: 1680x1050
[08:21:39] ColorBits: 32
[08:21:39] DepthBits: 24
[08:21:39] StencilBits: 8
[08:21:39] isDoubleBuffered: true
[08:21:39] TrackIRWin create(), useNewTrackIR=false, createSuccess=true
[08:21:39] *** IL-2 Selector 3.4.2.0 Build 18090901 loaded ***
[08:21:39]
[08:21:39] *** Looking for Advanced CPU Instructions...
[08:21:39] [x] PentiumPro
[08:21:39] [x] Multimedia (MMX)
[08:21:39] [x] 3D (SSE4)
[08:21:39] [x] 3D (SSE4)
[08:21:39] [-] 3D (3DNow)
[08:21:39] ColourBits 32, ABits 0, ZBits 24
[08:21:39]
[08:21:39] *** Looking for Render API Extensions ...
[08:21:39] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[08:21:39] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[08:21:39] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[08:21:39] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[08:21:39] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[08:21:39] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[08:21:39] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[08:21:39] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[08:21:39] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[08:21:39] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[08:21:39] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[08:21:39] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[08:21:39] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[08:21:39]
[08:21:39] Maximum texture size : 16384
[08:21:39] Maximum simultaneous textures :4
[08:21:39] MaxAnisotropic (1.0 = none) : 16.000000
[08:21:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[08:21:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[08:21:50] Initializing DirectSound playback device...
[08:21:50] Primary buffer created.
[08:21:50] Playback format is set : sampling rate = 44100, num channels = 2.
[08:21:50] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[08:21:50] Default speaker config is : 1310724.
[08:21:50] Direct sound audio device initialized successfully :
[08:21:50] DX Version : 7
[08:21:50] Hardware    - enabled [buffers : 32]
[08:21:50] Extensions  - enabled :
[08:21:50]   EAX ver. 1 [X]  - enabled
[08:21:50]   EAX ver. 2 [X]  - enabled
[08:21:50]   EAX ver. 3 [ ]  - disabled
[08:21:50]   I3D ver. 2 [X]  - enabled
[08:21:50]   ZoomFX     [ ]  - disabled
[08:21:50]   MacroFX    [ ]  - disabled
[08:21:50] SIMD render [X]
[08:21:50] num channels 16
[08:21:50]

[19 janv. 19 08:21:57] -------------- END log session -------------
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on January 19, 2019, 01:09:42 AM
The log.lst looks incomplete, no sign of any CTD.
You might want to check whether you have "InstantLog=1" set in the "[Mods]" section of your conf.ini.

Other than that, the Yak Cockpit fixes usually contain 3D files only. Those should not have any impact on server connections.
Only difference is the "opening canopy" mod for the Yaks, that one has Java Classfiles inside and might cause trouble.

]cheers[
Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: macgiver on January 19, 2019, 01:13:57 AM
My entire log.lst has 169264 lines...
https://www.mediafire.com/file/a4e9s92cg6j9scx/log.lst/file (https://www.mediafire.com/file/a4e9s92cg6j9scx/log.lst/file)
Instantlog is set to "1"
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on January 19, 2019, 01:21:06 AM
This means that it either contains relevant info about the CTD, or it's ever extending...
In the latter case, make sure to set "LOGKEEP=0" in the "[Console]" section of your conf.ini, that way your log.lst will always only contain lines from the last instance of IL-2.

]cheers[
Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: macgiver on January 19, 2019, 01:36:54 AM
I have set LOGKEEP to "0" (was "1") and now all is ok! Thanks!
Code: [Select]
[19 janv. 19 09:28:11] ------------ BEGIN log session -------------

[09:28:11] Initializing Random Number Generator, Seed=-1914199341425569980
[09:28:11] Using new TrackIR: false
[09:28:11] OpenGL provider: Opengl32.dll
[09:28:11] OpenGL library:
[09:28:11]   Vendor: NVIDIA Corporation
[09:28:11]   Render: GeForce GTX 960/PCIe/SSE2
[09:28:11]   Version: 4.5.0 NVIDIA 361.75
[09:28:11]   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_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_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_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_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_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region 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_square 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_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_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_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_NVX_conditional_render GL_NVX_gpu_memory_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
[09:28:11] Size: 1680x1050
[09:28:11] ColorBits: 32
[09:28:11] DepthBits: 24
[09:28:11] StencilBits: 8
[09:28:11] isDoubleBuffered: true
[09:28:11] TrackIRWin create(), useNewTrackIR=false, createSuccess=false
[09:28:11] *** IL-2 Selector 3.4.2.0 Build 18090901 loaded ***
[09:28:12]
[09:28:12] *** Looking for Advanced CPU Instructions...
[09:28:12] [x] PentiumPro
[09:28:12] [x] Multimedia (MMX)
[09:28:12] [x] 3D (SSE4)
[09:28:12] [x] 3D (SSE4)
[09:28:12] [-] 3D (3DNow)
[09:28:12] ColourBits 32, ABits 0, ZBits 24
[09:28:12]
[09:28:12] *** Looking for Render API Extensions ...
[09:28:12] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[09:28:12] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[09:28:12] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[09:28:12] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[09:28:12] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[09:28:12] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[09:28:12] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[09:28:12] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[09:28:12] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[09:28:12] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[09:28:12] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[09:28:12] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[09:28:12] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[09:28:12]
[09:28:12] Maximum texture size : 16384
[09:28:12] Maximum simultaneous textures :4
[09:28:12] MaxAnisotropic (1.0 = none) : 16.000000
[09:28:14] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[09:28:14] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[09:28:23] Initializing DirectSound playback device...
[09:28:23] Primary buffer created.
[09:28:23] Playback format is set : sampling rate = 44100, num channels = 2.
[09:28:23] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[09:28:23] Default speaker config is : 1310724.
[09:28:23] Direct sound audio device initialized successfully :
[09:28:23] DX Version : 7
[09:28:23] Hardware    - enabled [buffers : 32]
[09:28:23] Extensions  - enabled :
[09:28:23]   EAX ver. 1 [X]  - enabled
[09:28:23]   EAX ver. 2 [X]  - enabled
[09:28:23]   EAX ver. 3 [ ]  - disabled
[09:28:23]   I3D ver. 2 [X]  - enabled
[09:28:23]   ZoomFX     [ ]  - disabled
[09:28:23]   MacroFX    [ ]  - disabled
[09:28:23] SIMD render [X]
[09:28:23] num channels 16
[09:28:23]
[09:28:24] socket start connecting to 148.251.238.135:21010
[09:28:24] socket channel '0' start creating: 148.251.238.135:21010
[09:28:24] Player Server uses Patch Pack 303b1!
[09:28:24] Player Server uses Selector Version 3.5.0 BETA 4!
[09:28:24] Chat: --- spaneme a rejoint la partie.
[09:28:24] Player spaneme uses Patch Pack 302!
[09:28:24] socket channel '0', ip 148.251.238.135:21010, is complete created
[09:28:25] Chat: Server: Welcome spaneme from Toulouse, France/Occitanie
[09:28:25] Chat: --- checkTimeSpeed 8sec 15%
[09:28:30] Loading mission FBDj/Conky/Bounder Missions/CFC_Islands01B.mis...
[09:28:30] Loading mission.mis defined airfields...
[09:28:30] Loaded camouflage: PACIFIC
[09:28:30] Loading map.ini defined airfields...
[09:28:30] Detected Vertex Shaders 3.0.
[09:28:30] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[09:28:30] Vertex texture units: 32
[09:28:30]
[09:28:32] PBuffer: suitable formats: 6
[09:28:32]
[09:28:32] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[09:28:32] Depth = 24, stencil = 8
[09:28:32] PBuffer: suitable formats: 6
[09:28:32]
[09:28:32] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[09:28:32] Depth = 24, stencil = 8
[09:28:33] Loading vertex/fragment programs: *88878728*
[09:28:33] *** Loading: [vpFogFar2Tex2D]
[09:28:33] *** Loading: [vpFog2Tex2DBlend]
[09:28:33] *** Loading: [vpFogFar4Tex2D]
[09:28:33] *** Loading: [vpFogFar8Tex2D]
[09:28:33] *** Loading: [vpFogNoTex]
[09:28:33] *** Loading: [vpFog4Tex2D]
[09:28:33] *** Loading: [vpFog4Tex2D_UV2]
[09:28:33] *** Loading: [vp4Tex2D]
[09:28:33] *** Loading: [vp6Tex2D]
[09:28:33] *** Loading: [vpTexUVTex2D]
[09:28:33] *** Loading: [vpWaterGrid_NV]
[09:28:33] *** Loading: [vpWaterSunLight_NV]
[09:28:33] *** Loading: [vpWaterSunLight_ATI]
[09:28:33] *** Loading: [vpWaterSunLight_FP]
[09:28:33] *** Loading: [vpTreeSprite]
[09:28:33] *** Loading: [vpTreeTrunk]
[09:28:33] *** Loading: [vpVAObjectsN]
[09:28:33] *** Loading: [vpVAObjectsL0]
[09:28:33] *** Loading: [vpSprites]
[09:28:33] *** Loading: [vpSimpleGL]
[09:28:33] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[09:28:33] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[09:28:33] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[09:28:33] *** Loading: [fpCoastBump] -> NV3X Optimized!
[09:28:33] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[09:28:33] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[09:28:33] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[09:28:33] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[09:28:33] *** Loading: [fpCaustic] -> NV3X Optimized!
[09:28:33] *** Loading: [fpSprites] -> NV3X Optimized!
[09:28:33] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[09:28:33] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[09:28:33] *** Loading: [fpSimpleGL]
[09:28:33] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[09:28:33] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[09:28:33] *** Loading: [fpRiverCoastAA]
[09:28:33] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[09:28:33] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[09:28:33] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[09:28:33] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[09:28:33] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[09:28:33] *** Loading: [vpWaterDM_CPU]
[09:28:33] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[09:28:33] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[09:28:33] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[09:28:33] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[09:28:33] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[09:28:33] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[09:28:33] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[09:28:33] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[09:28:33] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[09:28:33] *** Loading: [fpWaterLFogDM]
[09:28:33] *** Loading: [fpIceWater] -> NV3X Optimized!
[09:28:33] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[09:28:33] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[09:28:33] *** Loading: [fpNearBlend] -> NV3X Optimized!
[09:28:33] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[09:28:33] *** Loading: [fpFarBlend] -> NV3X Optimized!
[09:28:33] *** Loading: [fpForestPlane] -> NV3X Optimized!
[09:28:33] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[09:28:33] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[09:28:33] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[09:28:34] Load bridges
[09:28:34] Load static objects
[09:28:40] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3do/Buildings/Troops/aircrew/pilot/glasses1.tga'
[09:28:44] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
[09:28:51] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
[09:28:52] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
[09:28:57] Searching for missing resources...
[09:28:57] Done!
[09:28:57] Loading RRR objects resources data...
[09:28:57] Done.
[09:28:58] ZutiNetSendMethods - requestParaCapturedHbList executed by user >spaneme<.
[09:28:58] ZSM_NS - requestAcList executed by user >spaneme<.
[09:29:00] Time overflow (40): tickLen 44
[09:29:00] ZutiNetReceiveMethods - frontRefresh data received! Total markers in the list: 8
[09:29:06] socketConnection with 148.251.238.135:21010 on channel 0 lost.  Reason:
[09:29:07] Before GC, Memory: total(465305600) free(397960576)
[09:29:07] After GC, Memory: total(465305600) free(423237232)

[19 janv. 19 09:29:08] -------------- END log session -------------
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on January 19, 2019, 01:49:46 AM
Well the log looks good now.
Did you successfully connect or are any issues remaining?

]cheers[
Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: macgiver on January 19, 2019, 01:58:14 AM
All is ok, now I'm able to join server with Yak_cockpits  :)
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Storebror on January 19, 2019, 02:02:48 AM
Fine, great!
Thanks for the feedback and see you in the skies!

]cheers[
Mike
Title: Re: Additional MODS on the SAS Gameserver
Post by: FL2070 on May 15, 2020, 09:14:41 AM
This topic is due to be updated... it's a little behind the times

(https://i.postimg.cc/cJzKYh6b/image.png) (https://postimages.org/)
Title: Re: Additional MODS on the SAS Gameserver
Post by: SAS~Skylla on May 15, 2020, 10:15:38 AM
Seems like development progress for UP3 outran this topic indeed :D

I'll update the first post in the next days ...